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Messages - Duke

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1021
Coding / Re: MSVC ?
« on: October 12, 2008, 09:22:04 pm »
gcc.

I fired up UFO to take the screenshots, only to find that the strange textures were back to normal (no update, no recompile, no drugs).

However, two problems persist:
- the i18n insists to show german text. I can set it to english in the options menu, but the game stays in german.
- the 'einzelgefecht' feature (nice idea btw) doesn't seem to work. I can select eg. oriental and 'start', but it simply returns to the main menu.

Known bugs or my problem ?

1022
Coding / Re: Event system
« on: October 12, 2008, 01:46:04 am »
@Mattn:
The Schedule_ stuff seems to be only used with battlescape. The above discussion is about geoscape timers.
The code might be reusable, though.

@Rudolfo:
When getting latest svn, I found several occurrences of your name in the log. So I assume you're much more familiar with the code than I am. Hope I didn't tell you too many things you already knew. If I did: Sorry for that :(

I dug in the code a bit yesterday, and it's a little worse than I thought. It's not just about a missing minutely check in CL_CampaignRun(), it's also that slot->installationTime is given in *full* hours. That is, 2 hours means '2'. Switching that to 120 minutes is not a biggy, but installationTime is also persistent !
So changing the format would break savegame compatibility.

1023
Coding / Re: MSVC ?
« on: October 11, 2008, 11:55:57 pm »
Ok, I managed to install C::B, get latest svn src, build it and - believe it or not - it worked :)
Well, quite.
I ran into several very obvious bugs (like the textures of items and persons in the recruit and the equip screens are ...uhm ... 'strange').

Which leads to the question: Is that a problem with the current svn code or did I miss something during installation/config ?

1024
Coding / Re: MSVC ?
« on: October 11, 2008, 08:41:47 pm »
@blondandy:
That's the link I used yesterday. Just tried it again minutes ago and it failed again :(

@Mattn:
Thx. Rapidshare did the trick :)

1025
Coding / Re: Event system
« on: October 11, 2008, 12:07:14 am »
Ok, now we are talking about the same thing :)

A queue can be very efficient as far as checking for expiration is concerned. Inserting new timers costs more cpu because the queue is sorted, and cancelling a timer can be a pita. It all depends on the total # of timers, the # of different timer types, the spread of timer duration, the accuracy required and so on. There are various designs for every combination.

However, *before* discussing the most efficient way of timer implementation for UFO:AI, imho we should simply ask one of the devs around here whether timer checking accuracy is really a cpu-problem. Maybe we could have certain timers checked minutely without hurting performance ?

1026
Coding / Re: MSVC ?
« on: October 10, 2008, 10:24:32 pm »
Ouch...that IS a showstopper :)
My MSVC installation definitely has no clue about ipv6. And the errors I get sound much like they are ipv6-related (addrinfo etc.).

Ok, I decided to give C::B a try and tried to DL your prepackaged zip. But only got between 12 and 42 MB of those 60+ before the DL stops :( Is that me or your server ?

1027
Tactics / Re: Super-aliens or Alien heroes
« on: October 10, 2008, 01:51:49 am »
I agree with Sophisanmus.
A 'pink Ortnok' would do the trick from the gameplay perspective.
Not nice, but working.

1028
Coding / Re: Event system
« on: October 10, 2008, 01:37:38 am »
Quote
I don't know whether a timer queue would be really helpful in the end.
First let's make sure we're talking about the same thing.

In *my* wording, an event is something that comes from *outside* the code, like a user's mouseclick, from the OS or at least from a different thread of the same application (afaik UFO:AI is single-threaded btw).

Installing a new weapon on an aircraft is a *timed process*. We start it, it has a duration, and we can calculate the ending time of that process. So we start a 'timer' and need some code to more or less frequently check if the timer has expired. We could do that in a decentralized way OR put all the timers into a 'timer queue' (which eases checking for expiration, but introduces other problems).

So how is the 'event system' you have in mind different from that ?


1029
Coding / Re: MSVC ?
« on: October 10, 2008, 01:02:07 am »
Uhmm...remember: I'm trying to avoid the installation of MingW/C::B.....
But nevermind, I managed to overcome the features.h prob by creating my own libintl.h, deleting all the macros from features.h.

atm I'm running a brute force q&d attack on the *2.2.1. src* just to figure out if there are any showstoppers.
IF I should succeed, I'll send *clean* patches for 2.3.x, of course ;)

Meanwhile I've been able to compile everything except net.c (which may become a showstopper because I don't know nothing about networking code :( ). Currently struggling with linking the libs.

1030
Coding / Re: Event system
« on: October 09, 2008, 01:20:34 am »
From my experience, 'check timers at interval x' vs. 'timer queue' is a very complex design decision involving
- # of different event types
- spread of event duration
- dependencies between events (like AMtep lined out).
You can end up with different systems for different intervals.

The example you gave (installing armor) could easily be resolved by checking *certain* events on a minutely basis in CL_CampaignRun (at the price of a little more cpu-usage).

While playing UFO:AI, I never ran into a situation where those 23 minutes were *crucial* to the gameplay.
So do you have another example where a timer queue would really help ?

1031
Coding / Re: MSVC ?
« on: October 08, 2008, 11:42:56 pm »
I went ahead and added the sources from some dirs (namely shared, game, client, common) to my little MSVC-project and tried to compile.
Well, it doesn't look that bad....
Here's what I did so far (hope you understand the ultra-short notation):

- get inttypes.h add include-path
- get stdint.h
- get libcurl package
- define ssize_t in dbuffer.h
#ifndef ssize_t
#define ssize_t int
#endif

- #ifndef _MSC_VER in shared.h around min/max definitions

- problems with net.c, dbuffer.c, scripts.c need further investigation

- get libSDL
- get SDL_mixer
- get libintl

Looks like I'm re-inventing your C::B-package to some extent ;)

Now I ran into this problem: libintl.h includes features.h.
I have learned that features.h is common to many glibc includes, but either I'm too tired or too stupid to google for the *right* link that solves this problem.

Do you (or anyone else) have an idea or a good link ?

1032
Coding / Re: Searching C++ Programmers
« on: October 08, 2008, 08:43:57 pm »
If you have general C++ questions, I might be able to help.

1033
Windows / Re: Problem with interception
« on: October 08, 2008, 08:33:14 pm »
Wait until the UFO is close enough to the base. Dropships have a longer range, so they are offered earlier on dclick UFO.

1034
Coding / Re: MSVC ?
« on: October 07, 2008, 12:17:00 am »
Thanks, Mattn :)

I finally found some spare time and surfed to the Code::Blocks site (I was particularly pleased to see it is hosted at berliOS ;) ).
The site says it also supports the MSVC compiler. So it seems to me it's NOT UFO:AI's restriction to Code::Blocks or eclipse, it's more a restriction to MingW...

However, I'd like to cling to MSVC. So...

Q1: If I should get it to run with MSVC, would you appreciate if I documented my steps in the wiki ? Or is M$ totally disliked here ?

Q2: I managed to overcome the inttypes.h and stdint.h problems. Next is curl.h. Stupid question: does libcurl automagically come with MingW or has it 'silently' been packaged into the (UFO-)Code::Blocks installation package ? I didn't see it being mentioned in the wiki.

Q3: There is a libcurl-4.DLL in the UFO-dir, but I also found this code (in eg. q_shared.h):
Code: [Select]
#define CURL_STATICLIB
#include <curl/curl.h>

Uhmmm...STATICLIB doesn't really sound like DLL to me. I'm a bit puzzled. I guess a sentence or two from you could save me quite a lot of work to figure that out...

t.i.a.

1035
Discussion / Re: Troop deployment
« on: October 02, 2008, 01:24:29 am »
@dSvenB:
Which version ? 2.2.1 or 2.3.x ???
Which difficulty level ??
Which mission(s) ?

I myself played 2.2.1 until Aug 2nd (inGame time) and *never* encountered your problem. Actually, I managed to loose *none* of my soldiers :)
Maybe you should rethink your tactics ??

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