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Messages - Another Guy

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Offtopic / Re: R.I.P. Floopy disc... (Finally)
« on: May 04, 2010, 04:38:48 am »
I did try that. Very slow read and write speed even for that time... But at that time an external HDD would be a rarity as well.
Still useless though. lol

Offtopic / Re: R.I.P. Floopy disc... (Finally)
« on: April 27, 2010, 07:58:59 pm »
I do have a FDD installed on my PC. lol
I don't really use it but it looks great right above smart cards reader drive. Old and new   :P

FAQ / Compile...
« on: April 27, 2010, 07:26:12 pm »
Well, I've been away for quite some time, and now I do not seem to be able to do things again.

1) My maps now take forever to compile (look atachment). Used to be fairly quick on same hardware and OS.

2) I can't seem to compile binaries anymore. I double checked settings and all paths are the way I left it last time I compiled right, but for some reason I am getting:

-------------- Build: windows in ufo_tests ---------------

Running target pre-build steps
..\..\contrib\scripts\codeblocks_check.bat ""
ECHO est  desativado.
ECHO est  desativado.
"unable to find bin\WINenvVER"
Compiling: ..\..\src\common\cmd.c
Compiling: ..\..\src\common\cmodel.c
Compiling: ..\..\src\common\common.c
Compiling: ..\..\src\common\cvar.c
Compiling: ..\..\src\common\dbuffer.c
Compiling: ..\..\src\common\files.c
Compiling: ..\..\src\common\http.c
Compiling: ..\..\src\common\ioapi.c
Compiling: ..\..\src\common\list.c
Compiling: ..\..\src\common\md4.c
Compiling: ..\..\src\common\md5.c
Compiling: ..\..\src\common\mem.c
Compiling: ..\..\src\common\msg.c
Compiling: ..\..\src\common\net.c
Compiling: ..\..\src\common\netpack.c
Compiling: ..\..\src\common\pqueue.c
Compiling: ..\..\src\common\routing.c
Compiling: ..\..\src\common\scripts.c
Compiling: ..\..\src\common\tracing.c
Compiling: ..\..\src\common\unzip.c
Compiling: ..\..\src\game\inv_shared.c
Compiling: ..\..\src\game\inventory.c
Compiling: ..\..\src\game\q_shared.c
Compiling: ..\..\src\ports\windows\ufo.rc
Compiling: ..\..\src\ports\windows\win_console.c
Compiling: ..\..\src\ports\windows\win_shared.c
gcc: Files\: No such file or directory
gcc: \(x86\)\MinGW\include: No such file or directory
windres.exe: preprocessing failed.
Process terminated with status 1 (0 minutes, 4 seconds)
1 errors, 0 warnings
Process terminated with status 0 (0 minutes, 4 seconds)
1 errors, 0 warnings

The "Files" and "(x86\)" folders on the last lines seem to be "Program Files (x86)" where MinGW is installed (I'm running Vista 64 bits Ultimate). Strangelly it should be (x86)\ intead of (x86\). I looked into every settings path in Code Blocks and can't seem to find anything wrong like that.

To add some information, I added to muton's old C::B Package MinGW files all files (overwrite) from Mattn wiki package. So I'm pretty sure I have all libs. I even tried after that getting latest MinGW and GTK files from net and overwriting it over my resulting package to have it really up to date. No luck. Then I did the same to C::B files. Still same result.

So making it short: I have all new mattn and old muton's libs (he probably updated his libs on the last year. lol) and updated files of MinGW, GTK, C::B and double checked settings for correct paths.
And it still won't compile most of the files (It does compile however game.dll, ufo2map.exe and uforadiant_brushexport.dll. None of the others).

My best bet it to reset entire SVN folder, since large repository updates (10 months gap) tend to cause some bugs.

In the meanwhile, any ideas?

Windows / Re: Compiling for Windows (Thread Tracking for Thyranim)
« on: July 17, 2009, 04:15:23 pm »
I did a quick check and Code::Blocks download page states separate downloads for Linux 32 and 64 bits, but a unique download for Windows version, so windows version should support both.
Not directly related to ur issue, but Tortoise SVN does have a Windows 64 bits version (which I am using) that might help with ur problem with SVN download issue I've seen in other topic.  ;)

Weird thing is that I am using same mutton's C::B package as you, and compile works fine for me on any video options (I have tested around). Even as it looks a videocard issue, updated libs for C::B might still help ya.

Good luck!

Design / Re: Medikits
« on: July 16, 2009, 05:06:50 pm »
I'm willing to try to code this. It looks a ton easier to implement as opposed to visibility, which is something I want to eventually do. This is on the todo list, so it looks like people want this done. I did not see any indication that this is already being coded.

Has a decision been made on how this is to be yet? I've read every post, and there seems to be some disagreements still.

I would like to keep this system simple. As stated previously, tracking 5 different values is painfully complex.
I agree with the 1 hit kill problem.
Hopefully someday armor becomes good enough that it'll take 2 hits to kill you.
If you want medikits to return only a percentage of hp lost, a new variable will need to be saved for how much medikit hp is currently present. Is 50% what is wanted? Or 75%? Or does this need to be configurable?
Is stun going to be included?
Is bleeding going to be included?
Are we planning to give 3 turns to revive someone? I think that's rather unrealistic, but realism may not be this game's goal... Fun is, right?
Are we reducing stats based on damage?
How well can armor protect against a hit? Today we have armor that can stop most of our weapons effectively, right? Alien weapons maybe ought to kill us easily, but currently, I think our own weapons kill us easily. (Not sure on this though). Should this be changed?

And more, but you get the idea..

Basically, I'm willing to attempt coding this, but I will need a decision on how it should be implemented.

Unfortunately, the dev version I downloaded crashes every time I try to enter combat, so until this is fixed, I won't be able to test any changes I make.

In general, this looks like an easily coded change, and should not take long to implement, if it is decided what exactly medikits will do. Please let me know. (I'm just asking for horror spam, aren't I? ; ;)

Good to have a new coder willing to join he team! Two thumbs up.  :D

About implementation, there are a lot of ideas on this topic, but Devs seem not to have decided anything yet (or made it public). They would have to state what they want done (and what they wouldn't mind if we want to add some feature on top of it).

Personally, I'd support the idea of a potential small stun damage on every hit on every weapon (and morale loss) and bleeding, as well as stats loss during the remaining of that mission. About the amount of HP recovery, limiting medikit to only heal bleeding (and a small portion of HP with it) would prevent medikit abuse. Maybe heal stun and morale too as separate medikit abilities.
But again, it's only my personal opinion.

About armour, I think that would be a separate discussion... Armor system is not even ready yet (see wiki armour section).

Bugs prior to release 2.3 / Re: Electro lasers
« on: July 15, 2009, 06:05:22 pm »
From research.ufo file, it requires "tech rs_alien_live", so u'll probably have to use a stun rod at least once to get one of these bastards alive and research him first.  ;)

Coding / Re: Compiling maps too slow
« on: July 15, 2009, 05:57:26 pm »
OK, SVN checkout testing is taking longer than I expected (not that much free time). I'll post back here when I have narrowed it down.

Windows / Re: Compiling for Windows (Thread Tracking for Thyranim)
« on: July 14, 2009, 04:13:32 pm »
I just though of something. Thyranim is using mutton's C::B package (as myself).
Odie: If you are using another C::B package and/or updated ur libs, maybe if u upload ur libs (vorbis, theora, SDL, radiant...) for Thyranim this will solve it. It is worth giving it a try.

Bugs prior to release 2.3 / Re: Electro lasers
« on: July 14, 2009, 07:03:31 am »
4 of them droped their lethal weapons and used only the electro lasers they had on their backpack to take down 3 aliens (no other weapon hits). Each alien took about ~7 electro laser hits before going down.

Coding / Re: Compiling maps too slow
« on: July 14, 2009, 06:54:43 am »
Did u have hidden maintainance tasks running in the background?
Nope. As I said on first post, I terminated all non vista essential process. And checked manager from time to time to see if vista would launch any new one (only windows update and search index related. not anything much memmory consuming).

About the app u suggested, it seems very handy. I'll try it out.  :P

Still, the problem remains. Somewhere in the last revisions (from july 6th to now), something really capped my map compiling processing power.

Bugs prior to release 2.3 / Re: Electro lasers
« on: July 14, 2009, 06:38:32 am »
Fully built and had just a few dead aliens on it. I tested and did same mission again with half soldiers using stun rods. I was able to get 2 live aliens. Problem seems just electro laser.

Coding / Compiling maps too slow
« on: July 14, 2009, 06:28:31 am »
I used to compile all maps in about 1-1.5 hour. Now the process is taking ridiculous 16 hours. No relevant changes on my PC. It was so weird I even checked for virus with 3 distinct antivirus. I even tried shuting down my PC and unplugging power cable for about 5 min to ensure all RAM and buffers were lost, then starting windows and terminating all non critical processes. Then I did the process again. Same slow result.

Was the way maps are compiled changed between now and and july 6th (my last full compile)?

Anyone else with same issue?

Coding / Re: cannot find -ltheora
« on: July 14, 2009, 02:27:37 am »
Last night, I did a complete map compile and it took me ridiculous 16 hours to compile (last time it took me 60 minutes). No relevant changes in windows or new installed appz. It worried me enough to check my PC with 3 antivirus (AVG, Mcafee and NOD32). PC is clean. Anyone else with same issue?

Edit: created a new topic for it here.

Design / Re: Medikits
« on: July 13, 2009, 06:34:24 pm »
Dying in one hit adds a realistic touch and will probably be avoided with the use of better armour.

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