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Messages - stevenjackson

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Mac / Re: Trouble with configure and jpeg_CreateDecompress
« on: May 23, 2008, 09:06:23 am »

i've added a patch to patch tracker to make it disabled by default.  As its likely to catch new people out, unless i have just missed the boat completely in figuring out how to load the libjpeg for universal binaries.

As a side note, how do you get the libraries to work for universal compile?


Mac / Re: Trouble with configure and jpeg_CreateDecompress
« on: May 23, 2008, 01:52:10 am »
Posted too soon, i figured it out.

Just in case any other mac users have the same problem.  The reason it wasn't working was that universal binary was enabled by default and both the fink and source compiled versions of libjpeg weren't compatible with universal architecture.

I changed the configure script so  that it is disabled by default and it worked!
Might post that configure change as  a patch as perhaps other people will have the same issue.

This post might be better in the mac forum as it turned out to be a mac specific issue.  I'm not sure how to move it there.


Mac / Trouble with configure and jpeg_CreateDecompress
« on: May 23, 2008, 01:30:17 am »
Hi Guys

I've been fine compiling trunk with no problems since i found this project.

But yesterday when i tried compiling it told me i needed to rerun configure, which is fine.

But when i reran configure i now get this message i didn't get before "configure: error: You must have libjpeg!!!"

It seems to be something to do with jpeg_CreateDecompress but i cant figure out what.  Just looking for some pointers on some things i could do to resolve the issue.

I'm using osx leopard and i have tried both  compiling from source the jpeg libraries (along with gettext) and also tried it with fink.  Both recognise the headers but not this jpeg_CreateDecompress issue.



Discussion / Re: Problem starting a new game
« on: May 21, 2008, 02:54:35 pm »
With 1)
Well with the starting cash a large amount of it gets used to purchase the "base starter kit" that you get with your first base.
All those new buildings, ships, men etc cost money.

For instance the standard game claims $1.35 mill, which you have before you build your base, but after the fitout you have $100k, which seems reasonable to me.

But there does seem to be a bug with if you turn off started bases and employees you only get $936k left, really i think you probably should get $1.25 Mill left as it says the base costs $100k.  Also with further bases costing $110K not $100K.  But i wouldn't call that a huge deviation from expected.

Coding / Re: Recoding Hospital
« on: May 17, 2008, 01:19:47 pm »
ok, thanks.

I'll do that.


Coding / Re: Recoding Hospital
« on: May 17, 2008, 11:07:57 am »

I'm happy just to make all the changes.

I'm wondering more about what are the criteria under which it'll be accepted.  I dont want to make the code changes if it gets knocked back.  Or would i just get some feedback on the changes needed to the patch for acceptance?


Coding / Recoding Hospital
« on: May 17, 2008, 08:34:33 am »

I was wondering what the plans for the Hospitals were.
Are there any plans to rework some of the aspects?

I noticed on the forums there were quite a few comments on the effectiveness of the hospitals.
I'm interested in making some changes to the hospitals to be included in the trunk and i was just wondering were they were at, plans wise and if i wanted to implement some changes, what the process was?


Coding / Re: Question about campaign structure
« on: May 17, 2008, 08:13:08 am »

Ahh, thanks for the info.

I'll check it out.


Discussion / Re: rotating the geoscape
« on: May 17, 2008, 05:57:31 am »

Thanks Everyone for replying.

I was able to do it with the right mouse click and it works really well.  Thanks for the info.
Makes the 3d geoscape fantastic.


Discussion / rotating the geoscape
« on: May 15, 2008, 07:08:49 am »

I've got the geoscape in 3d mode, which is great.
But i cant figure out how to rotate the globe using the keyboard. 

I can rotate it left, right, up and down with the buttons, but this is awkward

Is there preset keys or some way of setting keys to be able to do the same thing?



Coding / Question about campaign structure
« on: May 15, 2008, 06:52:36 am »
Hi All

I'm currently playing around with the code in trunk, trying to get an idea of how things work.

I noticed that in the Tabelbala mission that comes up in 2.2 doesn't happen in the trunk code.

Which made me wonder how the campaign works in the trunk codebase.

I noticed that in base/ufos/campaign.ufo for 2.2 there is a bunch of stages before all the dificulty levels including the tabelbala mission.
But in trunk the campaign.ufo only has the dificulty levels.  So i was wondering how the campaign was set up in trunk and were the static missions like Tabelbala are defined?

When i just play out the trunk game it takes quite a while for the first alien to turn up whereas in 2.2 you get the two static missions fairly early.


Coding / Re: Map Compiling
« on: May 12, 2008, 10:40:22 pm »
Excellent, thanks for the info

Coding / Re: Mac build status
« on: May 12, 2008, 03:20:44 pm »

So now that you have reworked some of those scripts, is it better to use the make macinstaller or do the make in src/ports/macosx/installer?

I'm happy to use the least error prone method until i'm comfortable with the build process.

Coding / Map Compiling
« on: May 12, 2008, 03:12:56 pm »
Are compiled maps related to a particular os or are they interchangable?

Mainly asking as one of my computers is windows and the other is a mac and it takes too long to compile it on both.

Windows / textures not drawing correctly
« on: May 10, 2008, 01:28:08 pm »

I'm new to ufo ai and i'm trying it out on my laptop.

The problem i'm experiencing is that some of the textures (exactly what ones changes and the number on the map vary to most or only a few)
It affects the battle map, base screens for soldiers and ships.
And sometimes the geoscape.

Anyone know what it might be?

I'm running on a laptop celeron
with 512 meg ram

The following is from the log file in applications:

------- video initialization -------
SDL version: 1.2.12
I: desktop depth: 32bpp
I: setting mode 6: 1024x768 (fullscreen: yes)
I: got 0 bits of stencil
I: got 16 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_multisample GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow 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_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_swap_control GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_SGIS_multitexture GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_ARB_extensions_string WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_render_texture WGL_EXT_extensions_string WGL_EXT_pixel_format WGL_EXT_swap_control
ignoring GL_EXT_LockArrays
using GL_ARB_multitexture
using GL_EXT_texture_env_combine
GL_SGIS_multitexture deprecated in favor of ARB_multitexture
using GL_ARB_texture_compression
GL_EXT_texture_filter_anisotropic not found
using GL_EXT_texture_lod_bias
using GL_EXT_stencil_wrap
using GL_EXT_fog_coord
GL_ATI_separate_stencil not found
GL_EXT_stencil_two_side not found
max texture size: cannot detect - using 1024!
SDL_ttf version 2.0.7 - we need at least 2.0.7

Pages: 1 ... 4 5 [6]