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Mac / Re: UFOAI for Mac???
« on: March 27, 2011, 05:29:27 am »

I just downloaded the v2.4 installer on my first generation Intel iMac and this is the error message I get when I try to open the file:

"You can't open the application UFOAI because it is not supported on this type of Mac."

Any thoughts? What information do you need in addition to troubleshoot?



Os Version? I thought that Power PC support was dropped from the latest version.

Coding / Re: New jpeg version (8b)
« on: October 08, 2010, 02:25:34 pm »
Wait a sec ...

Libjpeg 8 and 6 are different?

I know that the current code (well, 2.3 anyways) compiles and links against 8, and the older 2.2.1 does not.

But the libraries actually being different?

What would be the symptoms of a program written for 6 being used with 8?

Mac / Re: OSX installers
« on: October 08, 2010, 02:22:33 pm »
Sound is fixed in the next release.

For your dark world map: Do you see a proper battlescape? (fighting battles). You can switch to the flat (2d) world map, and it should look proper.

No text in the pedia: Do you have english (or some other language) explicitly set?

Just a bit ...

What do I do that doesn't get committed?

Debugging builds trying to track down the graphic issues (although I've got a new idea to try to track it down, that goes back to the older stuff in svn)

Modifying the make scripts to make sure that there's a locally compiled map ready when I type "make".

At one point, when I had some files on an external drive for space reasons, I had some symbolic links and needed to modify some "find" commands in the makefiles to include (I think) -L

Sometimes I've had to play around with configure.

With SVN, I could make a local modification (such as to the Makefiles, or debugging output in the renderer), and then move around from revision to revision, and my changes stay in. So if I'm trying to track something in rendering, I can.

The point is?
It sounds like the only way to play with git is to commit everything that you do.
That sounds like saying that you have to allow anyone that wants to play with the source to commit changes to the development tree.

Unless I'm missing something, that's horrible.

What is supposed to be git's benefit over svn?

Newbie Coding / Re: Switch from svn to git without redownloading everything?
« on: September 28, 2010, 08:48:18 pm »
Alright, here's a simple question:

With SVN, it was relatively easy to download just the 2.3 branch, or just the 2.2.1 branch.

It was relatively easy to switch between the 2.3 and 2.2.1 branch for a long time; eventually, due to problems with the (then-out-of-date svn tool on Mac os 10.5.8) svn program, it was easier to just have two separate directory trees.

But I never had to worry about downloading the stuff I didn't want.

I could make local modifications, and generally they would work fine as new updates were fetched; when conflicts were found, it was fairly loud.

How would I go about only fetching just the 2.3 stuff with git, assuming
1: I have git, and
2: I've never touched it yet

How would I go about switching between the 2.3 branch and the trunk? What if I wanted to deal with the 2.4 branch when it is eventually tagged as such?

How are my local modifications handled? How are conflicts handled? How does rewinding to an earlier version, and back again, work? (This is where the version on Mac 10.5.8 stank. )

What if I wanted to take pieces from 2.3 and pieces from 2.4?
Or, equally, pieces from 2.2.1 and pieces from 2.3?

(Actually, that last one is probably not a Git question, 2.2.1 probably doesn't exist in git.)

Bugs prior to release 2.3 / Fetching just the 2.3 branch in git?
« on: September 08, 2010, 10:01:56 pm »
How do I fetch just the 2.3 branch in git?

(Assume I want to switch from the latest svn branch to the current 2.3 branch)

Mac / Re: ufoai 2.3 on OSX PPC Leopard - save game fails
« on: September 08, 2010, 08:41:21 am »
And the output of "svn st" or "svn diff"?

Hopefully nothing modified

Mac / Can the 2.2.1 renderer be used in 2.3?
« on: September 08, 2010, 05:59:36 am »
Can the 2.2.1 renderer be plugged into 2.3?

I don't mind if it is slower
I don't mind if some graphical features are lost

I just want to try to eliminate one more variable. The 2.2.1 renderer worked on my ATI machines. If it still works now, then something that changed between 2.2.1 and 2.3 seems to be triggering a graphics driver bug.

Mac / * If the graphics are buggered *
« on: September 08, 2010, 05:19:21 am »
If you have garbled graphics on the battlescape -- if you see strange shadows, or blocks that look like "dance floor patches", then please report what kind of graphic card your system has.

Apple Menu -> About this mac, More info, or Applications / Utilities / System Profiler

On hardware, click "Graphics / Displays"

So far, we have failures on an ATI Radeon 9300 and an ATI Mobility Radeon 9550, but success on an NVidia.

Mac / Re: ufoai 2.3 on OSX PPC Leopard - save game fails
« on: September 08, 2010, 05:14:53 am »
the game works perfectly except for the campaign save. 
I had to disable GLSL shading for everything to work.

Alright, you are Nvidia, and I am ATI.
Yours works, mine does not.

I think we've got something.

Mac / Re: ufoai 2.3 on OSX PPC Leopard - save game fails
« on: September 04, 2010, 06:27:38 pm »
Now, I seem to have 2 copies of the 2.3 source code.
They are both subtly different - the first thing I notice
is the build/ files are quite different.

The build that is working for me is a copy of the source out
of the cvs - it will make a full .dmg file that runs on my mac,
with all the libraries copies into the install root and it seems
to run fine except for the campaign file save. 

Two things:
1. What is the output from "svn diff"?
2. What is the output from "svn info"?

That should tell me which specific revision you are working with.

If there is a place I can upload the .dmg, please let me know.
I used google docs when I uploaded my last disk image.

** Please, download this, and tell me if the graphics work on your system **

This version failed to give proper graphics on my machine (working about 1 in 4 times). If it works -- consistently -- for you, then ... well, I'm suspecting a bug in the driver that is trigger by the 2.3 rendering code being different than the 2.2.1 rendering code.

Mac / Re: ufoai 2.3 on OSX PPC Leopard - save game fails
« on: September 04, 2010, 05:24:06 am »
I have compiled ufoai-2.3 for PPC on my late 2005 G5 (dual core pciE model) and it seems to work fine in skirmish and campaign mode,


I have got to see what's going on with your system.
Do you have a working 3d geoscape? Properly lit?

Please, I want to see a dmg even if it's not working correctly on saves.
Your log shows NVidia graphics; I've got graphics failing on two different ATI's. If it's literally an ATI driver issue (for mac supplied driver???), that's useful to know. (Simply enough: 2.2.1 worked, and 2.3 does not. What's changed in the rendering between the two?)

Offtopic / Re: Whats in your pockets right now?
« on: August 31, 2010, 07:02:33 pm »
Absolutely nothing! I just weighed myself on the Wii, and I have to empty them to get an accurate reading.

Newbie Coding / Re: Encumbrance/TU penalty
« on: August 31, 2010, 02:10:47 am »
Reducing TU's for having too much weight is a bad thing. Did you ever notice that in XCom, you could not aim your weapon if you had too much in your back pack? (Aimed shot was 80% TU, and just about any "too heavy" penalty dropped you below that.)

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