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Messages - Battlescared

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1
Discussion / Re: Quick Question: Do missions eventually go away?
« on: June 08, 2014, 09:05:51 pm »
Ok, good to know.  Thanks.  I'm okay with the consequences of letting it go, just wondering if it would.  I had never let one go that long and there are a couple maps that are a royal pain (military bunker for one) and sometimes I don't feel like sacrificing people to smoke em out.

2
Discussion / Quick Question: Do missions eventually go away?
« on: June 08, 2014, 07:06:18 pm »
Or do you have to fight every battle?  Normally I fight em all to resolution, but there are some times that I'd rather just let em disappear on their own like they used to in XCOM.  So just thought I'd shoot out a quick question to see.

3
Linux / Re: Proper GIT command for 2.5 dev current
« on: March 23, 2014, 01:00:34 am »
Hmm, ok, not sure where the two repositories got out of sync, but the 2.6-dev version I downloaded earlier has all the branches in it.  I think I have everything.  I don't know how I got a partial repo back in my 2.5 one, but maybe it is still left over from when you guys made the switch, which I think was in the 2.5 development days?  Or had you switched during 2.4?

Anyway, I think I have everything in this repo.  Trying to build 2.5 now.  Think I have it.  Thanks for all the help, Duke.  I appreciate it.

4
Linux / Re: Proper GIT command for 2.5 dev current
« on: March 23, 2014, 12:08:12 am »
git remote show origin
* remote origin
  Fetch URL: git://git.code.sf.net/p/ufoai/code
  Push  URL: git://git.code.sf.net/p/ufoai/code
  HEAD branch: master
  Remote branch:
    master tracked
  Local branch configured for 'git pull':
    master merges with remote master
  Local ref configured for 'git push':
    master pushes to master (local out of date)

There's more than one repository?

5
Linux / Re: Proper GIT command for 2.5 dev current
« on: March 22, 2014, 10:12:27 pm »
Ahh, a polite way of saying RTFM.  :)  I get it, maybe.  I like the description on the link you posted  and looks like I am still on the path to understanding GIT.  I'm not really trying to get you to teach me GIT, but I still don't know exactly how you guys are setting the repository up.  Here is a few commands I'm typing  into GIT and their output:

> git branch -la
* master
  remotes/origin/master

So I see one branch in the repository.  Is that correct?  I am using the repository I did a pull on the other day that updated my 2.5-dev repository to 2.6-dev.  I get it that there is only one repository and that's different than I was viewing it before.  I should have everything in this one repo.

So then I look for tags...

> git tag -l
ufoai-040601-source
ufoai-android_2.5.0.06
ufoai-android_2.5.0.07
ufoai-td1-source
ufoai-td2-beta1
ufoai_2.0-rc1
ufoai_2.0-rc3
ufoai_2.0-rc4
ufoai_2.1-dev1

And I get the above list.  How do I get to and select ufoai2.5-dev or 2.6-dev?  I don't see a branch or tag for them, other than I'm pretty sure the master branch is the 2.6-dev.  Is there another construct I should be looking for?  Is td1 or td2 the 2.5 branch or way of accessing it?  I don't quite understand how the repo is setup.

BS

6
Linux / Re: Proper GIT command for 2.5 dev current
« on: March 22, 2014, 01:44:49 pm »
Thanks Duke.  I promise it's on my list to learn git, just haven't had the time to invest in it.

But that didn't work.  It says that "error: pathspec 'ufoai_2.5' did not match any file(s) known to git.".  I also don't quite understand that.  In the one git repository there are all the different versions?  That makes some sense, but what I don't see is any distinction of the branches in the source code.  Does it all get mixed in and the makefiles basically control what goes into the build?  How does it keep track of which branch gets built into the main directory?  Or does it just expect us to manage that manually.  I see very little revision control on the input or output, or at least I don't quite understand it yet.

7
Linux / Proper GIT command for 2.5 dev current
« on: March 21, 2014, 11:20:25 pm »
Hey all,

Try as I might, I just don't seem to get GIT.  It just doesn't seem to work the way I expect a CM system to work.  I just did a pull from my 2.5 dev directory, which I thought should have been setup to read the 2.5 baseline, but instead it overwrote it with the 2.6 dev baseline.  I don't know how to get a clean version of the latest 2.5 dev.

Can someone give me the exact commands to clone the 2.5 baseline on my disk?  And the separate commands to pull the 2.6 dev baseline?  I want them unique on my disk.

And while you're at it, if you could give me the clue on how to update each of them so I can keep each baseline independent.  If there is an existing post on this, please point me to it.  I haven't found anything that has helped me figure this out.  Thanks.

BS

8
Linux / Re: black screen with Intel and latest Mesa
« on: March 03, 2014, 12:51:22 am »
I am having a similar problem that I believe might be related to moving to a multiple monitor configuration, though I can't even seem to run in a window.  I just get a black screen.  I looked into the above suggestions.  Here is the results:

1. Setting the intel hack to zero... I have an Nvidia card with nvidia driver, so it's not applicable.
2. Setting the compression flag to zero had no effect.
3. I'm using Mint 15 and the libtxc_dxtn library was already installed.  I installed the development packages, recompiled ufo, but nothing changed.

I do have a couple issues in the compilation with SDL sound, primarily the mixer and ttf, but I can hear sound when I startup ufo, just a black screen is all I can see.  This works this way in windowed or fullscreen mode.  This happens on both the 2.5 dev version, though it may be a little old, still need to update it, and the latest 2.6-dev branch, which I've compiled both from scratch.  Both startup to a black screen.

I'm running Mint 15.2, 64-bit.
AMD Athlon 64-bit, 3500+
NVidia Geforce 550GTX
2MB Memory

To be honest, I'm not sure of the last time I played.  The dates on my 2.5 dev save files are from July, so that is probably it.  I believe I had shifted over to 64-bit Mint by then, but could it be the shift to 64 bit?  Anyone else having issues on a 64 bit Ubuntu based  system?  I've had a few issues since switching to 64 bit so that might be the main culprit here, but I seem to recall this working at least once, and I have shifted to two monitors with two independent xservers.  Also, I removed  the config.cfg  file from the directory hoping ufo would create a new one or use it's default settings.  I noticed there was never one in the 2.6 branch, so that was why I did that.  Nothing seems to have any effect.

Any ideas?

Here is the dump of the config.log file:
014/03/02 18:25:17
----- network initialization -------
2014/03/02 18:25:17 libcurl/7.29.0 OpenSSL/1.0.1c zlib/1.2.7 libidn/1.25 librtmp/2.3 initialized.
2014/03/02 18:25:17
------ server initialization -------
2014/03/02 18:25:17 Could not set check function for cvar 'sv_maxsoldiersperplayer'
2014/03/02 18:25:17 added 11 maps to the mapcycle
2014/03/02 18:25:17
----- console initialization -------
2014/03/02 18:25:17 Console initialized.
2014/03/02 18:25:17
------- video initialization -------
2014/03/02 18:25:17 SDL version: 1.2.15
2014/03/02 18:25:17 I: desktop depth: 32bpp
2014/03/02 18:25:17 I: video memory: 0
2014/03/02 18:25:17 I: video driver: x11
2014/03/02 18:25:17 I: Available resolutions: 1920x1440 1920x1200 1920x1080 1856x1392 1792x1344 1680x1050 1600x1200 1440x900 1400x1050 1360x768 1280x1024 1280x960 1152x864 1024x768 1024x576 960x600 960x540 840x525 832x624 800x600 720x450 720x400 700x525 680x384 640x480 640x400 640x360 640x350 512x384 400x300 320x240 320x175 (32)
2014/03/02 18:25:17 I: setting mode -1
2014/03/02 18:25:17 I: set multisample buffers to 0
2014/03/02 18:25:17 I: set swap control to 0
2014/03/02 18:25:21 I: 1024x768 (fullscreen: yes)
2014/03/02 18:25:22 I: got 8 bits of stencil
2014/03/02 18:25:22 I: got 24 bits of depth buffer
2014/03/02 18:25:22 I: got double buffer
2014/03/02 18:25:22 I: got 8 bits for red
2014/03/02 18:25:22 I: got 8 bits for green
2014/03/02 18:25:22 I: got 8 bits for blue
2014/03/02 18:25:22 I: got 0 bits for alpha
2014/03/02 18:25:22 I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation2014/03/02 18:25:22
GL_RENDERER: GeForce GTX 550 Ti/PCIe/SSE22014/03/02 18:25:22
GL_VERSION: 1.4 (2.1.2 NVIDIA 319.60)2014/03/02 18:25:22
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_framebuffer_object GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_packed_depth_stencil GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_multi_draw_arrays GL_SUN_slice_accum 2014/03/02 18:25:22
OpenGL version detected: 1.42014/03/02 18:25:22 found GL_ARB_multitexture
2014/03/02 18:25:22 found GL_ARB_texture_compression
2014/03/02 18:25:22 found GL_ARB_texture_non_power_of_two
2014/03/02 18:25:22 using GL_ARB_texture_non_power_of_two
2014/03/02 18:25:22 found GL_EXT_texture_filter_anisotropic
2014/03/02 18:25:22 found GL_EXT_texture_lod_bias
2014/03/02 18:25:22 GL_ARB_vertex_buffer_object not found
2014/03/02 18:25:22 GL_ARB_fragment_shader not found
2014/03/02 18:25:22 GL_ARB_shading_language_100 not found
2014/03/02 18:25:22 GLSL shaders unsupported by OpenGL implementation.
2014/03/02 18:25:22 found GL_###_framebuffer_object
2014/03/02 18:25:22 using GL_ARB_framebuffer_object
2014/03/02 18:25:22 max draw buffers: 8
2014/03/02 18:25:22 max render buffer size: 16384
2014/03/02 18:25:22 max color attachments: 8
2014/03/02 18:25:22 found GL_###_draw_buffers
2014/03/02 18:25:22 using GL_ARB_draw_buffers
2014/03/02 18:25:22 Invalid value for cvar r_programs
2014/03/02 18:25:22 max supported vertex texture units: 32
2014/03/02 18:25:22 max supported lights: 8
2014/03/02 18:25:22 max texture units: 4
2014/03/02 18:25:22 max texture coords: 8
2014/03/02 18:25:22 max vertex attributes: 16
2014/03/02 18:25:22 max varying floats: 124
2014/03/02 18:25:22 max fragment uniform components: 2048
2014/03/02 18:25:22 max vertex uniform components: 4096
2014/03/02 18:25:22 max texture size: detected 16384
2014/03/02 18:25:22 ...but using 2048 as requested
2014/03/02 18:25:22 Using low resolution globe textures as requested.
2014/03/02 18:25:22 not using GLSL shaders
2014/03/02 18:25:25 SDL_ttf version 2.0.11 - we need at least 2.0.7
2014/03/02 18:25:25 Modified render related cvars
2014/03/02 18:25:25 glsl shutdown
2014/03/02 18:25:25 not using GLSL shaders
2014/03/02 18:25:25
------- sound initialization -------
2014/03/02 18:25:28 SDL_mixer version: 1.2.12
2014/03/02 18:25:28 ... requested audio rate: 44100
2014/03/02 18:25:28 ... driver: 'pulse'
2014/03/02 18:25:28 ... audio rate: 44100
2014/03/02 18:25:28 ... audio channels: 2
2014/03/02 18:25:28 ... loaded ogg vorbis support
2014/03/02 18:25:29
------- input initialization -------
2014/03/02 18:25:29 0 possible joysticks
2014/03/02 18:25:29 no joystick found.
2014/03/02 18:25:29 Allocate 3 megabytes for the ui hunk
2014/03/02 18:25:29
------- web initialization ---------
2014/03/02 18:25:29 ... web access not yet configured
2014/03/02 18:25:29
----------- parse scripts ----------
2014/03/02 18:25:29 57 script files
2014/03/02 18:25:33 55 ui script files
2014/03/02 18:25:37 Shared Client/Server Info loaded
2014/03/02 18:25:37 ...121 items parsed
2014/03/02 18:25:37 ... 32 damage types parsed
2014/03/02 18:25:37 ... 32 equipment definitions parsed
2014/03/02 18:25:37 ... 10 inventory definitions parsed
2014/03/02 18:25:37 ... 25 team definitions parsed
2014/03/02 18:25:37 executing keys.cfg
2014/03/02 18:25:37 Music: track changed from  to van_theme.
2014/03/02 18:25:37 s_language has no value
2014/03/02 18:25:37 executing autoexec.cfg
2014/03/02 18:25:37 "version" is "UFO: Alien Invasion 2.5-dev AMD64 Mar  2 2014 Linux DEBUG"
2014/03/02 18:25:44 79 static models loaded
2014/03/02 18:25:44 ...using language: en_ZW.utf8
2014/03/02 18:25:45 SDL_ttf version 2.0.11 - we need at least 2.0.7
2014/03/02 18:25:45 ...registering 13 fonts

.... there is a large number of "no translation for xxxxxx.txt" messages here, but I'm editing them out.

2014/03/02 18:25:45 ----------- game modes -------------
2014/03/02 18:25:45 added _Multiplayer
2014/03/02 18:25:45 added _Full Campaign
2014/03/02 18:25:45 added _Simple Campaign
2014/03/02 18:25:45 added _Skirmish
2014/03/02 18:25:45 added 4 game modes
2014/03/02 18:25:45 ====== UFO Initialized ======
2014/03/02 18:25:45 =============================
2014/03/02 18:25:45 Switch grab input off

9
Discussion / Re: 2.5 Stable Now?
« on: February 18, 2014, 01:04:05 am »
Cool.  Sounds good.  Thanks.

10
Discussion / 2.5 Stable Now?
« on: February 16, 2014, 07:27:11 pm »
I see a lot of discussion on moving to the 2.6 baseline, but I don't think I've seen a general announcement that 2.5 is stable yet.  Is there anymore development going on in 2.5 that we should consider it the stable baseline now and 2.6 the only dev version going?

11
Going to come out on the side of the non-exploit.  There isn't a commander in any military that won't order his troops based on the role they are in.  It just makes good tactical sense.  Glad to know there is a way; I would prefer to be able to place them directly in squares in the drop ship.

12
Discussion / Official Baseline?
« on: October 14, 2013, 03:17:07 am »
Quick question to clarify the statement on website. 

Is the intent to make 2.6 the final stable version for this release?  Or is work going to continue on 2.5 as a final stable release while 2.6 goes on to additional development? 

Usually odd numbers are dev and even numbers stable releases, but I didn't get a clear idea from the description.  Thanks.

13
Feature Requests / Re: Using alien materials to make a better medkit
« on: October 09, 2013, 02:32:28 am »
A better med kit would be nice, especially later in the game.  Some squadies can get stacked with quite a few wounds and getting them healed up can be tricky.  Maybe instead of doing +3 healing to each wound, have it do +4.  That would make a 7 or 8 squadie healed in 2 moves instead of 3.  That wouldn't be OP, but give you reason to build and equip it. 

I haven't noticed my squadies getting higher healing rates as they get better, so if that does the same thing, I'd still keep the concept the same, just have the advanced do one more healing point than the basic.

14
Discussion / Re: 2.5-dev Feedback (Early Game, Hard difficulty)
« on: September 17, 2013, 12:47:45 am »
The radar tower is a cheap external installation designed to increase the UFO tracking range and filling small gaps in the radar network. If we allowed to build more of them and/or their range, players could easily cover the whole Earth early with them and hit on more UFOs/missions. It is a different play-style, yes, but it would seriously unbalance the game.

The dogfights (UFO-PHALANX airfights) are not yet developed in depth and we cannot speak about any kind aircraft-AI yet. We're on a long road... :)

-geever

I think I've come to the conclusion that radar installations aren't worth it.  I'd rather have a SAM site or UFO hangar.  With only three available, it's not much of a choice anymore.  I think three is too limited too, but I'd probably feel that way no matter what value you picked.

15
Discussion / Re: Notes from veteren XCOM player after his first UFOAI game
« on: September 16, 2013, 02:52:10 am »
I think I'm the one who's not aggressive.  I'm not sure, but on hard mode, I can't afford another base and research lab and more scientists.  My bases aren't really loaded with extras as it is.  Not sure how to get around that to speed it up, but it seems to be going at a decent pace.

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