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Topics - FWishbringer

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1
Artwork / UV Mapping Prefabs?
« on: June 02, 2011, 03:17:53 pm »
Ok, going out on limb here. I've asked in irc a few times, but either people don't see the question, or don't have the answer.

Is there any (relatively) easy way to get a UV map for an existing prefab? I'm a 2D person, so perhaps I'm just missing some button somewhere.

In a worst case scenario, I'll stick to making grid replacements for existing textures and then match them up as best I can, to make my own uv maps.

2
Ok, figured I'd see if I can get it built, and if so, perhaps trying to contribute. Windows build environment, and I followed Compile for Windows (Easy Way) and Code::Blocks setup to a 'T' (using provided zip file). Performed a workspace cleaning, followed by a workspace build. Below is symptom, and steps I used to fix it, including intermediate steps that didn't work.

src\common\xml.h
line 24: include <mxml.h>

errors out, can't find file...
line 24: #include "../libs/mxml/mxml.h"
allowed it to compile perfectly fine

ld then fails with 'cannot find -lmxml

So... a look around, and there's no library to link against that I can find.

I meandered over to http://www.minixml.org/ and grabbed a copy of 2.6, and went ahead and fired up msys in the MinGW directory, and configured and built it. Copied the new config.h for mxml over to %USER%\ufoai\src\libs\mxml. Took the resulting libmxml.a and threw it in c:\development\codeblocks\MinGW\lib. Rebuilt the workspace, and failed miserable, this time with undefined reference to `_imp__pthread_once' (and a few more pthread related entries).

Went back, and hand edited the config.h file to remove pthread support (since reading over it, it supports building without it). Remade libmxml.a, and copied it over again, as well as the hand edited config.h file to their respective folders. Rebuilt the workspace again, and it completed. The one that finally built after all that trouble was testall.exe.

For completeness sake, went ahead and did a workspace clean, then build again... and just got a ton of warnings, and no errors. All this added troubleshooting info isn't probably that needed, but if I'm going to take a crack at contributing, might as well show I'm not a total newbie on my very first issue with the source.

To make the fix a permanent feature, probably want to add libmxml to the codeblocks premade zip file instead of in the ufoai source... especially since the source version doesn't have the configure script or makefile to build the needed library with.

(Anyone that skips straight to a TLDR wants the least possible, so no punctuation for you...)

------

TLDR: libmxml is missing from mingw so workspace building fails and how i fixed it and if you want to know how read the rest of the post


3
ufoai-2.4-dev-1301086950-Debug-pentium3-O1-sse-7z-full-win32

Lets say you set your volume controls next to mute, with speakers set high. Then enter into a mission where the mission has a background sound track. The sounds of the mission will be blaring out the speakers, when the music and interface is still nearly muted. This is not any more mission specific than needing a background track, it has happened to me on many missions.

Perhaps audio rendering of maps should follow with the music control, or a 'backgound' audio control could be added?

4
Feature Requests / UFO information on store/sell?
« on: May 26, 2011, 01:41:52 pm »
Quick search and didn't find it, perhaps I don't know the correct search terms.

In a single player campaign (not sure how well it pertains to other formats), when you secure a UFO after a mission and have a yard for storage, it would be nice to have a description on the window given where your options are to sell or to store the craft. Presently, there's a large amount of empty space in the top of the window, and I'm thinking something along the lines of UFO Scout (30%), UFO Harvester (no % if its collected intact), etc.

ufoai-2.4-dev-1301086950-Debug-pentium3-O1-sse-7z-full-win32
(And for the love of all that is holy, put in a 'please wait' after killing the last alien, so I stop crashing unless I wait)


5
Bugs prior to release 2.3 / Crash at end of mission
« on: January 08, 2010, 03:44:01 pm »
I'm using the version from http://ufoai.ninex.info/forum/index.php?topic=2830.msg33021#msg33021

When completing missions, I frequently get the same crash. When it occurs, if I load up a save before the mission, I'm still 100% going to repeat the crash. My only workaround is to auto mission, and try the next after.

The error I get (critical stop popup, with the red X)

Crash popup...
Code: [Select]
Assertation failed!
Program: d:\Games\UFOAI-2.3-dev\ufo.exe
File: D:\UFOai\src\game\g_inventory.c
Line: 249

Expression: ic->item.t

--stuff about debugging--

Relevant code...
Code: [Select]
/**
 * @brief Sends whole inventory through the network buffer.
 * @param[in] playerMask The player mask to determine which clients should receive the event (@c G_VisToPM(ent->visflags)).
 * @param[in] ent Pointer to an actor with inventory to send.
 * @sa G_AppearPerishEvent
 * @sa CL_InvAdd
 */
void G_SendInventory (unsigned int playerMask, edict_t *ent)
{
invList_t *ic;
unsigned short nr = 0;
int j;

/* test for pointless player mask */
if (!playerMask)
return;

for (j = 0; j < gi.csi->numIDs; j++)
for (ic = ent->i.c[j]; ic; ic = ic->next)
nr++;

/* return if no inventory items to send */
if (nr == 0 && ent->type != ET_ITEM)
return;

G_EventInventoryAdd(ent, playerMask, nr);
for (j = 0; j < gi.csi->numIDs; j++)
for (ic = ent->i.c[j]; ic; ic = ic->next) {
/* send a single item */
LINE 249 assert(ic->item.t);
G_WriteItem(ic->item, INVDEF(j), ic->x, ic->y);
}
}

It happens with various loadouts, whether or not I pick up items, etc. I can't find any pattern to say 'this will always repeat it'.

When it does occur, its ALWAYS at the end of the mission. right after the last alien is killed or stunned, and if I saved before it, it will always do it if I load the save back up and replay it.

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