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Messages - XaverXN

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31
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...

32
Discussion / Re: Saving game & replacing units
« on: October 06, 2007, 01:45:33 am »
Stop saying you have a life and family, we all have. That just sounds offensive. Some of us even dedicate every free minute to develop this game.

OK, if you absolutely must be able to save the game within 15 mins AND are a slow player (tactical mission takes me ~10 mins) AND cannot leave UFO running until you get back (windowed/minimized) then this game is probably really not for you. But frankly, I think you are the only one here that matches all the three problems at once ...

33
Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 05, 2007, 09:37:37 pm »
For example: Please try to find your way up the stairs and duck on the top step. Or seek cover behind the small car.



For comparison: Day view.


34
Mapping / Re: New map: shelter
« on: October 05, 2007, 08:58:26 pm »
Just beautiful. Especially the radomness of closed doors... Maybe we could expand the concept to other small map items to gain more "different" maps/map parts without having to edit a lot.

Only point of critizism: The color saturation of the red/yellow/blue lights is a bit much for the military style. I'd pale or fade it out a little.

35
Discussion / Re: Saving game & replacing units
« on: October 05, 2007, 08:30:48 pm »
Whoever claims the game is unplayable like this has not given the current system a chance.
With the amount of monsters, level size and soldiers replaceable we now have this is totally fine, and if this changes in the future our great devs will sure find a way to make up, like one autosave when half the aliens are killed or so.

36
Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 05, 2007, 07:18:23 pm »
Don't get me wrong, I like dark maps too. They create atmosphere.
The thing is, if its so damn dark that you can't see if there is an obstacle right in front of you or where the end of the map is, then gameplay is affected because you can't navigate and tactate (is that a word?) as good as in a day map anymore, and that just takes the fun out. Also, if walls and the ground are just black, maps are a bit boring because you can't see the texturework - thats actually the reason why the "very" bright screenshot is fine for me - its the first in which you can see the ground structure. If you want less color, fine, then lower the light sources in the buildings and not the ambient.

Technically my argument is the following: If ambient is dark but not rgb (0 0 0) then you can adjust it to your monitor by the gamma scale. If its (0 0 0) then at gamma 100% it's still 0 0 0. Isn't that correct?

37
Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 05, 2007, 12:35:33 am »
Jesus, I just played the, um, third map I think (the industrial one) and MAN this is dark. I am totally with Kaerius on this: If your PC is in a darkened room and on a 21'' screen 10 cm before your eyes with 75% gamma you can't actually tell where the map stops or if there is a wall right before you, the fun is really over. One needs some ambient light, or at least some circle of light in front of the soldiers if that dark missions are really needed.

And BTAxis, no offense, but a black pixel stays a black pixel even at 100% gamma. Thats not what the slider is for... left aside that the geoscape and menu are so pale that they just look crappy at that setting and you'd have to switch gamma everytime you change from geo to battle.

Have either of you, BT or Mattn, actually played a mission with dark ground pattern at midnight?

38
Feature Requests / Re: idea for improved game play
« on: October 05, 2007, 12:10:03 am »
Mattn, I  bet you never figured the 'options' menu would be such a great place to hide new features, huh?

art, I guess if you cared to check out the 'Options'->'Key bindings' section, you're up for quite some surprises... ;-)

39
Ah, thats the command I was looking for and couldn't find... thx.

But still, that means I can't play in a 32 bit color depth mode, right? Is this a problem with my sdl/glx/driver software?
Can I ignore the SDL and cl_sound warnings in the compile process?

40
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?

41
Feature Requests / Re: Money / Currency / Credits
« on: September 22, 2007, 09:49:12 pm »
I think he meant people will confuse the 'c' as cents because thats the first thing that comes to their minds, and I think he's got a point there. Of course there is no logic inconsistency, but writing 'cr.' or 'cs.' or something will make it clear that this is not the sign for 'cents'.

42
Sounds and Music / Re: [WANTED] Footsteps sound effects
« on: September 22, 2007, 08:12:37 pm »
Zenerka,
maybe a dumb question and I didn't bother to check, but I was wondering:
You did check the websites that are in the wiki, right? Because especially freesound.iua.upf.edu has quite some stuff when searching for 'step(s)', 'footstep(s)' or 'walk(ing)'...

43
Feature Requests / Re: Geoscape very slow in 2.2-dev with Intel video
« on: September 22, 2007, 07:42:09 pm »
Yes! Thank you, that works for me too.

I have a Fujitsu-Siemens Lifebook with an integrated intel graphics card
(KDE Infocenter says:
Code: [Select]
Vendor: Intel Corporation
Device: 82852/855GM Integrated graphics device
[...]
Driver:
 Manufacturer: Tungsten Graphics, Inc.
 Renderer: Mesa DRI Intel (R) 852GM/855GM 20061017 x86/MMX/SSE2
 OpenGL-Version: 1.3 Mesa 7.0.1
)
and have ~1 fps second all the time in geoscape (current revision).
However, enabling texture compression solves the problem.

But eventually this should be working again w/o compression, right?

Add. Info:
Repository Root: https://ufoai.svn.sourceforge.net/svnroot/ufoai
Repository UUID: 39b98707-f80d-0410-bc7e-c6b02f5409da
Revision: 11919
Debian Lenny

44
Discussion / Re: Exploration like in the original X-Com/UFO games
« on: June 27, 2007, 11:04:18 pm »
Quote from: "Adrian Magnus"
Finally as they fly into the area in their Firebird they get to eyeball it. For the layout of indoors or underground areas it's likely they could get blueprints.


Thats what I always had in mind, too.... however that argumentation gets a bit on thin ice, like that farm in the first mission. I rather doubt there's blueprints anywhere...
But thats not too bad, IMHO. What could be thought about is some kind of 'fog of war' that could darken or even blur the areas not (yet) in sight. If that could be implemented rather sophisticated there could be different degrees of darkening. Then one could just turn it to 100% for the special missions BTAxis is talking about and you'd have a beautiful black unknown area...

45
Discussion / Some questions and troubles and offering help
« on: June 27, 2007, 05:40:08 pm »
There are lots of ways to contribute, depending on your interests, like:

-The spanish translation needs improvement. See wiki for details.
-Artwork, Modeling, Mapping if you have 2D/3D design/graphics skills.
-Create music/sounds if you have experience with it.
-Test play the game and maps, esp. new features, write bug reports, give feedback.
-Participate in this forum, discuss and help to answer questions.
-Help improve the wiki.
-Tell your friends about UFO:AI ;-)
-...

Theres also lots of information on the wiki about contributing...

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