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Messages - Another Guy

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61
Coding / Re: cannot find -ltheora
« on: June 30, 2009, 04:47:07 pm »
Haven't realized that, although u always stated it was a DEBUG version in ur posts.  :-[
I fell quite displicent now. lol

And yeah, compiling maps take about 1.5 hour for me. It's a Intel Core Quad Q6600 (2.40GHz), 8GB RAM. I'm running Windows Vista Ultimate 64 bits.
Dunno if videocard does anything for the compiling speed (most probably not), but it's a GeForce 8800 GT.

62
Coding / Re: size of SVN checkout?
« on: June 30, 2009, 04:19:53 pm »
U right. *.bsp (map compiles not included on SVN) are 591 MB size. Compiled binaries r irrelevant (little more than 6 MB altogheter). Copying .dlls from contrib folder into main dir adds further 4.4 MBs.
1.49 was the size of my folder before compiling the maps. My total folder size now is 2.13 GB.

However, if the initial post question was not about the final folder size, but the download size, that would be 1.49GB/2 (750MB), because TortoiseSVN seems to keep a copy of every folder files on the .svn folders.

63
Feature Requests / Re: UFO.exe version
« on: June 28, 2009, 08:18:25 pm »
Well, if u r already using TSVN, like i do, then u can simply see the subversion of the files.

Otherwise, i thnk somewhere in the updates, the SVN version is already somewhere in the game. :D
It isn't, but it's not the point. It just makes the game look a lot better to have proper file version marking. And will help ppl tell revision version from .exe from installers for forum pourpouses.

64
Feature Requests / Re: UFO.exe version
« on: June 28, 2009, 07:16:22 pm »
I'd go for root .svn "entries" file as stand. Seems a natural default option, but it's just me (Regarding the use of files for versioning UFO.exe, "entries" files seems to be updated by tortoisesvn on all (.svn) dirs).

65
Bugs prior to release 2.3 / Re: Production
« on: June 28, 2009, 04:09:59 pm »
You mean UFO Yards? They probably won't go into 2.3.

-geever

Yeah, I meant that.  :(

66
Feature Requests / Re: UFO.exe version
« on: June 28, 2009, 04:07:00 pm »
I haven't realized it was already there on .svn/entries. Thx ralthor.
It seems to store the info bayo said about there too.
C::B seems to add some file info already on ufo.exe (like product name, copyright and language) and sets file version to 0.0.0.0. so I think C::B might handle setting UFO.exe file version from .svn/entries file content (although I'm still trying to figure how to do it...).

67
Bugs prior to release 2.3 / Re: Production
« on: June 28, 2009, 07:51:42 am »
Won't UFO hangars system make it on 2.3? I was hoping it would.

68
Bugs prior to release 2.3 / Re: Production
« on: June 28, 2009, 12:58:28 am »
Well, considering a workshop is larger than a small hangar and same size as a large one and considering most production bases will max it at 6 workshops, no, it doesn't make sense not moving UFO to workshops completely.

69
Bugs prior to release 2.3 / Re: Production
« on: June 27, 2009, 10:49:17 pm »
The initial problem was fixed in r24885 and r24886.

There is still an issue: If you add ufo to production queue you can store another one, then you can stop disassembling => you store more than you could.. This part of the code is really bad. :(

-geever
Well, considering that upon disassembling the UFO is actually moved from hangar from workshop, current behaviour seems intended. But the store more than u can hold issue is really weird. Maybe it should be a prompt upon canceling a disassemble (if UFO hangars r full) that the UFO will be destroyed (or more realistic: bring up the sell or replace UFO screen. Same as after a UFO recovery. That should solve it and it is already coded).

70
Discussion / Re: Power Plant
« on: June 27, 2009, 07:23:29 pm »
Or let antimatter storage hold an ulimited amount of antimatter, thus u'll never know how much (anti)matter each unit represents and give the impression that it is a tiny one. It's beeing discussed on this topic.

71
Discussion / Re: Numbered UFOs
« on: June 27, 2009, 07:14:44 pm »
A simple event counter can't be that confusing. Pretty intuitive, pretty simple (IMHO).

72
Discussion / Re: Promotion and civ kills.
« on: June 27, 2009, 07:12:33 pm »
Medals.ufo states max number of killed civs as one of the promotion criterias.
Which of this options apply on this case?
  • Global number of civs killed;
  • Number of civs killed in missions that soldier participated;
  • Number of civs directly killed by that soldier;
  • Other.
Does anyone actually know the answer for this?

73
Discussion / Re: Power Plant
« on: June 27, 2009, 07:08:50 pm »
Actually it does. UFOpaedia says an antimatter storage facility holds up to 10 grammes of antimatter. Simply divide 10 grammes per antimatter storage facility max units and u have urself an exact quantity per unit.

74
Feature Requests / Re: UFO.exe version
« on: June 27, 2009, 12:24:57 pm »
A pity... Well, thx anyway for the fast answer.

75
Feature Requests / UFO.exe version
« on: June 27, 2009, 12:05:42 pm »
I propose a new .txt file in the trunk (Version.txt) cointaining the actual revision number of each revision. The format should be %version%.R%revision%. (eg: 2.3.R24882), and should be updated every revision. With a minor changes in UFO.exe C::B project to link to this file content, this could result that every compilation shows the actual revision version on the UFO.exe file (on file details).
Nice touch uh? Also easier to keep track of revisions for everyone from the game main executable.

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