project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - XaverXN

Pages: [1]
1
Discussion / Ufo:AI jubilee!
« on: November 20, 2009, 12:12:18 am »
Hi guys,
in case noone has noticed: We're having a (half-)jubilee!
Today (according to sf.net) it's been exactly 1.5 years that the current stable version of Ufo:AI, 2.2.1, was finished.
I'd like to take this opportunity to once again say "thank you" for all the hard work, you have really built up an amazing game.
An incredible ~210,000 people have downloaded the linux, mac and win binaries (20k+22k+168k) since then from sourceforge alone, not including linux repositories, torrents and whatnot.
It's maybe a little sad, too, because all of those players don't get to see any of the great efforts that have been made in the last 18 months (which can be easily seen from the monthly update on the news page) - so feel encouraged to release a new stable before it's 3 years ;-) ...
So, keep up the great work everybody! As I don't really know who's part of development nowadays, everybody who invested brain power may feel adressed ;-)
Big regards,
Xaver

2
Hi, I will post here my comments and problems (that are not clearly bugs) I find with the 2.2 Beta installer for linux. Of course, some of them will be trunk related as well.

- Sound and music are set to 0% volume by default. Intended ? (I think also in current trunk)

- Binary beta installer doesn't create any start menu entries here (KDE9).

- The research request mail title for "electromagnetic rifle" is called "bolter" in the research base menu. Maybe intended, but a bit confusing for new players I guess. (Also in trunk)

- Battlescape: Camera movements are partly strange.
     1) When an alien dies on a level > 1, the camera partly/always switches down one level so one can't see the death animation. (Also in trunk)
     2) When a grenade rolls out of the map, the camera slides towards the inside of the map and can't be corrected with the mouse until done. (Also in trunk)
     3) Camera often switches away before actual event is over. Often seen with slow shots (grenade, rocket launcher) etc. (Not new but still bad)

- Current game loading screen is pretty boring. Didn't we use to have a cool one like the small pic on the top left of the UFO homepage?
I mean that:

Will post here if I find more...

3
Hi,

I have several problems with the sdl/glx system in the mentioned versions.
Basically, when trying to start UFO, I get

Code: [Select]
------- video initialization -------
SDL version: 1.2.10
I: setting mode 6: 1024x768 (fullscreen: yes)
SDL SetVideoMode failed: Couldn't find matching GLX visual - try to reduce the r_bitdepth value
Failed to set video mode 1024x768 fullscreen.
SDL SetVideoMode failed: Couldn't find matching GLX visual - try to reduce the r_bitdepth value
Error: Video subsystem failed to initialize

(same for +set vid_ref sdl)
The available glx visuals are (from glxinfo):

Code: [Select]
glu version: 1.3
glu extensions:
    GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x21 16 tc  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None
0x22 16 dc  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None
0x23 16 tc  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None
0x24 16 tc  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None
0x25 16 tc  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None
0x26 16 tc  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None
0x27 16 tc  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None
0x28 16 tc  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  2 1 Ncon
0x29 16 tc  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  4 1 Ncon
0x2a 16 tc  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  2 1 Ncon
0x2b 16 tc  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  4 1 Ncon
0x2c 16 tc  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  2 1 Ncon
0x2d 16 tc  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  4 1 Ncon
0x2e 16 tc  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  2 1 Ncon
0x2f 16 tc  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  4 1 Ncon
0x30 16 dc  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None
0x31 16 dc  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None
0x32 16 dc  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None
0x33 16 dc  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None
0x34 16 dc  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None
0x35 16 dc  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  2 1 Ncon
0x36 16 dc  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  4 1 Ncon
0x37 16 dc  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  2 1 Ncon
0x38 16 dc  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  4 1 Ncon
0x39 16 dc  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  2 1 Ncon
0x3a 16 dc  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  4 1 Ncon
0x3b 16 dc  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  2 1 Ncon
0x3c 16 dc  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  4 1 Ncon

It looks like there are really just 16 bit visuals, is this OK?

Closed-source nvidia driver and glx module are loaded, and other glx games work without problems (e.g. Nexuiz, glxgears...).
SDL libs are installed and OK according to ./configure, however at make I get several pages (!) of:

Code: [Select]
/usr/include/SDL/begin_code.h:94:8: warning: extra tokens at end of #endif directive
In file included from /usr/include/SDL/SDL_cpuinfo.h:31,
                 from /usr/include/SDL/SDL.h:32,
                 from src/renderer/../client/ref.h:36,
                 from src/renderer/r_local.h:32,
                 from src/renderer/r_surf.c:26:
/usr/include/SDL/begin_code.h:94:8: warning: extra tokens at end of #endif directive
In file included from /usr/include/SDL/SDL_active.h:31,
                 from /usr/include/SDL/SDL_events.h:30,
                 from /usr/include/SDL/SDL.h:35,
                 from src/renderer/../client/ref.h:36,
                 from src/renderer/r_local.h:32,
                 from src/renderer/r_surf.c:26:
/usr/include/SDL/begin_code.h:94:8: warning: extra tokens at end of #endif directive
In file included from /usr/include/SDL/SDL_keyboard.h:32,
                 from /usr/include/SDL/SDL_events.h:31,
                 from /usr/include/SDL/SDL.h:35,
                 from src/renderer/../client/ref.h:36,
                 from src/renderer/r_local.h:32,
                 from src/renderer/r_surf.c:26:
/usr/include/SDL/begin_code.h:94:8: warning: extra tokens at end of #endif directive
In file included from /usr/include/SDL/SDL_video.h:32,
                 from /usr/include/SDL/SDL_mouse.h:30,
                 from /usr/include/SDL/SDL_events.h:32,
                 from /usr/include/SDL/SDL.h:35,
                 from src/renderer/../client/ref.h:36,
                 from src/renderer/r_local.h:32,
                 from src/renderer/r_surf.c:26:
/usr/include/SDL/begin_code.h:94:8: warning: extra tokens at end of #endif directive
In file included from /usr/include/SDL/SDL_mouse.h:32,
                 from /usr/include/SDL/SDL_events.h:32,
                 from /usr/include/SDL/SDL.h:35,
                 from src/renderer/../client/ref.h:36,
                 from src/renderer/r_local.h:32,
                 from src/renderer/r_surf.c:26:

for about every SDL .h item.

Oh, and once I got
Code: [Select]
* [UFO] ... linking  (-ldl  -lm   -lz -lcurl -ljpeg -lpng -lSDL_ttf  -L/usr/lib -lSDL -lpthread)
debug-linux-gnu-i386/client/client/cl_sound.o: In function `S_Music_Stop':
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:67: undefined reference to `Mix_HaltMusic'
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:68: undefined reference to `Mix_FreeMusic'
debug-linux-gnu-i386/client/client/cl_sound.o: In function `S_Music_Start':
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:120: undefined reference to `Mix_LoadMUS_RW'
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:125: undefined reference to `Mix_PlayMusic'
debug-linux-gnu-i386/client/client/cl_sound.o: In function `S_Music_Play_f':
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:143: undefined reference to `Mix_PlayingMusic'
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:144: undefined reference to `Mix_FadeOutMusic'
debug-linux-gnu-i386/client/client/cl_sound.o: In function `S_LoadSound':
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:265: undefined reference to `Mix_LoadWAV_RW'
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:268: undefined reference to `Mix_LoadWAV_RW'
debug-linux-gnu-i386/client/client/cl_sound.o: In function `S_StartSound':
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:323: undefined reference to `Mix_PlayChannelTimed'
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:358: undefined reference to `Mix_VolumeChunk'
debug-linux-gnu-i386/client/client/cl_sound.o: In function `S_StopAllSounds':
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:389: undefined reference to `Mix_HaltChannel'
debug-linux-gnu-i386/client/client/cl_sound.o: In function `S_Frame':
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:430: undefined reference to `Mix_VolumeMusic'
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:434: undefined reference to `Mix_PlayingMusic'
debug-linux-gnu-i386/client/client/cl_sound.o: In function `SND_Init':
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:469: undefined reference to `Mix_OpenAudio'
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:474: undefined reference to `Mix_QuerySpec'
debug-linux-gnu-i386/client/client/cl_sound.o: In function `S_Shutdown':
/home/xaver/Spiele/ufo/trunk/src/client/cl_sound.c:530: undefined reference to `Mix_CloseAudio'
collect2: ld returned 1 exit status

I don't know if all of these are UFO issues as I just set up a new computer and still have problems e.g. with the sound card.

Add. Info:
Code: [Select]
AMD Athlon 64 X2
GeForce 8600GT
UFO Rev. 12199 & Beta installer from Sept. 28
OpenSuSE 10.2

Any ideas?

4
Feature Requests / Can Bloodspiders carry weapons?
« on: June 13, 2007, 08:31:40 pm »
Uh... are they allowed to do that?
I'm pretty sure I even saw it fire around with that...





Sorry for the bad quality, and if this is meanwhile fixed or intended or has been reported.

The revision is a bit older, because the recent versions seem to have a broken aircraft system (?).

(20:24 xaver:../ufo/trunk > svn info
Pfad: .
URL: https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk
Basis des Projektarchivs: https://ufoai.svn.sourceforge.net/svnroot/ufoai
UUID des Projektarchivs: 39b98707-f80d-0410-bc7e-c6b02f5409da
Revision: 8869
Knotentyp: Verzeichnis
Plan: normal
Letzter Autor: tlh2000
Letzte geänderte Rev: 8813
Letztes Änderungsdatum: 2007-05-29 13:55:02 +0200 (Di, 29 Mai 2007))

5
Mapping / Strange map compiling behaviour
« on: May 17, 2007, 07:41:16 pm »
OK, I'm slowly going insane with mapping... first the linux gtkradiant is so instable on my system that I had to switch to windows for mapping, and now I can't get rid of these errors:

Take a look at http://www.sr-welt.de/ufoai/ascr.map, this is a small piece of ground (7 brushes) of my actual map.
-When compiling it (in windows) without the 3 grey textured brushes, everything runs fine, done in 23 secs.
-When adding the one grey brush on the left, it compiles, but takes ~10 mins (!).
-When adding the left and right grey brushes, it gives me a MAX_MAP_PATCHES exceed.
-When adding all three brushes, it gives me a MAX_MAP_VERTS exceed (meant: vertices), while I think this is simply impossible on a 7 brushes map.

It is the MAX_MAP_VERTS error that got me testing in the first place because I got it at some point while mapping and couldn't get it fixed. Doesn't seem to be just one 'bad brush' this time...

And where the windows compiler takes 10 mins the linux compiler takes 4 secs  :shock: !

Anyone any idea?

6
Mapping / New map candidate available for testing
« on: May 08, 2007, 09:08:49 pm »
Hey guys,

my new (and also first serious) UFO:AI map is nearing completion. It now needs testing, especially multiplayer, singleplayer and looking for errors. It would help me a lot if some of you took a look at it.

Errors, suggestions, critizism, praise ;-) : Any feedback is appreciated!

Howto:

1) Copy http://www.sr-welt.de/ufoai/apartments01d.bsp.zip to base/maps dir
2) Copy
   http://www.sr-welt.de/ufoai/int_tile14.jpg
   http://www.sr-welt.de/ufoai/int_tilecustom.jpg
into your base/maps/interior dir. Also, if you don't have the latest svn you need to copy
      http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/regal_pharma1.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/regal-pharma2.jpg
   http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/regal-pharma3.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/regal-pharma4.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/outlay.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/outlay2.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/outlay3.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_streets/street11.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_buildings/doormat.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_buildings/whitewall_grafiti.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_base/poller.jpg
into base/maps/textures and the respective relative dir.

3) Singleplayer: Load into UFO: start new game (or load old one), bring up console (^) and type 'map apartments01d' or 'devmap apartments01d' if you want to walk through for yourself.
Multiplayer: Click Multiplayer, then start server.

Interested mappers could have a look at http://www.sr-welt.de/ufoai/apartments01d.map
Please remember, this is beta, a few errors are expected and a few things remain to be done.

Some screenshots:

The front

The easter egg ;-)

The interior

Thanks for testing!
Regards, Xaver

7
Sounds and Music / Voice acting poll #1
« on: April 26, 2007, 11:55:21 pm »
There's been a lot of discussion going on about voice acting in UFO:AI, i. e. audio comments from the soldiers in-game.
To speed up the opinion finding process, I will try to post a few polls here to evaluate the most controversely discussed points democratically. Of course, there is no direct consequence from the answers as the coders, story people and team leaders will finally decide whats done and what not.


So here's question one:

HOW 'PROFESSIONAL' WOULD THE SOLDIERS HAVE TO BE IN YOUR OPINION?

Meaning, would they be swearing or go yeehaw on a kill - or just say 'missed' and 'target down' or so?

8
Artwork / My HUD Suggestion
« on: April 25, 2007, 12:11:24 am »
Hi,

I've always felt the UFO:AI HUD should as well bring back the old 'UFO feeling' as look modern and less blunt. I like the current HUD (the Alt-HUD is a nice idea, but not really usable in my opinion). but find it a bit too 'heavy' sometimes.
Thats why today I decided to do some GIMPing (instead of photoshopping ;-) ) to present my idea of a lighter, cleaner HUD. I don't consider myself a big graphic artist and this is especially "quick'n'dirty", but I think the idea is quite visible.
I'd like to put this to public discussion and am curious about your feedback.

My HUD:

The current HUD, for comparison:

Pages: [1]