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Messages - BlakeD

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Launched app with +set vid_fullscreen 1 + set snd_init 0, entered a mission in map City04N (BTW - There's a bug in this one, previously reported I think, with large orange rectangles appearing in the store).

Ran at a solid 68.4 for pretty much the entire mission.

I'll test some more later tonight, but I think you can call this confirmed.

Was playing on again / off again some this weekend, and noticed a few bugs (Win32, 2.2 - Dev from 7/11/07)-

1.  In missions when I have a large number of players / models on screen, my FPS drops to the teens, or more often, to the single digits.  System details: Intel E6400, 2Gb Ram @1066, 8800GTS, SB Audiology.

2.  My wife asked me to take her to the ER due to her cold.  I left the game running and came back to it around 18 hours later.  The background music had stopped.  Reentering missions, reloading game wouldn't bring it back... I played a mission anyways.  Loe and behold - My FPS stayed consistently in the upper 60's (usual performance for me).  I exitted the app, restarted it, and loaded my save game.  (I was like 5 minutes game-time from entering a mission.)  When I entered the mission, my FPS was back down to single digits.  To me, this indicates that the FPS drop is somehow related to sound or music playback.  This has happened previously, but I wasn't 100% sure the issues were related.  I'm much more confident they are now.

3.  Inventory at 2nd or 3rd base behaves oddly.  I can assign an object (let's say a particle pistol) to a soldier.  It's the ONLY particle pistol at the base.  Exit the Assign Soldiers / Aircrafts menu completely - go all the way to Base View.  If I re-enter Aircraft -> Assign Soldiers, there is the particle pistol both on the soldier, and I have it still in inventory to assign to another soldier, and can do so.  I can repeat this and assign that single particle pistol (works with other objects, just using it as an example) to all 8 of my squaddies.  If I exit all the way out to Geoscape, re-enter the base view, and go to assign soldiers at this point (having exited base-view out to Geoscape and re-entered Base View) - The application crashes.  I imagine this is caused because of a corrupt inventory count on the object that was 'duped'.

Let me know if you need additional details on my system, or on how to reproduce the bugs.  I am not a coder really, or I'd try and find the problems myself.

Sounds and Music / Particle and sound needed: Electrolaser
« on: July 22, 2007, 04:58:55 am »

Try this set:

The Electrolaser sound is comprised of bits and pieces of things I found on the web, as stated before.  I incorporated part of the audio from the video that Winter linked.  If these sources aren't kosher, I'll just scrap the sound and start from scratch.

The others in the zip file all come from sine waves I generated at various frequencies, then modified.  Can't see how they're not legit for use. :P

I included a READ ME with suggested uses for them, but by all means, apply them as you all see fit.  I realized they all have a fairly similar sound/feel.... I was trying to keep them somewhat consistant, but also, I'm very much a newb and I find there's only so much I can do with a generated steady-tone sine wave as my base.

Maybe with some more time, and some more experience, I can produce a wider variety of stuff for the geoscape.

Edit: 30 seconds after posting  :D
Cound someone offer me some help getting an IRC client running and connected to your channel?  I'd love to get some "live" feedback and chat with you guys.  Just never used IRC before...

Sounds and Music / Particle and sound needed: Electrolaser
« on: July 20, 2007, 09:56:39 pm »
Quote from: "Winter"
I like both of them as well, but the electrolaser sound is missing something to imply arcing electricity. You should look around on the internet and listen to what it sounds like in real life. Here's a good example:


I was trying to find a decent sample to work from last night and couldn't.  I didn't think about doing it from video sources.  If the way I'm creating these is allowed, I'll sample out something from that 500kV video or the 345kV video on the same site and use those to make improvements to the one I made last night.

I was trying to do the electrical arc sound, and closest I got last night was a firework that sounded close.  It's what you hear as the last part of of the one I made last night.

Sounds and Music / Particle and sound needed: Electrolaser
« on: July 20, 2007, 09:44:38 pm »

Umm.. One is comprised of some free sound clips I found on the web.  Cut and pasted several parts together, then fed them through WavePad to distort, pitch alter, etc them...

The other is a sample from an Annie Lenox song that I modified the hell out of in a similar fasion.

Umm... License?  (shrug)

Sounds and Music / Particle and sound needed: Electrolaser
« on: July 20, 2007, 07:30:11 am »
I was goofing around last night and decided to try my hand at this.


I created on sound possibly for the Geoscape, and one for the Electrolaser.

If either are headed in the correct direction, let me know.  I'll play around some more with Geoscape sounds.  If they're way off, let me know as well, and I'll try and work with you to get what you want.

Feature Requests / Hawaii Please?
« on: July 19, 2007, 07:02:38 am »
This is REALLY minor, but would it be possible for someone to alter the code for the geoscape enough that Hawaii becomes a legitimate site for a base?

Feature Requests / Bug/Oversite in Build 2.2 (7/11/2007 Win32 Debug)
« on: July 18, 2007, 03:01:13 am »
Sorry, was pretty late when I posted that last night... No, what i'm saying is there were 84 UFO Scouts for sale.... At 200 Antimatter each, and a cost of zero for the scout, I think I could keep myself in antimatter quite nicely.

Feature Requests / Bug/Oversite in Build 2.2 (7/11/2007 Win32 Debug)
« on: July 17, 2007, 09:49:56 am »
I'm entering the 2nd month of the game (started over because of changes to the save-game file), and I've just researched the UFO-Scout.

Now, antimatter is a hard thing to come by, because you can only get it from UFO's and the aliens...

But look, there's 84 for sale on the open market...

If someone will tell me how to do a screenshot (is there key?), I'll provide one.

Thought you'd want to know...  :)

Discussion / Base Construction question
« on: July 17, 2007, 05:17:43 am »
Continuation on this, if you don't mind...

Is it possible to relocate the entrance?
During Base Raid missions, is the Radar or Alien Containment structures points of access?  I ask because they are both located near the hangars in the default base construction....

Feature Requests / Error Loading 2.2Dev savegame in new 2.2 Build
« on: July 14, 2007, 06:40:04 am »
First off - Love the game so far.... I was jonesing to play XCom again lately, and stumbled onto your project.  Cravings have been nicely handled. =)

Anyways, have been playing using 2.2Dev (Build prior to the 7/11/07 one) and was doing rather well.  I decided to pull down the latest dev build (7/11/07 as stated above) and now I can't load any of my save game files.

Console initialized.
------- Loading ref_gl -------
ref_gl version: GL 0.12
Initializing OpenGL display
...setting mode 8: 1280 1024 FS
...attempting fullscreen
...using desktop frequency: 75 hz
...using desktop display depth of 32
...calling CDS: ok
GL PFD: color(32-bits) Z(24-bit)
Desktop resolution: 1280:1024
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
...ignoring GL_EXT_LockArrays
...enabling WGL_EXT_swap_control
...using GL_EXT_point_parameters
...using GL_ARB_multitexture
...using GL_EXT_texture_env_combine
...GL_SGIS_multitexture not found
...ignoring GL_ARB_texture_compression
...using GL_EXT_texture_filter_anisotropic [16 max] [ 1 selected]
...using GL_EXT_texture_lod_bias
...using GL_EXT_stencil_wrap
...using GL_EXT_fog_coord
...GL_ATI_separate_stencil not found
...using GL_EXT_stencil_two_side
...max texture size:
......detected 8192
...SDL_ttf version 2.0.7 - we need at least 2.0.7
...SDL_ttf inited

------- sound initialization -------
Loading snd_sdl sound driver
Soundsystem: SDL.
SDL version: 1.2.11
SDL audio driver is "dsound".
Bits: 16
Frequency: 48000
Samples: 4096
Channels: 2
sound sampling rate: 48000
CD Audio Initialized
Init saving subsystems
...added size subsystem (check ff)
...added base subsystem (check 0)
...added campaign subsystem (check 1)
...added hospital subsystem (check 2)
...added market subsystem (check 3)
...added research subsystem (check 4)
...added employee subsystem (check 5)
...added aliencont subsystem (check 6)
...added production subsystem (check 7)
...added aircraft subsystem (check 8)
...added messagesystem subsystem (check 9)
...added stats subsystem (check a)
...added nations subsystem (check b)
Shared Client/Server Info loaded
Cinematic videos/intro.roq not found
MN_PrecacheModels: Could not register model 'models/aircraft/inter_stingray/stingray_landed.md3'
Com_PrecacheCharacterModels: Could not register model aliens/hovernet/head01
Com_PrecacheCharacterModels: Could not register model aliens/hovernet/head01
Com_PrecacheCharacterModels: Could not register model soldiers/ugv_triax/triax
...precaching 72 menus
Could not find locale with id 'en_CA.UTF-8'
====== UFO Initialized ======

Found 2 processors
...only use one processor
Loading savegame
...version: 2 version: 2.2-dev
Com_GetItemByID: Item "craft_weapon_particle_beam" not found.
Global data loaded - size 4535696 bytes
...techs: 150
...buildings: 19
...ranks: 16
...nations: 8

Load 'slot5'
...subsystem 'size' - loaded 85 bytes
Aircraft 'raft_drop_firebird' not found (10).
...subsystem 'base' returned false - savegame could not be loaded
Unknown command "game_timestop"
Changing to Singleplayer

Any help / suggestions available?  I realize this is a development (read- Not necessarily stable) build, but would like to recover my games if possible.

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