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Getting back to the original topic: The current version, using library (not frameworks) versions of the sound libraries, does work on a local compile; dmg package not yet tested.

Alright, I have TeamViewer up and running, and everything compiled.

What do I need to do to get you on my computer? (It's behind a NAT router; do I have to forward ports?)

Bugs in older version (2.3.1) / 2.3 has city issues with campaigns
« on: August 28, 2010, 10:03:06 pm »
Code: [Select]
Sanity check for script data
...buildings ok ok
...aircraft ok
...items ok
...items ok
...... city 'ankara' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: mountain, Culture: oriental, Population: village)
...... city 'dushanbe' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: mountain, Culture: oriental, Population: suburban)
...... city 'konya' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: mountain, Culture: oriental, Population: village)
...... city 'mashhad' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: mountain, Culture: oriental, Population: village)
...... city 'tehran' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: mountain, Culture: oriental, Population: village)
NAT_ScriptSanityCheck Errors: 5
...nations failed

Code: [Select]
stbmac:23 Michael$ svn info
Path: .
Repository Root:
Repository UUID: 39b98707-f80d-0410-bc7e-c6b02f5409da
Revision: 32024
Node Kind: directory
Schedule: normal
Last Changed Author: tlh2000
Last Changed Rev: 31968
Last Changed Date: 2010-08-27 03:33:35 -0700 (Fri, 27 Aug 2010)

I can't compile something that gives graphics properly. Anything I compile has garbled lighting. Apparently, it even affects x86 machines (or have I misunderstood that? Anyone gotten my builds to run on x86?)

My focus has been more on that then on the sound.

As for the frameworks:
1. The sound issue is linking related, and it's fixed in the frameworks. Potentially it could be fixed in the library versions.
2. It does nothing to fix the graphics issues
3. I found the hard way that you need the development frameworks. It's not "This is used to develop the SDL code", it's "This is used if you are developing a program that uses SDL".

In particular, there are _MULTIPLE_ implementations of main() (in the development frameworks) that set things up and call SDL_main(). Just as a quick example, the code that is used for ufo fails to work for ufomodel. And, sdl-config doesn't exist in the end user framework version.
4. You still have to copy the stuff into the .dmg for distribution.

At the moment, using the frameworks version for sound might make sense, but not if the .dmg packaging breaks their linking fix. (Not tested yet).

As for pkg-config, it was trial and error. I'm still learning how aclocal, autoconf, and automake all fit together (and automake isn't even used here.)

Aclocal needed
# pkg.m4 - Macros to locate and utilise pkg-config.            -*- Autoconf -*-
# serial 1 (pkg-config-0.24)
# ----------------------------------

I hope that's enough to tell you what it needed. A comparison of the config files produced by my autoconf versus your autoconf shows that my version is out of date. (Hmm, checking ... yep, I'm using the stock version from 10.5.8, not the macports version.)

Discussion / Re: Feedback 2.3
« on: August 05, 2010, 07:55:28 am »
- For the technical side, I still can't get any sound on my Mac, but I barely get a thing of how to recompile the game. Should I really start learning a new profession just to play a game properly?
Mac sound is a known issue. It has to do with how the sound support is linked in. It will get fixed at some point.

My question: Are you PPC mac, i386, or x86_64? Which binary did you download? It sounds like you've got working graphics, and I'm still having problems getting my PPC machine to build working graphics for either PPC or i386.

Bugs prior to release 2.3 / Re: SVN issue
« on: August 05, 2010, 07:48:12 am »
A full map compile is a perfect example: for some of us it's merely half an hour, for others it takes all day.
... And for others (1.42 PPC, that's screaming compared to the Z-80's I grew up with) it takes all week. Sigh.

CPU Power does not increase as fast as the workload increases. As CPU's get faster, the systems get slower.


I can confirm the following:
1. Modifying the to use the frameworks is a pain, but doable.
2. It fixes all sound issues -- no more complaints about unable to load a sound file.
3. Graphics are still messed up on the battlefield.
4. The 3D world is still too dark.
5. I could not get ufomodel to build -- SDLMain vs main issues.
6. Some of the libraries that configure tests for don't need to be tested for. System built with them turned off. (Zlib and XviD.)

To get this to work, I had to do the following:

PKG_CONFIG_PATH=/usr/X11/lib/pkgconfig:/usr/lib/pkgconfig ; export PKG_CONFIG_PATH
aclocal --verbose -I /opt/local/share/aclocal/
./configure --disable-uforadiant --enable-universal

Pkg-config was the really odd one. It's in /opt/local (so it came from macports), and will not check the system directories by default. There are config files in the system directories, but apparently no system supplied pkg-config.

The combination of pkg-config and aclocal is needed to fix ...
# defined some defaults for users (mac-users..) who might not have pkg-config.

        [AC_MSG_ERROR([For current build options, pkg-config is required. Did you maybe
forget to run aclocal with the current include path?])])

Mac / Re: No sound: Could not find sound file
« on: August 04, 2010, 12:26:16 am »
Hi! It's a great game but very silent on my Mac. It can't find sound files. Apparently nobody has encountered this so I opened a new topic.

Trust me, it's known

just on the first page.

It is *NOT* fixed in macports trunk.
Other than installing the library yourself, there's no good other workaround.

Yes, it is supposed to be included in the .dmg, and I think it actually is, but the loader reference is broken.

Mac / Re: 2.3 release compilation issues
« on: August 03, 2010, 08:57:49 pm »
This is fun.
Code: [Select]
        # fix this darn SDL stuff....

Except that this doesn't exist in the official SDL release :-).

Code: [Select]
if test $TARGET_OS != "darwin"
        PKG_CHECK_MODULES(SDL, sdl, HAVE_SDL="yes", HAVE_SDL="no")

if test "x$HAVE_SDL" = "xno" ; then
So if we're "darwin", then we assume we don't have SDL (without checking /Library/Frameworks), and then look for the macports version.


I don't see how to "fix" it properly, but I think I can see how to hard-code what will work.

To be fair: Trying to compile on the Mac is still not "easy".
I don't know what other systems are like.

Part of the problem is just trying to figure out what you assume as the "starting point" for a system -- on the mac, for example, a system with no development environment isn't quite the same as one that just needs another recompile.

(And part of it is the bleeping SDL issue -- but that's likely a mac-only issue with no microsoft equivalent.)

Paul: Rather than asking people to do it for you, or give you a perfect "canned" answer, why don't you try to follow the instructions in the wiki as best as you can, and tell us where it fails and what doesn't work? This isn't silly -- the best way to improve the wiki is for people who are NOT computer experts to tell us where things are going wrong.

"Doing it" for you solves one person.
"Fixing the wiki" solves many people.

Tactics / Re: What are PHALANX supposed to be? I.D.I.O.T.S.?
« on: July 26, 2010, 08:24:20 pm »
I.D.I.O.T.S., Hmm....

Silly Humans In Extremely Lethal Danger, no, that's a different acronym.

Internal Defense Initiative Of Terra System?

Mac / Re: 2.3 release compilation issues
« on: July 26, 2010, 08:04:04 pm »

In an attempt to check the SDL issues by using the official release versions of SDL instead of the MacPorts versions, I'm getting an error from configure.

The problem turns out to be simple

gcc -o conftest  -I/opt/local/include -arch i386 -arch ppc   -L/opt/local/lib -arch i386 -arch ppc conftest.c -lSDL_image

Macports puts the SDL_image as a library in /opt/local/lib.
The official release puts it as a framework in /Library/Frameworks.

Changing that "-lSDL_image" into "-FSDL_image" makes it work.
But I can't figure out how to modify either or configure to test for that.

This is probably going to affect all of SDL -- SDL_mixer, SDL_ttf, etc.
(actually, are those the only SDL parts that UfoAi uses?)

Does anyone know autoconfig well enough to alter these? As I said, my goal is to get the official release versions of SDL (frameworks) used, to see if this fixes anything.

Mac / Re: Newbie question.
« on: July 18, 2010, 06:50:03 pm »
I have a PPC mac with my problems. Do you folks have PPC or x86?

Discussion / Re: Automission exp.
« on: July 18, 2010, 05:08:41 am »
Players should be encouraged to play missions themselves. If automission would be the same as manual noone would play battles and the game would be too easy.


Maybe the real issue is ... fun?
Some people have fun doing low level tactical stuff.
Some people have fun doing resource allocation stuff.
Some people find a small amount of tactical fun, and large amounts tedious.

Let each person play what they find fun.

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