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Messages - criusmac

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Newbie Coding / Re: SDL_image.h
« on: June 27, 2010, 04:00:11 am »
Great! Thank you. I'll try to run through the make install again since when I copied all the dlls into the ufo.exe directory, when I ran ufo.exe, it just froze using 0% cpu, and never continued. I figure I wasn't supposed to run it that way. XD

Hopefully this'll work much better!

After building the whole thing and having it install (all defaulted, nothing changed), the game does nothing. It just sits there without the progress bar starting to move. No cpu power is used, and I can't see the ufo console either.

I will never understand why ufoconsole.log is so well hidden. In a hidden secret directory, etc. It really should be stored somewhere easier to find, like maybe the game directory. >.>

Newbie Coding / Re: SDL_image.h
« on: June 25, 2010, 03:10:02 pm »
I decided to download the whole thing anyways, and it doesn't seem to work, but I can't tell why.

It seems to compile fine without the make install option, though it doesn't run due to missing sdl_image.dll. I guess the path is just wrong. I'm sure I can fix the problem by tinkering.

I've noticed this automated install method doesn't create Code Blocks start menu icons. If this is the only package that a person uses, they will probably be lost for a long time trying to figure out how to compile the code themselves with their own changes.

Obviously this is not meant to be compiled using Code Blocks in the method I'm trying:
"game - windows_debug" uses an invalid compiler. Probably the toolchain path within the compiler options is not setup correctly?! Skipping...
"ufo2map - windows_debug" uses an invalid compiler. Probably the toolchain path within the compiler options is not setup correctly?! Skipping...
"ufo_ded - windows_debug" uses an invalid compiler. Probably the toolchain path within the compiler options is not setup correctly?! Skipping...
"ufo - windows_debug" uses an invalid compiler. Probably the toolchain path within the compiler options is not setup correctly?! Skipping...
Nothing to be done.

So, is this method only supposed to be compiled via the make_UfoAI_win32.exe file included?

Newbie Coding / Re: SDL_image.h
« on: June 24, 2010, 07:14:11 pm »
Oh wow, how can it be 1.1 gigs for the build environment? I guess it's a lot more than just source. I've already used up 1.5-2 gigs downloading UFO:AI and using updating all the source code. @.@ My bad, guess I shouldn't do such things.

Ah well, that's the price for convenience I guess.

Thanks! I'll have to wait a while before I can test it out - I still have bandwidth limits.

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, 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

Windows / Re: No reaction fire
« on: June 24, 2010, 02:48:35 am »
Aye, this has happened to me several times too now in the 2.3 stable version. It's weird, and caused me to start retrying several tactical games.

There was one time I had 1 person watching a door I knew the aliens were going to pour into my base at. I checked and made sure he had a reaction fire mode set (they sometimes don't have any which causes no reaction fire), I had him facing my base entrance way, and had full TU. During the enemy turn, the alien walked through the door, all the way down the ramp, right past my soldier, and started walking into my storage area. Not one shot fired. Lucky, that time, the alien didn't actually kill anyone, so I chased it on my turn and killed it.

It doesn't always happen though. Sometimes I do get a reaction fire. It seems to be about 50% chance.

Discussion / Re: some thoughts
« on: January 05, 2010, 07:07:04 am »
Chances are uh, is this a map compiling problem?

I'd suspect the maps aren't compiled, but since I don't know how it works, I can't be sure of this.

Does the game crash the first time you try to enter a combat zone?

Anyways, the developers seem to like getting crash reports to tinker with.. It's their hobby I think. While the latest development version isn't stable, and does crash, it shouldn't crash a lot... I think... While I myself get crashes on almost every run, It's usually something I myself didn't do as required by the current development version... Like recompile all the maps, again, which seems to need to be done a lot for some reason. But once that's done, it doesn't usually crash...

But yes, I try to avoid the development version as much as I can in games too since it's not stable, or balanced, or (insert problem here). This development community however really tries to push everyone to only play the development version, and judging from the many posts I've read, playing the stable version is frowned upon.

Basically, it's development version and, not much other choice here... You seem like a stable version player though, like me.. My personal suggestion (which doesn't represent anyone else's) is to try a different game for now, like X-Force, or Battle for Wesnoth.

If I'm wrong, and you have no problem working through all the bugs of the development version, I recommend you post the crash logs and other important information in the development bugs section, or possibly here, and let the developers fix it, so you can continue trying to play this game.

(Edited to be less certain sounding since I'm really kinda clueless)

Coding / Re: CodeBlocks problem
« on: December 20, 2009, 01:47:25 pm »
I just downloaded svn build rev 5731 (2009-08-15 03:48:58) gcc 4.2.1 Windows/unicode from mattn's, and it worked perfectly. So, I guess I happened to find a bug in the previous version.

Thanks. It's solved.

Coding / Re: CodeBlocks problem
« on: December 20, 2009, 01:24:45 pm »
Great! Thank you.

It's obviously something wrong with my CodeBlocks then. I'll update to the latest version (I was using svn build rev 5456 (2009-02-14 11:03:04) gcc 4.2.1 Windows/unicode), and see if the problem goes away. If not, well, hmm. I haven't a clue what else to do.

Coding / Re: CodeBlocks problem
« on: December 17, 2009, 12:54:16 pm »
Upon closer reading of your statements, I have come to the conclusion that you may not realize I am trying to change the UFO: AI code to add the new form of Medikits.

From what I can gather, you are stating the UFO:AI original code project compiles fine without g_linkedlist.c - my newly added file. This probably means that you are not using my new g_actor.c changes, which requires g_linkedlist.c.

Please download the trunk, and then apply my diff file without modifying anything, and try to compile/link it. You will get errors - this was done on purpose. Double clicking on the last error (for me) causes CodeBlocks to open up an empty file with the same pathname of a proper existing file. With this strangely empty file, if you save all or build, you can overwrite the real file with the empty file, thus losing the real, full file completely.

If CodeBlocks Windows version is adding backslashes into the project file, and it can't use these blackslashes properly, which causes it to completely erase files, that sounds like a CodeBlocks bug, and a very serious one.

Coding / Re: CodeBlocks problem
« on: December 17, 2009, 12:48:00 pm »
game.cbp is the trunk version, gotten via svn, and then I used CodeBlocks to add g_linkedlist.c into the game sources.

So, if CodeBlocks wrote the file incorrectly, then, uh... Well, I don't modify game.cbp by hand, so I really don't know why it would be wrong.

I can try to use the code you appended to the tracker, sure. I was just continuing my coding from where I left off.

I removed g_linkedlist.c purposely from the diff file I uploaded into this conversation to introduce the compile/link errors and make it easy for you to get the exact errors I was seeing. I have *no* idea how you avoided the errors and got a clean compile when I very specifically made sure you would not get a clean build.

Since I updated my source code via svn just minutes before I created this diff file...

And the codeparts from the patch that need this file are displayed in the first message of this conversation:
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|

So, it is g_actor.c that needs g_linkedlist.c.

I have no idea where to go from here. To get a clean compile, your CodeBlocks settings must somehow be different from mine, or something, and I've never been informed of any of the CodeBlocks settings for this project. I did not change any CodeBlocks settings from when I first installed CodeBlocks, so maybe they really are wrong.

Honestly, if you don't include g_linkedlist.c in the game project, but you are including my changed g_actor.c, there should be no way to get a clean compile.

Mac / Re: Won't save, "file size mismatch"
« on: December 15, 2009, 05:31:53 am »
When I used a Mac 20 years ago, I noticed it couldn't detect or handle bad sectors. One common practice was to put a file on the bad sector and never move or delete it. I have no idea if the Mac has changed much in 20 years, so maybe it's a bad sector?

Well, I'll post this message anyways. If nothing else it can be laughed at or bring back fond memories, or something...

Coding / Re: CodeBlocks problem
« on: December 15, 2009, 05:21:25 am »
I applied the diff files to the current trunk, and threw out my versions of:

then I compiled.

That's it, that's all. As soon as I placed my g_linkedlist.c file back into the game.cbp, the errors all went away, and everything worked fine.

This problem, I suspect, happens everytime a new game.cbp is created since I always throw out my version, and use the trunk, and so I likely always create the same link problem every time the game.cbp file is updated.

I have no idea why the diff file worked so easily for me, when it won't for you.

If you are still interested in pursuing this, attached is the patch based on the trunk as of, uh, about 5 minutes before I hit post on this message.

As stated before, this is a work in progress, and so it will not follow the coding guidelines. To make it easier to use, I also removed the game.cbp file from the diff.

Coding / Re: CodeBlocks problem
« on: December 13, 2009, 11:52:09 pm »
I had no errors when I applied the patch to the most recent revision that I got from svn 3 days ago, save for the one when I threw out the project and workspace file modification (since they conflicted).

It's starting to look like chasing this down will be a waste of time. I can work around this as long as I never double click an error, or if I do, I don't save all or build afterwards. Since I can avoid the error, it's probably not worth the time to continue confirming there is an error.

I'll label it up as "I finally figured out why my files are getting deleted", and I will just backup everything before I start testing again. That's life. Very sorry to have caused so many problems with this.

Bugs prior to release 2.3 / Re: Segmentation Fault cp_campaign.c:445
« on: December 13, 2009, 11:48:15 pm »
I'm thinking it's because I did an svn update rather than deleting the entire directory and redownloading from an empty directory. For some strange reason, when I update I sometimes get weird errors which go away only when I delete everything and download everything again. I didn't expect this to be one of them. My bad.

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

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.

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