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Topics - criusmac

Pages: [1] 2
1
Newbie Coding / SDL_image.h
« on: June 24, 2010, 02:58:23 am »
UFOAI-2.3-dev-anim\src\shared\images.h|33|error: SDL_image.h: No such file or directory

I have been trying to compile the newest version of UFO: AI, and I get this error.
So, I went and downloaded 1,352,778 SDL_image-1.2.10.zip, and this made no difference.
I then used the CodeBlocks Plugin DevPaks updater/installer and used it to download the latest SDL (since sdllib couldn't be found).
This made no difference.
I tried to add the directory containing SDL_image.h to the project -> build options -> search directories -> Compiler -> Add, but this didn't work either.

So, basically, how do I tell CodeBlocks where to find include files?

I am using CodeBlocks svn build rev 5731 (2009-08-15 03:48:58) gcc 4.2.1 Windows/unicode

2
Bugs prior to release 2.3 / Segmentation Fault cp_campaign.c:445
« on: December 13, 2009, 03:23:56 am »
"version" is "UFO: Alien Invasion 2.3-dev x86 Oct 23 2009 Win32 DEBUG"
Updated via svn as requested.

'svn' is not recognized as an internal or external command,
operable program or batch file.

Version   5.1.2600 Service Pack 3 Build 2600

Name   Radeon X1600/X1650 Series
Driver Version   6.14.10.6925

Processor   x86 Family 15 Model 55 Stepping 2 AuthenticAMD ~2205 Mhz

UFO shot down at beginning of game, UFO ignored indefinitely.

To reproduce this problem, load the provided save game, and do nothing other than advance time. This is a reproducible problem if the above steps are followed.

UFOConsole Attached as requested.

3
Coding / CodeBlocks problem
« on: December 11, 2009, 09:25:48 am »
I posted this somewhere before, but now I have some proof.

The problem is CodeBlocks sometimes deletes files on me, removing all of my changes. Attached is a file that causes a compile error in CodeBlocks.

The errors I get are:
.objs\game\src\game\g_actor.o||In function `G_ActorDamage':C:/cprogs/UFOAI-2.3-dev-medikits/src/game/g_actor.c:213: undefined reference to `LIST_AddPointer'|
.objs\game\src\game\g_actor.o||In function `G_ActorTreat':C:/cprogs/UFOAI-2.3-dev-medikits/src/game/g_actor.c:404: undefined reference to `LIST_GetByIdx'|
:C:\cprogs\UFOAI-2.3-dev-medikits\src\game\g_actor.c|419|undefined reference to `LIST_Remove|

These errors are expected since I lost my linked list file additions to the workspace upon updating my project with the repository's.
Now, when I click on these errors, nothing happens until I click on the last one, which opens an empty file, with nothing in it, which has the same name and location as the file with the error.

I probably clicked save all or something without noticing this originally. Upon saving this file, which I successfully did in my test just a couple minutes ago, I lost the entire contents of the file. Luckily, I made a backup of the file before trying to save it, so I was able to replace the file.

4
Feature Requests / Make Hide My Email Address work in the forums
« on: December 11, 2009, 06:22:54 am »
Something has recently changed, and my email address is clearly visible, as are the email addresses of various other people. I'm not sure if this is just for me or something, but it kinda worries me since this email address is not a spam account or anything, and I really use it. @.@

5
Feature Requests / Easy Coding page
« on: December 03, 2009, 12:52:58 am »
Battle for Wesnoth has a page for easy to code things for new developers to handle. Something like this might have really have helped me get started here, so I think this might be a good addition somewhere.

6
  Version

    * Where did you download the version of the game and what version(-number) is it. Please be as verbose as possible here.
"version" is "UFO: Alien Invasion 2.3-dev x86 Oct 23 2009 Win32 DEBUG"
Updated via svn as requested.

    * SVN users please state the branch of the svn tree you use (e.g. "trunk" or one of the version-branches) and the revision number. You can get both by using the "svn info" command.
svn info -
'svn' is not recognized as an internal or external command,
operable program or batch file.

System

    * What operating system do you run UFO:AI on?
Version   5.1.2600 Service Pack 3 Build 2600

    * What computer and graphics card do you have? (graphic driver version if you know)
Name   Radeon X1600/X1650 Series
Driver Version   6.14.10.6925

    * What architecture does your system use (e.g. like i386, x86_64)
Processor   x86 Family 15 Model 55 Stepping 2 AuthenticAMD ~2205 Mhz

This is especially useful for everything from graphics bugs, setup problems, performance issues, os dependent errors, etc...
What happened before the bug occurred? Is the bug reproducible?
Game behaves normally, until you attempt to change resolution during a battle. I was running windowed mode at the times. 4 tests via new games and loads indicates it happens every time.
When you attempt to change resolutions, the resolution changes successfully, and it asks if you want to keep the new setting. Your mouse disappears while on the application, so you can't click accept properly. If you click anywhere, the game ends, and returns to the menu to let you start or laod a new game.

The bug itself is often just a symptom of things that happened right before (or often even a long time ago).

Some things to check:

    * The first thing we ask you is to check if you can reproduce the bug. The simpler the reproduction-steps are, the better.
Start new game, get terror mission, send firebird. Enter. Attempt to change resolution. Done.

    * Does the bug also happen when starting a new game or only after loading a saved game (most likely a bug in the load/save system)
Both. You can start a new game or load a saved game.

    * Please attach the output console file ufoconsole.log. If possible when running the game with ufo +set developer 1 (see cvar for more).
Attached as requested.

7
  Version

    * Where did you download the version of the game and what version(-number) is it. Please be as verbose as possible here.
"version" is "UFO: Alien Invasion 2.3-dev x86 Oct 23 2009 Win32 DEBUG"
Updated via svn as requested.

    * SVN users please state the branch of the svn tree you use (e.g. "trunk" or one of the version-branches) and the revision number. You can get both by using the "svn info" command.
svn info -
'svn' is not recognized as an internal or external command,
operable program or batch file.

System

    * What operating system do you run UFO:AI on?
Version   5.1.2600 Service Pack 3 Build 2600

    * What computer and graphics card do you have? (graphic driver version if you know)
Name   Radeon X1600/X1650 Series
Driver Version   6.14.10.6925

    * What architecture does your system use (e.g. like i386, x86_64)
Processor   x86 Family 15 Model 55 Stepping 2 AuthenticAMD ~2205 Mhz

This is especially useful for everything from graphics bugs, setup problems, performance issues, os dependent errors, etc...
What happened before the bug occurred? Is the bug reproducible?
Game behaved normally, upon attempting to enter the first map, the screen flashes, then returns to the geoscape. Bug happens every time.

The bug itself is often just a symptom of things that happened right before (or often even a long time ago).

Some things to check:

    * The first thing we ask you is to check if you can reproduce the bug. The simpler the reproduction-steps are, the better.
Start new game, advance time, send firebird to crash site, click "Enter". Nothing else needs be done.

    * Does the bug also happen when starting a new game or only after loading a saved game (most likely a bug in the load/save system)
Both. You can start a new game or load a saved game.

    * Please attach the output console file ufoconsole.log. If possible when running the game with ufo +set developer 1 (see cvar for more).
Attached as requested.

8
Feature Requests / Hiring inexperienced soldiers
« on: October 12, 2009, 08:13:06 pm »
Right now, only the best and brightest are hired, but what if you have a run of bad luck, and just end up losing a lot?

I think we should open up the hiring to the not so great and not so best soldiers for when we need them. Maybe mention that these soldiers aren't recommended by the hiring board, and have them severely weakened as compared to your normal hiring stock... but, at least you won't be sending in 1 lone soldier without any support if it's near the end of the month and everyone else is dead or injured.

While this may damage the strategy element of insisting the players rarely lose soldiers, it is realistic. Earth hasn't been wiped out (yet). We have tons of people all around. Heck, hiring a scientist and putting a gun in his hands may be the only solution if it gets really bad.

Some people, like me, play oddly and like to throw in giant groups of soldiers to try to injure the aliens, and maybe kill one or two. If it's our last hope to win against a far superior foe, I'd be throwing everyone I could and hoping someone got lucky. In the games I've played, humanity had far more population than the few aliens in the battlefield.. .

9
Newbie Coding / Coding standards for if else blocks
« on: September 18, 2009, 07:54:21 am »
.

10
This compiles:

Code: [Select]
woundList = target->chr.wounds;
index = LIST_Count(woundList);
for (i = 0; i < index; i++) {
wound = (wound_t *)LIST_GetByIdx(woundList, i);
if ((wound->location == WOUND_ARMS) && wound->affectSkill) {
if (wound->treated)
armWounds += wound->value / 2;
else
armWounds += wound->value;
}
woundList = woundList->next;
}
/**< TODO: Value of all arm wounds is now stored in armWounds, do something with it here. */

This is what it used to be:

Code: [Select]
/**< Calculate Head Wounds */
woundList = target->chr.wounds;
while (woundList) {
wound = (wound_t *)woundList.data;
if ((wound->location == WOUND_HEAD) && wound->affectSkill) {
if (wound->treated)
headWounds += wound->value / 2;
else
headWounds += wound->value;
}
woundList = woundList->next;
}
/**< TODO: Value of all head wounds is now stored in headWounds, do something with it here. */

If there a way to access the linked list contents faster than using the functions?

11
Newbie Coding / Undefined Reference
« on: September 16, 2009, 01:17:35 am »
While I am compiling the game project (Specifically g_combat.c), I am getting undefined reference errors to all the code I added in the ufo project (Specifically cl_actor.c).

From what I understand, it can't find the object code, probably due to them being in different projects.

I realize I can probably solve this by moving these functions into g_combat.c, but I would rather keep them together since they really all deal with the actor. Is there another way to solve this?

12
Feature Requests / Newbie coders forum
« on: July 28, 2009, 09:06:48 pm »
Split from the "Proposal for 2.4 TODOs (Unofficial For Now) "-thread by Duke.


I'd prefer something C or C++ oriented. It's been about 5 years since I last used either language, and so I really need to get back into it. I have about 10 years of C and C++ programming experience (excluding the last 5 years, and any breaks I took in between), but I seem to have forgotten a lot of it for making my own programs from scratch. So, anyway, chances are good I can work on difficult to read code without a problem, I'd just rather not code gigantic multi-file changes that can affect a lot of things should they go terribly wrong.

Medikits looks very easy for me to code whenever the proposal gets written.
Visibility is a bit too complex for me for now. I've been unable to make the new files from scratch since I can't remember how to do it.

So, basically, for now, I'd like to simply change existing code until I get better at it.

13
  Version

    * Where did you download the version of the game and what version(-number) is it. Please be as verbose as possible here.
UFO:Alien Invasion > Technical support > Windows (Moderators: Mattn, Hoehrer, Winter, Zenerka) > Links for 2.3 Development Binaries - Full Builts & Incremental Builts Only
UFOAI Developer's Built 2.3 R25071
« Reply #80 on: July 09, 2009, 05:41:23 AM »

  System

    * What operating system do you run UFO:AI on?
OS Name   Microsoft Windows XP Home Edition
Version   5.1.2600 Service Pack 3 Build 2600

    * What computer and graphics card do you have? (graphic driver version if you know)
Processor   x86 Family 15 Model 55 Stepping 2 AuthenticAMD ~2204 Mhz
Name   Sapphire RADEON X1600 PRO
Driver Version   6.14.10.6806

    * What architecture does your system use (e.g. like i386, x86_64)
System Type   X86-based PC

  What happened before the bug occurred? Is the bug reproducible?

The bug itself is often just a symptom of things that happened right before (or often even a long time ago).

Some things to check:

    * The first thing we ask you is to check if you can reproduce the bug. The simpler the reproduction-steps are, the better.
Every time you try to enter a mission when playing in full screen, the game vanishes, and does not continue. You can enter the mission if you are not full screen. If you try to change to full screen during a mission you began in windowed mode, the game is at the geoscreen when you return from the options, and your dropship is at base, as if it never moved.
    * Does the bug also happen when starting a new game or only after loading a saved game (most likely a bug in the load/save system)
The bug happens during new game or load game, and it happens every time I've tried it.
I attempted to take a screenshot since while running with the ufo console, the game appeared to freeze with a mostly uninitialized screen. It still exited, but took a while longer.

As requested here are the ufo console logs. I had to split them in two due to the 1024kb size limitation on attachments. After I had done so, I learned that 1 meg was the total compression size, which a zip file couldn't reach even at best compression. As a result, I had to rar the files. I had to rename the file since the rar extension is not accepted. Please let me know if you need a different file format, and I can make multiple posts in that case.

This is a rar file, not a log file.

14
Bugs prior to release 2.3 / Starting money bug
« on: July 12, 2009, 02:13:12 am »
When you first start the game, you can choose whether or not to include buildings and/or employees in your first base.
If you choose to include both buildings and employees, you start with a positive amount of money. (Assuming proper)
If you choose to include only buildings, but no employees, you start with a negative amount of money.
Not sure if this is right or not, but that is how it is.

Version

    * Where did you download the version of the game and what version(-number) is it. Please be as verbose as possible here.
http://ufoai.ninex.info/forum/index.php?topic=3462.75
    * SVN users please state the branch of the svn tree you use (e.g. "trunk" or one of the version-branches) and the revision number. You can get both by using the "svn info" command.
UFOAI 2.3 R25071 Developer's Built

System

    * What operating system do you run UFO:AI on?
Windows XP Home Service Pack 3 Build 2600
    * What computer and graphics card do you have? (graphic driver version if you know)
Processor   x86 Family 15 Model 55 Stepping 2 AuthenticAMD ~2204 Mhz
Name   Sapphire RADEON X1600 PRO
Driver Version   6.14.10.6806


    * What architecture does your system use (e.g. like i386, x86_64)
Processor   x86 Family 15 Model 55 Stepping 2 AuthenticAMD ~2204 Mhz?

This is especially useful for everything from graphics bugs, setup problems, performance issues, os dependent errors, etc...
What happened before the bug occurred? Is the bug reproducible?
Game began, bug reproducible each time.

The bug itself is often just a symptom of things that happened right before (or often even a long time ago).

Some things to check:

    * The first thing we ask you is to check if you can reproduce the bug. The simpler the reproduction-steps are, the better.
Bug is reproducible.
    * Does the bug also happen when starting a new game or only after loading a saved game (most likely a bug in the load/save system)
Bug happens when starting a new game.

15
Windows / ufo.exe.manifest missing
« on: July 11, 2009, 07:40:19 am »
I downloaded Odie's latest build UFOAI 2.3 R25071 Developer's Built, but compiling it fails due to missing ufo.exe.manifest.
Uh, are some files missing from this download that I need to get from somewhere else? Or did I just build it wrong somehow?

Right now I'm suspecting a manifest file is not something I actually need to compile, since it appears to be a "Windows Visual Stylesheet XML File", which doesn't make much sense to me. So, what did I do wrong?

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