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Topics - virag0

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1
Mac / Still no head objects in latest dev PPC build?
« on: October 03, 2011, 06:01:38 am »
Hi,
I finally got the source home this weekend and built the game from scratch again.
It took 60 hours on my PPC G5 2.3 to build all the maps and models from source.

But I have just run the game after this and all the heads of the soldiers and aliens are
still missing.    I know the files are there, but I do not know how to solve this one.
Likewise the particle/weapon effects are missing.

The game plays well in every other respect, but I do not know how to get these minor
errors resolved.

Please let me know exactly what files I need to look for, what I need to do with them
and where they should go.   I actually saw the build of the object files refer directly to stuff like
"soldiermale/head" and so on, so I know its there somewhere.


Please help!


rachel

2
Mac / Gitting the source part deux
« on: September 27, 2011, 03:47:20 am »
Hi,
well I am trying to git an update of my source code.

Let me give a background first.

I am in Australia and I have what we call a "broadband" connection
here, but in other parts of the world, it would be called a glorified modem
connection.

This works fine for most things, but a combination of a slow link, latency
and the fact that git is ostensibly evil is stopping me from doing
what I would like.

I came into work and pulled the repo for UFO-2.4 there.  It took 4 goes
and by watching the direction of the wind and holding my tongue right,
I got a repo.

Then I packed the massive git files (I do not know what they do),
and all the source onto 2 2Gb USB sticks and unpacked it all on my
Mac.

For a couple of days, "git fetch" was happily updating my source
tree, in under a minute.

Now, I went to get an update on the weekend, then yesterday and now today.
The repo has obviously updated considerably, because it is gigantic again.

So, now I am in the odious position of timeouts, not being able to
update my sources and eating into my broadband capacity as I magically
download 500-1Gb of source and then watch it disconnect due to some
remote issue.  Of course the downloaded files just become vapour.

So, if anyone has the latest repo, data/base files etc, in a tarball
that I can download, please let me know.   

I am not happy with git - I liked SVN a lot better and actually started
learning it until git became the trendy and not so good alternative.

If anyone has an SVN repo for 2.4 the same, I would be happy to try that.

But please tell me how to just update the source tree in a nice
way that doesn't mean eating into my capacity with failed retries

frustrated gitiot




3
Mac / PPC Build of 2.4 DEV
« on: September 20, 2011, 07:35:52 am »
Hi,
I have finally got a compiled version of the 2.4 DEV on PPC.

I have noted a couple of issues, but nothing that stops the game from working on this system at least.
It looks great and runs quite smoothly.

First of all, the Save Game function will save my game, but the text of the named slot does not appear.
The console reports the slot is corrupted but the save files are present.

When I restart the game cold, the slots appear to be empty but load the save game just fine,
only the text is missing in the dialog.

Second problem is I can't use GL Shaders in this version - it seemed OK in 2.3 if I limited them
somehow.

The error I get is:

disabled shaders because they failed to compile

But this worked OK on the 2.3.1 build (I think).
I have checked my system and the extension is present:

glxinfo| grep GL_ARB_draw_buffers
    GL_ARB_pixel_buffer_object, GL_ARB_draw_buffers,

So I wonder what is up with that?

Please tell me what to upload for your information and I will do it tonight.

Also, if I can get a complete build of this working, would anyone want a 2.4 PPC Installer?   Where to upload it?
I uploaded the 2.3.1 PPC build to Google docs, but I have no more space.

Does anyone even want the PPC build?



rachel

4
Mac / Obtaining the source
« on: August 31, 2011, 04:01:20 pm »
Hi,
I am trying to git the source as desscribed on the appropriate page in the wiki,
but it keeps timing out, with nothing I seem to be able to do.  It seems to pull
back about 1.5 gb from the repo before losing the connection.

I am sorry this is a general question, but is there an option for git to resume
downloading if it is disconnected?

Otherwise, is there a tar.gz source and data bundle I can zip back and unpack
using a script to "gitize" the source?

I am trying to get the 2.4 source onto my PPC mac, so I can try for you guys....


rachel

5
Mac / UFOAO on iPad?
« on: August 14, 2011, 04:16:25 am »
Hi,
is it OK to discuss this here?   I am pleased with my 2.3.1 running on PPC,
so I did a little research on getting it working on an IOS device like the ipad.

First up. looks like you need to jailbreak, which I did already.
There is a tutorial on getting GCC 4.x running with a libgcc clone of some sort.
libjpeg etc are all present.
libsdl and friends appears to have a make target suitable for IOS.

The openGL should be up to it - are the native libraries OK?
I doubt the maps and objects will load as the ipad is a 256mb device,
so are there cheaper images we can use/ lower the intensity or something
to make the maps run on the smaller device?   Interested in what the Android
guys did. 

I reckon this is achievable, even if only as a proof it could be taken further.
I reckon, if it could compile, it should be able to be tweaked to run,
with emphasis on game play over aesthetics if it comes to that.

I do not get a lot of time to do this, in fact, I get very little time to play the game
itself, but I like building stuff instead of knitting, so if you guys think it is technically
possible, and I would not be wasting my time, I will have a go...


rachel



6
Mac / UFOAI 2.3.1 for PPC ready!
« on: August 12, 2011, 04:01:56 am »
Hi,
I have finally uploaded a .dmg of the UFOAI-2.3.1 for PPC Macs.

The app was compiled on a G5, Late Model 2.3 (PCIe) on 10.5.8 with the full Macports libraries.

This app should run OK on NVIDIA graphics, but you might have to tweak the video
settings for the smoothest run.  

It appears to run Campaign and Skirmish mode with no problems I can see so far.
The save/load process generates a proper save file, so you can work with a campaign with this one.

I think most of the maps load - I haven't tried them all.   The base editor etc appears to work OK
and the various screens and menus seem to all be there!

So please go ahead and download it:

https://docs.google.com/leaf?id=0B1I9frP6pXMMMDhlMmJjNDEtN2Y4ZS00MDU4LTkxMTUtZjk4NjFjNjBjMWIy&hl=en_US

And please post here with your results.     If it works on other arch or OSX release, excellent, but I can only vouch for G5/10.5.8
Any feedback would be much appreciated.


rachel

7
Mac / Can't create PPC application bundle.
« on: August 11, 2011, 03:22:28 pm »
OK, I am really out of my depth now.
I have got the game 100% working on my G5 PPC 2.3DP (PCIe) with 10.5.8 as you all know by now.
I can probably leave it up to you guys to figure out the best logic for the save game byteswap on PPC
systems. 

My problem is now more annoying and a showstopper for a release of a finished binary.
As mentioned, game is running great - sound, GL graphics (within limitations of the device) and so on.
But only from the command line, sourcing the shared objects in /opt/local/lib.

I want to create an application bundle so I can share this now, but I have a suspicious problem.
When I run the following make, you can see that the SDL_mixer shared object is not being
correctly imported into the bundle:

Code: [Select]
[eros:~/ufoai/ufoai-2.3.1-source] root# make create-dmg-ufoai
find: base/maps: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libFLAC.8.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libtiff.3.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libcrypto.1.0.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libogg.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libsmpeg-0.4.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libjpeg.8.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libcurl.4.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libfreetype.6.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libSDL_ttf-2.0.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libz.1.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libbz2.1.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libSDL_image-1.2.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libtheora.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libpng14.14.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libidn.11.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libSDL_mixer-1.2.0.dylib...install_name_tool: changing install names can't be redone for: contrib/installer/mac/UFOAI.app/Contents/Libraries/libSDL_mixer-1.2.0.dylib (for architecture ppc7400) because larger updated load commands do not fit (the program must be relinked)
done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libSDL-1.2.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libiconv.2.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libvorbisfile.3.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libvorbis.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libintl.8.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libmikmod.3.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libssl.1.0.0.dylib...done
Finalizing ufo...
Finalizing ufoded...
Finalizing ufo2map...
done
sed: contrib/installer/mac/UFOAI.app/Contents/Info.plist.in: No such file or directory
make: *** [updateversion-ufoai] Error 1

To fix this, I did some googling about and came across a reference to "-headerpad_max_install_names".
So I added this to the linker directives, sprinkling it about in an attempt to get the linker to pick up on my wishes:

Code: [Select]
* [MOD] ... linking -rdynamic (-headerpad_max_install_names -lz  -ljpeg  -L/opt/local/lib -lpng14    -framework SDL  -framework SDL_image -framework SDL)
CFLAGS
-----------------------
-I/opt/local/include -F/opt/local/Library/Frameworks -D_BSD_SOURCE -D_XOPEN_SOURCE -DSHARED_EXT="dylib" -DHAVE_CONFIG_H -DUSE_SIGNALS=0 -Wall -pipe -Winline -Wcast-qual -Wcast-align -Wdeclaration-after-statement -Wmissing-prototypes -Wmissing-declarations -std=c99 -ggdb -DNDEBUG -ffast-math -funroll-loops -D_FORTIFY_SOURCE=2 -O2 -fomit-frame-pointer -fexpensive-optimizations -O2
-I/opt/local/include/libpng14 -I/opt/local/Library/Frameworks/SDL.framework/Headers -I/opt/local/Library/Frameworks/SDL_image.framework/Headers -I/opt/local/Library/Frameworks/SDL_mixer.framework/Headers -I/opt/local/Library/Frameworks/SDL_ttf.framework/Headers -I/opt/local/include -I/opt/local/include -DCOMPILE_UFO -I/opt/local/Library/Frameworks/SDL.framework/Headers
-Isrc/tools/radiant/libs -Isrc/tools/radiant/include

LDFLAGS
-----------------------
-headerpad_max_install_names -L/opt/local/lib -F/opt/local/Library/Frameworks -framework IOKit -framework Foundation -framework Cocoa -headerpad_max_install_names
-headerpad_max_install_names -L/opt/local/lib -lvorbis -lm -logg -lz -L/opt/local/lib -lcurl -L/opt/local/lib -L/opt/local/lib -L/opt/local/lib -lidn -lssl -lcrypto -lssl -lcrypto -lz -lz -ljpeg -L/opt/local/lib -lpng14 -framework SDL -framework SDL_image -framework OpenGL -framework SDL_mixer -framework SDL_ttf -logg -lxvidcore -L/opt/local/lib -ltheora -logg -lintl -framework SDL
-headerpad_max_install_names -lgthread-2.0 -lvorbisfile -lvorbis -logg


But repackaging still throws the same error.

So I recompiled SDL_mixer, with (I think) the the same flag invoked in the Portfile for it:

Code: [Select]
configure.env LDFLAGS="-headerpad_max_install_names"

and adding the same to the supplied Makefile fragment.

So, that didn't work, either.

Please tell me what I should do next, to complete what is ostensibly a very simple step. 

If I try to run the UFOAI.app bundle that is generated, it does not work, but hangs.  If I run the unbundled app from the
shell, it works fine, so it is something to do with this step. 


As mentioned I am a Solaris admin, so I know a lot about packaging, but am a total newbie on OSX ;)


rachel



8
Mac / PPC 2.3.1 almost ready!
« on: August 10, 2011, 03:35:19 pm »
Good news everybody!

I have resolved the save game issue on 2.3.1 with PPC.
It does seem to be an endian problem.  The cp_save.c code has some methods
in it that converts via a function called "LittleLong" which does a byte swap.

Taking out these entries and assigning the variables without byteswapping now
allows the save/load of the slot data to both get a name and a time stamp.

I can do a patch if requested.....  ..the change was literally a no brainer.
I seem to recall doing the same thing in 2.3.0 but it didn't work, so the code must have
changed somehow...

When I work out why the intro prints out "intro_ sentence1" and so on intead of the actual text,
I will bundle up the PPC binaries required into a standalone app that should work on at least
PPC machines with an NVIDIA card.

Then I will have a go at 2.4......

9
Mac / Compiling 2.3.1 for PPC - maps?
« on: August 10, 2011, 07:36:32 am »
Hi,
I have successfully compiled 2.3.1 on my Last Model G5 2.3 on 10.5.8.
But there is something wrong with the maps config.   I downloaded the 2.3.1 source as a tarball and then the maps from:

http://internode.dl.sourceforge.net/project/ufoai/UFO_AI%202.x/2.3.1/ufoai-2.3.1-data.tar

The maps dir looks like this:

Code: [Select]
[eros:~/ufoai/ufoai-2.3.1-source/base] root# ls -la
total 1042592
drwxr-xr-x@ 14 rachel  staff        476 10 Aug 15:12 .
drwxrwxr-x  32 rachel  staff       1088 10 Aug 15:23 ..
-rw-r--r--@  1 rachel  staff       4651 29 Nov  2010 0base.pk3
-rw-r--r--@  1 rachel  staff  136084567 25 Nov  2010 0maps.pk3
-rw-r--r--@  1 rachel  staff      13528 25 Nov  2010 0materials.pk3
-rw-r--r--@  1 rachel  staff   11034860 25 Nov  2010 0media.pk3
-rw-r--r--@  1 rachel  staff   78915743 25 Nov  2010 0models.pk3
-rw-r--r--@  1 rachel  staff  162768935 25 Nov  2010 0music.pk3
-rw-r--r--@  1 rachel  staff  134711881 25 Nov  2010 0pics.pk3
-rw-r--r--@  1 rachel  staff      14050 25 Nov  2010 0shaders.pk3
-rw-r--r--@  1 rachel  staff    9446428 25 Nov  2010 0snd.pk3
-rw-r--r--@  1 rachel  staff     191996 27 Nov  2010 0ufos.pk3
-rwxr-xr-x   1 rachel  staff     596620 10 Aug 15:08 game.dylib
drwxr-xr-x  28 rachel  staff        952 10 Aug 15:12 i18n
[eros:~/ufoai/ufoai-2.3.1-source/base] root# pwd
/Users/rachel/ufoai/ufoai-2.3.1-source/base

But when I do the following, according to the "documentation", I get these errors:

Code: [Select]
[eros:~/ufoai/ufoai-2.3.1-source] root# make maps
find: base/maps: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
make: Nothing to be done for `maps'.
[eros:~/ufoai/ufoai-2.3.1-source] root# make maps-sync
find: base/maps: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
contrib/scripts/map-get.py upgrade
make: contrib/scripts/map-get.py: Command not found
make: *** [maps-sync] Error 127
[eros:~/ufoai/ufoai-2.3.1-source] root# make pk3
find: base/maps: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
make -f build/data.mk pk3
find: base/pics: No such file or directory
find: base/textures: No such file or directory
find: base/models: No such file or directory
find: base/sound: No such file or directory
find: base/music: No such file or directory
find: base/maps: No such file or directory
find: base/media: No such file or directory
find: base/shaders: No such file or directory
find: base/ufos: No such file or directory
find: base/materials: No such file or directory
make[1]: *** No rule to make target `base/mapcycle.txt', needed by `base/0base.pk3'.  Stop.
make: *** [pk3] Error 2
[eros:~/ufoai/ufoai-2.3.1-source] root#

So, the 508Mb data file download is not what I want.   Can someone please specify how to get the data so I can compile it?

I have both SVN and git, but do not know the correct URL for the map/pk3/data stuff.    So if someone has that,
I can do it. 

Remember this is for PPC 2.3.1 version - if I can get this up we will have a PPC version of 2.3.1 for the fans out there and I can
then get around to playing with 2.4.....

Please respond ASAP - I do not get a lot of time to work on this game ;)


rachel

10
Mac / ufoai 2.3 on OSX PPC Leopard - save game fails
« on: September 03, 2010, 01:33:40 am »
Hi,
I have compiled ufoai-2.3 for PPC on my late 2005 G5 (dual core pciE model) and it seems to work fine in skirmish and campaign
mode, to the point where I wanted to upload it somewhere so those people who can't get it running would have one to play with, but
I have reached one show-stopper I am hoping to get help with.

For now, I will just explain the problem and then dump some logs later when I am back on the console, but the problem
occurs when saving the game to any of the Campaign save slots.   The console reports that the file is created and then
corrupted.   I tried looking at the files uncompressed and they look like they have a full <xml> tagset with nothing
seemingly missing but the game reports that the header on these files is corrupted.

When I save the game into different slots without quitting, it seems to load them although the text field for the
slot is not displayed properly until you click the mouse.    Quitting then never allows the save files to be accessed
again.   Also, the files seemingly get generated at different lengths, so I am not sure if that is correct or not.

It is almost like the file is being opened but never properly let go or closed or something, but a  look
at the cp_save.c doesn't elicit any clues.   I am hoping that someone has a fix because everything
else is working fine.   When I try to compile 2.4-dev it will make, but runs like a hairy goat and
doesn't appear to like my G5 yet at all.....  ...so I am hoping to get this final 2.3 problem sorted!


Cheers....

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