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Messages - lfloden

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Coding / Re: Compiling with DEV-CPP
« on: October 07, 2007, 06:50:58 pm »
Downloaded and setup code blocks and it still gives me that __cpu_features_init error. Plus, where are all the dll files for the game in codeblocks? Does it only need the 4 project files?

Coding / Re: Compiling with DEV-CPP
« on: September 21, 2007, 02:10:40 am »
I get this when compiling, I must be missing something...

 -lkernel32  -luser32  -lgdi32  -lgmon -lintl  -lSDL -lSDL_ttf -lz -lpng -ljpeg -lws2_32  -g3

/mingw/lib/crt2.o(.text+0x16a):crt1.c: undefined reference to `__cpu_features_init'
collect2: ld returned 1 exit status

make.exe: *** [../../ufo.exe] Error 1

Execution terminated

Coding / Getting libintl.h not found errors when compiling
« on: August 23, 2007, 01:18:17 am »
This is from the snd_dx.dll file. I assume I must be missing a plugin again. I noticed it deleted it the other day that it was removed when I sync'd my folder. Its causing problems with all the sound ones and UFO.exe.

Compiler: Default compiler
Building Makefile: "C:\UFOAIdev\build\projects\"
Executing  make clean
rm -f ../../src/ports/win32/snd_dx.o  ../../snd_dx.dll

gcc.exe -c ../../src/ports/win32/snd_dx.c -o ../../src/ports/win32/snd_dx.o -I"C:/Dev-Cpp/include"  -I"C:/Programming/SDL-1.2.11/include"  -I"c:/Dev-Cpp/include/SDL"  -I"C:/Dev-Cpp/include/libpng13"  -D__GNUWIN32__ -D_M_IX86=500 -Wall -DWIN32 -DDEBUG -D_WINDOWS -DDEVCPP

In file included from ../../src/ports/win32/snd_dx.c:27:
../../src/ports/win32/../../client/client.h:245:22: libintl.h: No such file or directory

make.exe: *** [../../src/ports/win32/snd_dx.o] Error 1

Execution terminated

FAQ / What happened to
« on: August 07, 2007, 03:57:29 am »
When ever I go to it now I get the old hosting site, did we loss the domain name?

Coding / Thanks
« on: August 07, 2007, 03:54:59 am »
Didn't know that had been added. It's all working now.

Coding / not compiling correctly
« on: August 06, 2007, 08:00:45 pm »
It is in the development version using Dev C++

Here is the log

Compiler: Default compiler
Building Makefile: "C:\UFOAIdev\build\projects\"
Executing  make clean
rm -f ref_gl/gl_anim.o ref_gl/gl_draw.o ref_gl/gl_light.o ref_gl/gl_mesh.o ref_gl/gl_model.o ref_gl/gl_particle.o ref_gl/gl_rmain.o ref_gl/gl_rmisc.o ref_gl/gl_rsurf.o ref_gl/gl_warp.o ref_gl/glw_imp.o ref_gl/q_shared.o ref_gl/q_shwin.o ref_gl/qgl_win.o ref_gl/gl_image.o ref_gl/gl_shadows.o ref_gl/gl_font.o ref_gl/gl_arb_shader.o ref_gl/qgl.o ref_gl/gl_bloom.o ref_gl/gl_model_sp2.o ref_gl/gl_mesh_md2.o ref_gl/gl_mesh_md3.o ref_gl/gl_model_alias.o ref_gl/gl_model_brush.o ref_gl/gl_model_md2.o ref_gl/gl_model_md3.o ref_gl/gl_model_obj.o  ../../ref_gl.dll

gcc.exe -c ../../src/ref_gl/gl_anim.c -o ref_gl/gl_anim.o -I"C:/Dev-Cpp/include"  -I"C:/Programming/SDL-1.2.11/include"  -D__GNUWIN32__  -D_M_IX86=500  -Wall   -DDONT_TYPEDEF_INT32  

In file included from ../../src/ref_gl/gl_anim.c:26:
../../src/ref_gl/gl_local.h:54:21: SDL_ttf.h: No such file or directory
In file included from ../../src/ref_gl/gl_local.h:384,
                 from ../../src/ref_gl/gl_anim.c:26:
../../src/ref_gl/gl_font.h:11: error: syntax error before "TTF_Font"
../../src/ref_gl/gl_font.h:11: warning: no semicolon at end of struct or union
../../src/ref_gl/gl_font.h:17: error: syntax error before '}' token
../../src/ref_gl/gl_font.h:17: warning: type defaults to `int' in declaration of `font_t'
../../src/ref_gl/gl_font.h:17: warning: data definition has no type or storage class

make.exe: *** [ref_gl/gl_anim.o] Error 1

Execution terminated

Obviously it has something to do with the new font code.

Discussion / Is the SVN down?
« on: July 12, 2007, 04:41:57 am »
I keep getting this when trying to download the latest stuff

Error: PROPFIND request failed on '/svnroot/ufoai/ufoai/trunk'  
Error: PROPFIND of '/svnroot/ufoai/ufoai/trunk': Could not resolve hostname `': The requested name is valid and was found in the database, but it does not have the correct associated data being resolved for.   (

Feature Requests / 2.2dev bugs
« on: May 29, 2007, 07:02:39 am »
One problem is the interceptors don't go after the UFO. The briefly appear on the global view then return to base. This was from code from a few days ago so don't know if it was fixed or not yet. I've been playing....testing the other parts of the game.

Another apparent bug is on my second base some of the items kept increasing by themselves. One I know for sure did was the medikits, I bought 10, a while later I suddenly had 31. I'm not sure what caused it though.

That's all for now, I have to compile the latest code.

Coding / Also has the problem in qdata
« on: May 19, 2007, 12:33:52 am »
ufo2map compiles now, but qdata doesn't.

ufo2map/cmdlib.o(.text+0xc8a):cmdlib.c: undefined reference to `unzCloseCurrentFile'
collect2: ld returned 1 exit status

make.exe: *** [../../ufo2map.exe] Error 1

Execution terminated

Coding / 2.2 dev cmdlib.c compile problem
« on: May 17, 2007, 01:15:03 am »
When trying to compile anything that uses the cmdlib.c file it comes up with this error. I was able to comment out the line and it would work, but since I wasn't sure what exactly this does I figured that shouldn't be the way to go. I would define it if I knew what to define it as, but there are others that I'm sure know what it should be.

ufo2map/cmdlib.o(.text+0xc8a):cmdlib.c: undefined reference to `unzCloseCurrentFile'
collect2: ld returned 1 exit status

make.exe: *** [../../ufo2map.exe] Error 1

Execution terminated

Feature Requests / I like it
« on: April 24, 2007, 12:44:43 am »
I like this idea. Currently when you mouse over a building it tells you what it is. So finding the building is no big deal.

For any menu that doesn't really belong with a building (market) there could be a button system near the top of the window, along with (global view, other bases, email, whatever)

Discussion / Reaction Fire
« on: April 19, 2007, 04:49:20 am »
I was tweaking the spot for the reaction fire circle to get it to not select the actual fire mode when checking it per the 2.2 to-do. Then I saw that it was already taken care of (even though it has been released), but I found it odd looking once it was set.

The circle sits so far out from the square that it doesn't look like it belongs. This is because the little square up in the upper left corner of the image is the actual left most part of the fire mode select square so to prevent the reaction fire from selecting the fire mode the circle has to be left of it.

I was thinking the circle looks out of place anyway, so how about extending the little square down the entire side of the fire mode image box and changing circle to a triangle or some other angled image butted up next to the fire mode box. Instead of a check, the new image could be gray for unselected and filled in green for selected.

Just a thought.


Offtopic / Aftermath
« on: April 18, 2007, 07:04:47 pm »
I played the demo for aftermath and didn't like the game play, the voices for the characters sounded like the company pulled people off the street for the voice acting. I have not tried the others yet.

Feature Requests / Thanks
« on: April 15, 2007, 07:45:27 pm »
From now on I'll submit bugs.

Feature Requests / Problems in current 2.2 build
« on: April 14, 2007, 03:46:48 am »
In the current 2.2 branch after I play the first mission everything appears to work correctly until the next mission comes up. When my dropship gets to the spot and I try to enter the site, it doesn't load. I can hit ESC and  go back to the global view, but there are problems after that.

I'm trying to fix the RF check placement for the 2.2 build and it is hard to test when the game isn't working right.

Also, the inventory of items for sale seems to increase at a huge rate. Normally it will start with 0 armor for example, then after 2 days there are 34. Everything else jumps like it also.

Plus some of the grenade shells that usually aren't available until later are there right away.

Along with the grenade shells, when I click on the buy ammo arrow the image switches to the Assault Rifle.

And finally, should something like this be in the SourceForge Bug tracker instead?


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