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Messages - Grug

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46
I was stumped for a while and then thought, it must be mentioned somewhere on the forums... and a search produced a result.

However, a new user might not think to search the forums and someone who's first language isn't English might not understand the results returned, or might not know what term to search on... and then there are typo issues etc.

I'm not sure it's such a brilliant idea. I'm with Eegxeta and say it should probably relate to the game, but the problem I see with that is what if someone is having problems starting the game and is creating an account to get some help. They likely would not know the answer to many possible game related questions.

47
Bugs in stable version (2.5) / Re: Missing screen resolutions
« on: December 04, 2013, 03:25:35 pm »
Do you have more than one monitor?
Yes - 2 monitors. Primary is left.

If yes try:
Code: [Select]
SDL_VIDEO_FULLSCREEN_HEAD=0 ufo
.... and it didn't help. Still have a small area displayed in the bottom left of a full screen window.

I've now got the source down from git so when I have some time (hopefully this week) to get compiling working, I'll try adding 1080p to the list of resolutions and see if that helps.

48
Bugs in stable version (2.5) / Re: What Walking Sounds Like
« on: November 15, 2013, 04:53:09 am »
This is also occurring on Linux as noted in the bug report and also I can confirm it on current Debian Testing (Jessie).
The fixed sounds below fix the walking issues for me (so far). I have noticed one of the screams, probably a woman one is also broken.

49
Bugs in stable version (2.5) / Re: Missing screen resolutions
« on: November 15, 2013, 04:50:32 am »
you can start the game with parameters to set whatever screen resolution you want... look it up in the forum
(or at the top of this thread)

I was more meaning to help any newcomers to the game that might run into this problem. I'll have a play around and provide a patch (if it works) when I get decent net again.

50
Bugs in stable version (2.5) / Re: Missing screen resolutions
« on: November 14, 2013, 08:43:28 am »
Blame SDL ;)
Heh, indeed. However, would adding it to the hard-coded list make it available if SDL can't do the detection correctly?

On my system, the list of available resolutions is _exactly_ the same as the hard coded list.


I would grab the source and have a play but my internet connection won't allow it this month. :-(

51
Bugs in stable version (2.5) / Re: Missing screen resolutions
« on: November 11, 2013, 05:18:03 pm »
Any reason 1920x1080 (1080p) appears to be missing?

Surely that is the most common res these days. I only noticed as the recent build of 2.5-dev for Debian caused the game to load in a full-screen window, but as a tiny 320x240 in the bottom left corner of the 1920x1080 window. I had to manually specify the res as detailed above (I did it in the config file) to get it working correctly (using the full size of the screen).

I took a look at the code on GitHub and the list of resolutions available in the client matches the list in src/client/cl_video.cpp exactly. I presume that there is meant to be some form of auto-detection code which was working in 2.4 but appears to no-longer, possibly an SDL2 issue?

Out of interest, I assume that my Linux desktop (Xfce4 + Compiz) was holding the screen to its native resolution and UFOAI or SDL2 was fooled into thinking the window it created it was full screen.

52
Newbie Coding / Re: Multiple Sound Files for Messages
« on: November 11, 2013, 04:34:38 pm »
This sounds like a great idea to me. One thought about detecting the number of available sounds - I assume (without having looked at the code) something similar is done for the various human/alien sounds that have multiples, so it might be worth looking around those parts of the code for ideas.

53
Bugs in stable version (2.5) / Re: What Walking Sounds Like
« on: November 11, 2013, 04:29:05 pm »
I was working on upgrading my ancient Linux distro to a current version with all packages, but given that this issue was reported on Windows, I suppose I could get a copy of the source and set it up on one of my Windows machines, most likely by sometime later today.
This is also occurring on Linux as noted in the bug report and also I can confirm it on current Debian Testing (Jessie).

Given the cross-platform nature, I would suggest it isn't a sound card issue. It's far more likely to either be a bug in the params we are setting in SDL2 when loading/playing the sounds, or a bug in SDL2 itself.

I had a similar problem when developing the audio system for Eternal Lands under SDL1. IIRC the SDL load file function wasn't detecting the frequency correctly and needed to be manually specified. Of course if the incorrect freq was specified then it would also break. I believe we converted all sounds to the same format and manually specified the freq. (Note: That was 8 years ago so I can't be completely sure of the circumstances.)

54
Linux / Re: Debian: feedback and tests welcome
« on: November 02, 2013, 12:07:51 pm »
I forgot to add an asterisk sign in a very important place, so that the *.ump files couldn't be copied to the right place. This should be fixed now. I will upload new packages with the latest git snapshot in the course of the day.
Ahhh yes. Glad it was an easy fix. :-)

55
Linux / Re: Debian: feedback and tests welcome
« on: November 01, 2013, 04:07:35 pm »
I unzipped the /usr/share/games/ufoai/base/0maps.pk3 file and there are no .ump files, only .bsp files but the missing maps do match directories in the resulting maps folder. The maps that did work match .bsp files in the root of the /maps/ directory.
I haven't looked at the source code to try to find the issue yet as those times are local time (yes it is now 5:00am) but I'll have a poke around and see what I can come up if no-one knows the problem already.
Having a quick look at git, I noticed there were .ump files in the /base/maps/ directory of the source. A git clone was taking too long (stupid net connection) so I just went back to playing, but when a map couldn't load, I grabbed the missing file from the git repo, created a new directory /usr/share/games/ufoai/base/maps/ and added the missing .ump file and low and behold*, it worked. I could now play the missing maps.

I'm surprised this worked because the only files in the new /base/maps/ dir is the missing .ump files, the other maps files are still being sourced from the .pk3 pack. I unzipped the maps pack file to a separate sub-dir on a drive with more space. :-P

56
Linux / Re: Debian: feedback and tests welcome
« on: October 31, 2013, 06:56:50 pm »
Firstly, great to see this finally becoming official in Debian. The more quality games we get in Debian the better!

So, here is my experience so far....
I'm running Debian Jessie with some Sid packages and using the binary debs from this thread. I also have 2.4 compiled from source in my home directory, but it shouldn't be interfering unless there is a big packaging issue.

Due to the change in the soldiers my 2.4 saved games weren't really playable so decided to start a new campaign. The first UFO arrived and I sent out my dropship but couldn't enter the battle scene. After trying a few times I checked the console and discovered this:
...
2013/10/31 21:54:52 ...subsystem 'triggerevents' - saved
2013/10/31 21:54:52 XML Written to buffer (120728 Bytes)
2013/10/31 21:54:52 Can't find maps/gasstation.ump
2013/10/31 21:55:00 Calling subsystems
2013/10/31 21:55:00 ...subsystem 'campaign' - saved
...
2013/10/31 21:55:00 ...subsystem 'triggerevents' - saved
2013/10/31 21:55:00 XML Written to buffer (120728 Bytes)
2013/10/31 21:55:00 Can't find maps/gasstation.ump
2013/10/31 21:55:02 Calling subsystems
2013/10/31 21:55:02 ...subsystem 'campaign' - saved
...
(etc)

After starting a new campaign I ended up 3 out of 5 maps (for a total of 4 from 6) failing to load.
The maps I got  in the new campaign were:
...
2013/10/31 23:25:34 checksum for the map 'subway': 2414773207
...
2013/11/01 02:50:25 Can't find maps/industrial.ump
...
2013/11/01 02:54:13 Can't find maps/scout_crash.ump
...
2013/11/01 03:09:24 checksum for the map 'harbour': 3665197658
...
2013/11/01 03:38:00 Can't find maps/city3.ump
...

I unzipped the /usr/share/games/ufoai/base/0maps.pk3 file and there are no .ump files, only .bsp files but the missing maps do match directories in the resulting maps folder. The maps that did work match .bsp files in the root of the /maps/ directory.
I haven't looked at the source code to try to find the issue yet as those times are local time (yes it is now 5:00am) but I'll have a poke around and see what I can come up if no-one knows the problem already.

I couldn't see anything drastic about maps in the forums and I asked on IRC and it was suggested my experience might be a packaging issue hence giving some feedback here.



This one probably isn't a packaging issue but a separate bug, but I also got this mess trying to load one map (I don't remember what the map was). It tried to load but crashed back to the Geoscope:
2013/11/01 03:01:10 XML Written to buffer (141063 Bytes)
2013/11/01 03:01:10 g_notu is a developer cvar.
2013/11/01 03:01:10 g_nospawn is a developer cvar.
2013/11/01 03:01:10 setting game random seed to 13655235
2013/11/01 03:01:10 ********************
2013/11/01 03:01:10 ERROR: CMod_LoadEntityString: closing brace without data for keyname worldspawn
2013/11/01 03:01:10 ********************
2013/11/01 03:01:10 failed to upload file 'crashdump.txt': Failed to open/read local data from file/application
2013/11/01 03:01:13 Shutdown server: Server crashed.

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