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Messages - DontShootMe!

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Windows / Re: Game crashes on capture missions
« on: July 20, 2017, 01:02:01 am »
Well, that didn't work too well, but I did find a workaround.  An answer to an earlier post directed me to the folder "C:\Users\<username>\AppData\Roaming\UFOAI\2.5\base" for adding scripts and modifying video displays.

After a few rusty gears in my head started turning, I had an idea.  I extracted the maps folder from C:\Program Files (x86)\UFOAI-2.5\base\0maps  into C:\Users\<username>\AppData\Roaming\UFOAI\2.5\base and voila.  Happy program.

For whatever weird reason, it seems like Windows 10 likes working with the AppData folder more than the Program Files folders, so this worked for me.  Everyone else's mileage may vary, but here's another option.

Windows / Re: Game crashes on capture missions
« on: July 07, 2017, 04:54:14 am »
Check your ufoconsole.log FAQ#General. I guess you miss a map. You can download them from 2.5 MapRepo. Note that you'll need to uncompress it and copy to the appropriate directory.


Thanks for the quick reply.  I'll go give this a shot.

Windows / Game crashes on capture missions
« on: July 06, 2017, 03:38:21 am »
Every so often, version 2.5 will crash on entering a mission but it seems to happen most often when I'm going in on a capture mission and the team is armed with stun weapons.

I'll restart the game two or three times with the same mission--thank you, quicksave!--and entering will nearly always crash the game, but sometimes it will play properly.  I can auto mission the scenario without problem, but that means I can't capture any aliens.

Is there a log file saved when the game crashes and where is it so I can attach it?  This is driving me nuts.  Thank you in advance.

Windows / Re: "Could not find version string for script files."
« on: July 01, 2017, 02:27:45 am »
if that's a problem you might try to put the extracted files into C:\Users\byron\AppData\Roaming\UFOAI\2.5\base\ufos instead

Bingo.  That was what I needed to do.  Something about Windows 10 makes the AppData folder the preferred location for a lot of programs, like when I use Daz3D or some other stuff.  No wonder all my work under the Program Files folder didn't have an effect.

Thank you for the tip!

Windows / Re: Fake fullscreen resolution on dual-monitor setup.
« on: June 04, 2017, 12:11:07 am »
It took me a second, but I found the config file to be modified.  It was at C:\Users\<user>\AppData\Roaming\UFOAI\2.5\base in case anyone else needs to modify it.  I also had to extract default.cfg from C:\Program Files (x86)\UFOAI-2.5\base\0base.pk3\0base\ and place it in the same directory, as well, otherwise the screen would hang.

So far, I've been able to get to the screen where the game asks me to confirm my name and language but it won't recognize the mouse clicking on any buttons.  However, this is measurable and significant progress, and I'm okay with that!

In case anyone comes along after me, feel free to make use of my headaches and the most excellent help from Dark Rain and Norby.  (I'm currently raising a glass to you, Norby.  Thank you!)

Windows / Re: "Could not find version string for script files."
« on: June 03, 2017, 11:40:50 pm »
Hmmm...this looks like it may be more of a hassle than I'd thought.  Debugging the game isn't all that hard with all the help out here.  Debugging I feel the first twinges of despair.

I'll start jumping hoops and trying manual installs and stuff.  Thanks for the clues!

Windows / "Could not find version string for script files."
« on: May 30, 2017, 01:10:47 am »
Hello again!

While trying to reinstall the game after an uninstall (Windows glitched on me...again), I came across the "could not find version string" error.  I haven't modified any files on that system yet, so I don't think it was anything I did.  I simply let the installer put everything in its default directories.  The game is going on a Windows 10 Home 64 bit system, if that helps.

Here's what I got on the log file:
---- endianness initialization -----
found little endian system

---- filesystem initialization -----
Adding game dir: /usr/local/games/ufo//base
Adding game dir: ./base
Added packfile ./base/0base.pk3 (15 files)
Added packfile ./base/0maps.pk3 (931 files)
Added packfile ./base/0materials.pk3 (54 files)
Added packfile ./base/0media.pk3 (11 files)
Added packfile ./base/0models.pk3 (2890 files)
Added packfile ./base/0music.pk3 (64 files)
Added packfile ./base/0pics.pk3 (875 files)
Added packfile ./base/0shaders.pk3 (37 files)
Added packfile ./base/0snd.pk3 (362 files)
Added packfile ./base/0textures.pk3 (2721 files)
Added packfile ./base/0ufos.pk3 (136 files)
Could not load './base/0videos.pk3'
Adding game dir: C:\Users\byron\AppData\Roaming\UFOAI/2.5/base
using C:\Users\byron\AppData\Roaming\UFOAI/2.5/base for writing
executing filesystem.cfg
executing default.cfg
couldn't execute config.cfg

----- network initialization -------
libcurl/7.31.0 OpenSSL/1.0.1e zlib/1.2.8 libidn/1.28 libssh2/1.4.3 initialized.

------ server initialization -------
added 12 maps to the mapcycle

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 2.0.0
I: setting mode -1
I: disable multisample buffers
I: set swap control to 0
available driver: windows
available driver: dummy
current desktop mode: 1440x900@60Hz (SDL_PIXELFORMAT_RGB888)
driver: windows
found 2 display(s)
use fake fullscreen for the first display: 1440:900
I: 1024x768 (fullscreen: yes)
I: got 0 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 0 bits for alpha
I: got multisample disabled
I: got 0 multisample buffers
GL_VERSION: 4.5.0 NVIDIA 382.33
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_po GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_goup GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
OpenGL version detected: 4.5found GL_ARB_multitexture
found GL_ARB_texture_compression
found GL_ARB_texture_non_power_of_two
using GL_ARB_texture_non_power_of_two
found GL_EXT_texture_filter_anisotropic
found GL_EXT_texture_lod_bias
found GL_ARB_vertex_buffer_object
using GL_ARB_vertex_buffer_object
max vertex buffer size: 1048576
found GL_ARB_fragment_shader
found GL_ARB_shading_language_100
GLSL version guaranteed to be supported by OpenGL implementation postfixed by vender supplied info: 4.50
found GL_###_framebuffer_object
using GL_ARB_framebuffer_object
max draw buffers: 8
max render buffer size: 16384
max color attachments: 8
found GL_###_draw_buffers
using GL_ARB_draw_buffers
max supported vertex texture units: 32
max supported lights: 8
max texture units: 4
max texture coords: 8
max vertex attributes: 16
max varying floats: 124
max fragment uniform components: 4096
max vertex uniform components: 4096
max texture size: detected 16384
...but using 2048 as requested
Using low resolution globe textures as requested.
R_LoadProgram: 'world_low' loaded.
R_LoadProgram: 'model_low' loaded.
R_LoadProgram: 'warp' loaded.
R_LoadProgram: 'geoscape' loaded.
R_LoadProgram: 'combine2' loaded.
R_LoadProgram: 'convolve3' loaded.
R_LoadProgram: 'atmosphere' loaded.
R_LoadProgram: 'simple_glow' loaded.
SDL_ttf version 2.0.12 - we need at least 2.0.7

------- sound initialization -------
SDL_mixer version: 2.0.0
... requested audio rate: 44100
... available audio driver directsound
... available audio driver winmm
... available audio driver disk
... available audio driver dummy
... actual audio driver: directsound
... audio rate: 44100
... audio channels: 2
... loaded ogg vorbis support

------- input initialization -------
0 possible joysticks
no joystick found.
Allocate 3 megabytes for the ui hunk

------- web initialization ---------
... web access not yet configured

----------- parse scripts ----------
0 script files

Could not find version string for script files

Thanks for the help!

Windows / Re: Fake fullscreen resolution on dual-monitor setup.
« on: May 28, 2017, 02:23:40 am »
SDL2 (or at least the version we are using) seems to have all sorts of problems handling full screen mode... see bug #5309 SDL2 recommends the "fake full screen" method.

You can try to switch to "true full screen" with Ctrl+Enter and see if that works for you (first go into windowed mode, then press Ctrl+Enter to go to "true full screen") — you might need to enable mouse grabbing (Ctrl+G)

The config.cfg file in 2.5/base folder contain the next lines:
Code: [Select]

set vid_width "1920" a
set vid_height "1080" a
set vid_fullscreen "1" a
set vid_stretch "0" a

When I changed these to the unortodox resolution of my monitor (2048x1152) then the game recognized it well.
How about if you set your full desktop size, or maybe other values?

Thank you both for that, and my apologies for the late replies.  (Real life interferes with gaming far too often.)  I'll post the solution that works for me in case anyone else has a problem with it.  Thanks again!

Windows / Fake fullscreen resolution on dual-monitor setup.
« on: May 01, 2017, 01:18:57 am »
When playing the game on Windows 10, game version 2.5, the game sets up something called "fake fullscreen" on my primary monitor which occupies maybe 30% of the screen.  I have two monitors attached but I only need one for the game.  No matter how I change the resolution, the game continues to use just that small section of the screen. 

If I click the check box saying to stretch the screen with a 4:3 ratio, but that results in the top portion of the display being cut off.

How can I get the game to recognize only the first monitor and not use fake fullscreen?  If you tell me I need to modify a file somewhere, please tell me where that file is located.  I don't know my way around the game and its directories.  Thanks.

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