project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Muton

Pages: 1 [2] 3
16
Bugs prior to release 2.4 / Can't load savegame (Jan 5 07:01:21)
« on: January 05, 2011, 02:06:25 pm »
Win32 debug rev:
commit 0498978de289000387fa032ff8cac3c01684a8b3
Date:   Wed Jan 5 07:01:21 2011 +0100

    * init the cgame mode in GetCGameAPI


Start new campaign
save it
try to load it
error


Code: (ufoconsole.log) [Select]
2011/01/05 13:55:14Change gametype to 'Campaign mode'
2011/01/05 13:55:15Loading savegame xml (size 31760)
2011/01/05 13:55:15Loading savegame
...version: 4
...game version: 2.4-dev
...xml Size: 404463, compressed? y
2011/01/05 13:55:15Shutdown gametype 'Campaign mode'
2011/01/05 13:55:15Change gametype to 'Campaign mode'
2011/01/05 13:55:15Load 'slot0' 20 subsystems
2011/01/05 13:55:15...Running subsystem 'base'
2011/01/05 13:55:15Building building_entrance not found
2011/01/05 13:55:15Building building_quarters not found
2011/01/05 13:55:15Building building_quarters not found
2011/01/05 13:55:15Building building_aliencontainment not found
2011/01/05 13:55:15Building building_storage not found
2011/01/05 13:55:15Building building_powerplant not found
2011/01/05 13:55:15Building building_command not found
2011/01/05 13:55:15Building building_hangar not found
2011/01/05 13:55:15Building building_intercept not found
2011/01/05 13:55:15Building building_workshop not found
2011/01/05 13:55:15Building building_radar not found
2011/01/05 13:55:15Building building_lab not found
2011/01/05 13:55:15Building building_hospital not found
2011/01/05 13:55:15...subsystem 'base' - loaded.
2011/01/05 13:55:15...Running subsystem 'research'
2011/01/05 13:55:15RS_GetTechByID: Could not find a technology with id "rs_laser"
2011/01/05 13:55:15......your game doesn't know anything about tech 'rs_laser'
2011/01/05 13:55:15RS_GetTechByID: Could not find a technology with id "rs_baselaser"
2011/01/05 13:55:15......your game doesn't know anything about tech 'rs_baselaser'
2011/01/05 13:55:15RS_GetTechByID: Could not find a technology with id "rs_baselaser_ammo"
2011/01/05 13:55:15......your game doesn't know anything about tech 'rs_baselaser_ammo'
2011/01/05 13:55:15RS_GetTechByID: Could not find a technology with id "rs_antimatter"
2011/01/05 13:55:15......your game doesn't know anything about tech 'rs_antimatter'
2011/01/05 13:55:15RS_GetTechByID: Could not find a technology with id "rs_item_antimatter"
............

17
Win32 debug rev:
commit 0498978de289000387fa032ff8cac3c01684a8b3
Date:   Wed Jan 5 07:01:21 2011 +0100


Landing on terror mission
drop to geoscape
after playing some time
A game restart solves the problem

3152339

Code: (ufoconsole.log) [Select]
2011/01/05 13:49:14------- Loading game.dll -------
2011/01/05 13:49:14not found at '/usr/local/lib'
2011/01/05 13:49:14not found at 'C:\Dokumente und Einstellungen\zelli\Anwendungsdaten\UFOAI/2.4-dev/base'
2011/01/05 13:49:14found at './base'
2011/01/05 13:49:14==== InitGame ====
2011/01/05 13:49:14CM_LoadMap: "-farm/f_ +craft_drop_firebird +craft_ufo_harvester +field_a +farmhouse_a +stables_a +farmhouse_b +farmhouse_c +barn_a
+stables_b +filler_l_b +filler_l_a +barn_b +filler_m_b +silo +filler_l_a +filler_l_a +filler_m_b +wind +filler_l_a" "-16 8 0 -24 -32 0 8 8 0 16 -40 0 16 -24 0 -40 -40 0
-40 -16 0 16 -8 0 -40 0 0 -24 0 0 -16 0 0 -40 24 0 32 -8 0 8 0 0 -24 24 0 -24 32 0 0 24 0 -24 -40 0 -8 -40 0"
2011/01/05 13:49:21Rerouted for RMA in   2.0s
2011/01/05 13:49:21checksum for the map '+farm': 3317002004
2011/01/05 13:49:21ufo script checksum 2128701727
2011/01/05 13:49:21Created AI player (team 0)
2011/01/05 13:49:21Created AI player (team 7)
2011/01/05 13:49:21Used inventory slots after ai spawn: 0
2011/01/05 13:49:21-------------------------------------
2011/01/05 13:49:21Connecting to localhost...
2011/01/05 13:49:21connection attempt from loopback connection
2011/01/05 13:49:33load material file: 'materials/farm.mat'
2011/01/05 13:49:41********************
2011/01/05 13:49:41ERROR: R_LoadImageData: MAX_GL_TEXTURES hit
2011/01/05 13:49:41********************
2011/01/05 13:49:41Shutdown server: Server crashed.
2011/01/05 13:49:41Shutdown the game thread
2011/01/05 13:49:41==== ShutdownGame ====
2011/01/05 13:49:41Free inventory slots in game on shutdown: 0
2011/01/05 13:49:41Unload the game library

18
Bugs prior to release 2.4 / Win32/64: UfoAI hang during start
« on: July 13, 2010, 08:13:22 pm »
http://ufoai.ninex.info/forum/index.php?topic=3843.msg40835#msg40835

The game just hang if you try to run it (on Win32 and XPx64)
If you dont have config.cfg or if in config.cfg
set cl_introshown "0" a
is present

If i change
src/client/cl_main.c
cl_introshown = Cvar_Get("cl_introshown", "0", CVAR_ARCHIVE, "Only show the intro once at the initial start");
to
cl_introshown = Cvar_Get("cl_introshown", "1", CVAR_ARCHIVE, "Only show the intro once at the initial start");
i can run the game if no config.cfg was found
but
if set cl_introshown "0" a is set in config.cfg the game will still hang

Is this problem special to windows

19
Coding / make modification -> verification
« on: May 26, 2010, 02:25:47 pm »
I've made some modification related to mk files (my first time)
configure
defs.mk
tools.mk
platform_specific.mk

Can someone proof this to be working on linux
My focus was to add optimations for ufo2map
configure --enable-release --disable-client --disable-uforadiant --disable-dedicated --disable-tests CFLAGS="-O3 -march=k8 -v -mfpmath=sse -msse3"
will compile maps two times faster than standard settings
This mod should not break standard settings....

20
After some time yesterday i played UfoAI again
but i cheated a lot ;)
I only want to take a look around ...

Manipulated the grenade launcher
to use only 1 TU for a shot
extend the range to 60
do 9 shots at once
plus activate reaction fire

You can image a lot of booom booom
but i was able to reproduce a bug

I've used svn 2.4 30096
If you use the grenade launcher to often you will find yourself on geoscape
Lets say we start the game
play the game and do a lot of "grenading"
Than in a battle (not the first one) you try to fire the grenade launcher (not the first time in this battle) and your back on geoscape
If you just try to reload a savegame and retry the battle
and use the granade launcher once -> geoscape
Only restarting the game will fix it for a while

21
Coding / ufo2map
« on: April 24, 2010, 02:19:26 pm »
Tye BIG problem with ufo2map and maps as a whole is
to keep them up2date

recompile them all, all the time again and again is VERY time consuming *oh really?*
and frustrating

map-get.py is NO alternative (yet)
currently 110 maps are are not up2date
just a view of them
bunker.bsp, city_train.bsp, corrupter_crash.bsp, england.bsp, estate.bsp, farm.bsp, ferry.bsp, fighter_crash.bsp, fueldump.bsp, harbour.bsp, lake_ice.bsp, lake_ice_big.bsp, office.bsp, oriental.bsp, oriental_mosque.bsp, resort.bsp, rivertown.bsp, subway.bsp, tower.bsp, village.bsp, wilderness.bsp

At the moment there is no real easy and reliable way to determine if all maps are up2date or not
You can use a hash for a map file instead of trusting -onlynewer switch of ufoai
but there is no such way for ufo2map itself
Its possible to hash ufo2map the same way as maps to reliable find a modification
But if a dev just corrects a spelling
you end up thinking ufo2map has changed and starting to recompile all maps.
To determine what a dev has changed and how this effects map compiling is nearly impossible

How to fix it?!
We already have a version number
we need a revision number too
In that case a dev modifying the code in a way that a recompile is necessary
he/she/it just increment the revision number
using the new -V --version switch will return the Version and revision number
version:1.2.5 revision:1
This way we can precisely determine if it really necessary to recompile all maps or not

I've done this and adding more -nice options for NT5++

22
Newbie Coding / compile using MinGW
« on: April 17, 2010, 11:29:31 am »
I tried it today

1)
lets say a user simply dont care about file naming
and created a folder called "strün (x68)"
than make will fail
 * [GAM] src/game/inventory.c
 * [GAM] ... linking -rdynamic ()
gcc.exe: unrecognized option '-rdynamic'
/bin/sh: -c: line 1: syntax error near unexpected token `('
/bin/sh: -c: line 1: `  gcc -g -O2 -DUFO_REVISION=\"27318:29330M\"  -DGETTEXT_STATIC -DWINVER=0x501 -DSHARED_EXT=\"dll\" -DHAVE_CONFIG_H -DUSE_SIGNALS=1 -Wall -pipe -Winline -Wcast-qual -Wcast-align -Wdeclaration-after-statement -Wmissing-prototypes -Wmissing-declarations -std=c99 -ggdb -O0 -DDEBUG -fno-inline -DLUA_USE_APICHECK -DCOMPILE_UFO -D_GNU_SOURCE=1 -Dmain=SDL_main -IV:/STRN(X~1/MinGW/include/SDL   -o debug-mingw32-i386/client/client/cl_console.o -c src/client/cl_console.c -MD -MT debug-mingw32-i386/client/client/cl_console.o -MP'
make: *** [debug-mingw32-i386/client/client/cl_console.o] Error 2

2)
If the user named the folder whatever but not foo(bar)
make failed
 * [GAM] src/game/g_actor.c
 * [GAM] src/game/g_ai.c
........
 * [GAM] src/game/q_shared.c
 * [GAM] src/game/inv_shared.c
 * [GAM] src/game/inventory.c
 * [GAM] ... linking -rdynamic ()
gcc.exe: unrecognized option '-rdynamic'
 * [UFO] src/client/cl_console.c
 * [UFO] src/client/cl_game.c
 * [UFO] src/client/cl_game_campaign.c
 * [UFO] src/client/cl_game_multiplayer.c
...
 * [UFO] src/client/input/cl_keys.c
 * [UFO] src/client/cinematic/cl_cinematic.c
 * [UFO] src/client/cinematic/cl_cinematic_roq.c
 * [UFO] src/client/cinematic/cl_cinematic_ogm.c
src/client/cinematic/cl_cinematic_ogm.c:17:2: error: #error "No ogm support compiled into the binary"
make: *** [debug-mingw32-i386/client/client/cinematic/cl_cinematic_ogm.o] Error 1

23
Newbie Coding / new makro
« on: April 05, 2010, 01:24:33 pm »
I tried to add a new macro
to also show the svn revision on the ufoai mainscreen (prevent posts "I dont know the revision of my build")

First i used int and all worked fine
The number was shown
but than i tried to add a string to add rev29954
C::B now returns always a warning (the exe crash)
common.c:887:60: warning: character constant too long for its type
common.c: In function 'Qcommon_Init':
common.c:887: warning: format '%s' expects type 'char *', but argument 3 has type 'int'


After h's of trial and error i tried a small piece of code
Code: [Select]
#include <stdio.h>

#  ifdef REVISION
#    define UFO_REVISION REVISION
#  else
#    define UFO_REVISION ""
#  endif

void main(void) {
printf("%s\n", UFO_REVISION);
}

To compile i've used first MinGW environment
mingw32-gcc.exe -DREVISION='"rev1234"' test.c -otest.exe
the output was than as expected
but if i run the same on cmd.exe
test.c:10:17: warning: character constant too long for its type
C::B does use the correct command-line

The question now is whats the problem ???
The code can't be?!

I've used this manual (bottom) http://www.network-theory.co.uk/docs/gccintro/gccintro_35.html
-DMACRONAME='"stringvalue"'




I`'ve added
Code: (common.h) [Select]
#define UFO_VERSION "2.3-dev"
#  ifdef REVISION
#    define UFO_REVISION REVISION
#  else
#    define UFO_REVISION ""
#  endif

Code: (common.c) [Select]
s = va("UFO: Alien Invasion %s %s %s %s %s", UFO_VERSION, UFO_REVISION, CPUSTRING, __DATE__, BUILDSTRING);

Code: (ufo.cbp and ufo_ded.cbp) [Select]
<Add option="-DREVISION='&quot;rev22568&quot;'" />

24
Newbie Coding / svn commit
« on: March 20, 2010, 07:53:36 pm »
In my case i want to fix the dll problem on win32 builds (ticket)
The question is, what to do with non used dlls
delete or rename?

25
Windows / Black window after game start (solved)
« on: November 30, 2009, 08:26:19 pm »
After some time away from UfoAI i recompiled a 27331 dev build
but after the initial screen and the intro i just hear music
and the window is dark

The game was a reinstall, uninstalled the old one completely
I've used Destructavator last C::B and my updated C::B build == same result
OS = W2k

26
Windows / make_UfoAI_win32 (all in one win32 build script)
« on: July 12, 2009, 04:03:18 pm »
no longer maintained



url to wiki

Because of the complicated routine that is needed to build ufoai from source
I've started to script a new all in one package to build ufoai from source.

Planned is a fire and forget executable
Just set up path and switches on the GUI then press start and you're done.
No need to download another tool from the net
or set up mingw path variable or something else.
The script will be splitted in 2 parts
The GUI will be part of the C::B package
and the "working" script is part of SVN
to be easy maintainable.

The scripting language is autoit3
I know it's not one of the new cool ones
but the syntax is easy (very important)
it's fairly powerful
it's well documented
it's free (not opensource)
still supported
there is a big community
and no installation is needed

I've attached a screenshot and the script itself
But before i spend days on this project i want to know if there is some interest
especially from the devs


== 2009.12.08 ==============================================

Its time for the first test
UfoAI.zip

  • download and extract the zip
  • place all files into the correct location
  • run configure_win32.exe make you'r selection and press start
  • wait until finished

place all files into the correct location
This zip contains
.\configure_win32.exe the start stript
.\ufoai represents your ufoai sourcefolder
.\MinGW represents your mingw folder

.)configure_win32.exe can be placed anywhere you want
It will generate an ini file to hold your settings
and the working script itself (this way you dont need to extract it from the exe)

.)ufoai the folder-structure is replicaded from svn
here you find the buildscript

.)Mingw the folder-structure is replicaded from C::B package
added 7za.exe (should already be there)
added 7zan.exe (same as 7za.exe but optimized for P4 SSE2)
added svn 1.6.6 (you should alredy have svn but 1.6.1)
added autoit script interpreter + include files (http://www.autoitscript.com/autoit3/)

run configure_win32.exe make you'r selection and press start
This script merge all infos and push them into the buildscript
First point to the location for C::B MinGW UfoAI and Nsis (use the Button)
then do other selections
ufo2map optimize
  • Core n (slect those cores you want to use)
  • clean (will clean all maps before building)
  • fast (will do much less lightning)
  • P M, P4 2, P4 3, .... (optimize ufo2map for some Processors P4 and SSE2 or Core2Duo and SSSE3 ..
UfoAI optimize
  • debug (will build a debug build)
  • P3 (will optimize for P3 SSE (no -Ox option used))
  • full (build a full installer including radiant ans source)
  • small (build a small installer without maptools and source)
press start
configure_win32.exe will close and the buildscript windows should show up

wait until finished
The hardest part
.....
after the script has finished a log file should appear
and the finished installer show up on your desktop
If an error occure zip and attach the log here (its in your %tmp% folder)


== 2009.12.20 ==============================================

UfoAI.zip

added
  • noNSIS button in configure script
  • support for long filenames
  • "Lockcheck" for svn (dont update)
changed
  • the name of the initial script from make_win32.exe to configure_win32.exe
  • prepare routine for C::B (default.conf.bak stores your config, default.conf is changed during a run)
bug
  • The list inside map_last_build.md5 was appended and not replaced


== 2009.12.30 ==============================================

UfoAI.zip

added
  • Checkbox for source update
  • Checkbox for map compilation (incl. Benchmark)
  • Selection for pk3 or 7z file creation
  • Checkbox for Translation file generation
  • Checkbox for UfoAI compilation
  • Installer checkbox incl. small installer option
  • A lot of GCC options for ufo2map and the whole UfoAI project
  • Help included (select the GUI element to view the help on the edit field)
changed
  • map and ufo2map optimization
  • ufoai optimization
bug
  • a few small bugs removed

No Admin rights need (w2k XP [dont know NT 6.x])
You need to place all files in a folder with appropriate rights for the user
Users FULL acces

Run this as Admin
Code: [Select]
cacls "C:\Program Files (x86)\my ufoai folder" /T /E /G Users:F
replace Users with the name of the group correnspondig to your language
Run this and you'll se the groupname (here Benutzer)
Code: [Select]
cacls "%ProgramFiles%"

C:\Programme VORDEFINIERT\Benutzer:R
             VORDEFINIERT\Benutzer:(OI)(CI)(IO)(Beschr�nkter Zugriff:)
                                               GENERIC_READ
                                               GENERIC_EXECUTE

             VORDEFINIERT\Hauptbenutzer:C
             VORDEFINIERT\Hauptbenutzer:(OI)(CI)(IO)C
             VORDEFINIERT\Administratoren:F
             VORDEFINIERT\Administratoren:(OI)(CI)(IO)F
             NT-AUTORIT�T\SYSTEM:F
             NT-AUTORIT�T\SYSTEM:(OI)(CI)(IO)F
             VORDEFINIERT\Administratoren:F
             ERSTELLER-BESITZER:(OI)(CI)(IO)F
    == 2009.01.17 ==============================================

    I've merged both scripts into one
    You now need only make_UfoAI_win32.exe
    No need to extract a zip ...

make_UfoAI_win32.exe

added
  • version number
  • update routine
  • merged both scripts into one
  • ufo2map source monitoring
  • a MessageBox was added into NSIS if you build a small installer (where to get the source files)
changed
  • 7zan.exe not used any more
  • relative path in md5 files
  • the name of the compiled script changed (the last time)
  • small wiki changes
  • log file is not any more overwritten
  • all md5 fileas are stored in the same directory as make_UfoAI_win32.exe (not on \contrib\scripts any more)
bug
  • removed ufo2map loop bug

I've added 2 new routines
update routine
ufo2map source monitoring

The update routine check by every start if there is a new revision available
If yes the new revision is downloaded into %tmp% and a helper file is called (wait_copy_run.exe)
This helper file wait until the script terminates itself
copy the new revision over your existing one
and run it

The ufo2map source monitoring routine
will help users to stay up2date with there maps (*.bsp) witout cleaning all maps by hand (even if not necessary)
To activate this routine checkbox clean must be unchecked
This routine clean all maps only if a sourcefile of ufo2map.exe has changed (all *.bsp files will be deleted)
if not it will use ufo2map_last_build.md5 to determine which *.map file has changed since the last svn update
and delete the corresponding *.bsp file
In this case only changed maps will be build and the map compilation process is dramatically shorten

I've made a flowchart
map_last_build.md5 ( stores the path, name and md5hash of all *.map files from the last successful mapcompilation )
ufo2map_last_build.md5 ( stores the path, name and md5hash of all *.h *.c files from the last successful mapcompilation )
ufo2map.cbp ( contain all information to build ufo2map.exe [*.h *.c] )



== 2009.02.14 == 0.5.1 =====================================

I've added a routine to "fix" the nsis script from ufoai source
Changed to user privilege for un-install incl. UAC for Vista and 7

Removed a bug that break the update routine
You have to manualy download the script

make_UfoAI_win32.exe

changed
  • installer nsis script of UfoAI modify
bug
  • update routine

== 2009.03.14 == 0.5.3 =====================================

Fixed a bug http://ufoai.ninex.info/forum/index.php?topic=2830.msg34927#msg34927
Autoupdate routine is working now!

added
  • splash screen
bug
  • installer script creating pk0 files

== 2009.03.27 == 0.6.0 =====================================

environment check
Every time you press start, ill check your mingw environment to be sure its up2date
If not you will be questioned to update or not
Nothing will be forced!

make install
You are now able to install UfoAI automatically than to run it from source or manually install it
No, its not a good idea to run the game from the source folder

clean switch
The map compile clean switch
You normally dont need it
A algorithm take care that your maps are up2date

small switch
This was linked to the Installer switch and is now independend
If you only want to build the game and nothing else
this switch is 4 you
The map editing tool (Radiant) is not compiled and not installed

added
  • environment check
  • make install
changed
  • clean switch unchecked by default
  • small switch independent from installer


== 2009.03.28 == 0.6.1 =====================================

changed
  • adopt the new folder structure from svn

== 2009.03.29 == 0.6.2 =====================================

bug
  • install script error (7z switch)

== 2009.03.29 == 0.6.3 =====================================

changed
  • cleanup contrib/scripts/windows

== 2009.05.04 == 0.7.0 =====================================

Next to some smaller changes
you'll get a smarter map compiling process
Its no longer forced to run on only one core
Depending on the maps that needs to be compiled the script determine if it is better to run on one core or all your selected cores
If you use the fast switch for compiling maps, the script will use only one core (only lightning is multithreaded [so there is no gain])
You will find a download checkbox which is disabled
Yes i've started to use map_get but currently its only of little use

added
  • ending sounds are back (they have been converted to ogg)
  • verbose output during map compilation ( added to log too )
  • real clean up (the old script leave some tmp files on the system)
  • a "create" button next to the "make install" button ( if the folder dont exist .... )
  • if you close the script while running you will be asked if you really want to do this
  • revision level (svn)
changed
  • gcc option -O2 -O3 ( they wont break threaded run of ufo2map any more )
  • ufo2map_last_build.md5 is not used ( using -V --version output from ufo2map instead [this will prevent a recompile of all maps without reason {a dev know better if it is necessary or not }])
  • map compilation is not single threaded ( it depends on maps [>750k multi, <100k single, in between depends on cores and amount of <100k maps] )

== 2009.05.15 == 0.7.5 =====================================

I've added ufomodel to create mdx files
Its a fast build process so i spared some time and added it into the ufo2map build proecess
The tool itself is compiled with the same gcc settings as applied for ufo2map
Added the possibility to run a command or script after build completion
Some macro's are added see help
>I've noticed that every time one close the make_UfoAI_win32.exe, even when no compiling was started (not even any change in the setting was made) the app says "My child processes and I are still alive!
Will only show up during "make" no longer under "config"

added
  • run script after build
  • ufomodel
changed
  • close warning
  • litte Gui changes

== 2009.05.22 == 0.7.6 =====================================

.)I've forgotten to clean project folder after compiling ufomodel (fixed)
.)The script now run 7zip with option -mx1 instead of -mx9 to create pk3 files IF switch "Installer" is NOT selected
This should speedup the build process, to the cost of bigger pk3 files

changed
  • cleaining ufomodel C::B files
  • build pk3 files faster if switch "Installer" is deselected

== 2009.05.24 == 0.8.0 =====================================

Added the possibility to compile dev 2.4 or dev 2.3 of Ufoai
If you want to build dev 2.3 you need to get the source too howto
Store the source directly under the MingW folder (the script will look there for it first [easier switching between 2.4<->2.3])

added
  • 2.3 develop version

== 2010.07.03 == 0.9.0 =====================================

Two big things have been added
1) a map download >like< map_get.py
The main difference is that you don't download maps that aren't useful for your build
The serverApp run once in an hour that once a day
I do a md5hash on the original *.map files to determine if a map should be downloaded or compiled than do just download
The server log store hash sums of *.map files and the path of them
If you want to download a map (*.bsp)
the script hash your *.map file and check it against the serverlog *.map hash
If both match, the download of this *.bsp will start
If the download failed or the hash is unequal, you will build the map using ufo2map


2) A routine to build an update than a full installer of UfoAI
It will build a update of your last full build (you need to enable this function first)
A new switch "diff" was added into the GUI (It requiers the "Installer" and "7z" switch too, to work)
First time you build a full installer.
Next time you call it, you will build (differential) updates
A new file to hold all infos was added too, inst_last_build.md5 (release 2.4) and inst_last_build_2.3.md5 (release 2.3)
If you delete this file you will start from the beginning (there is no GUI switch to do this)
The update include all dlls and executables, only files inside of pk3's are removed from the installer if they are the same (the pk3 files are than updated during installation)
This way you can switch between a release or debug build, even include radiant once and next time without radiant.

added
  • instance check of make_UfoAI_win32.exe (only on instance is allowed)
  • some Hardware infos to log (CPU RAM OS)
  • map download
  • Installer update routine
bugs
  • Internal Search
  • GUI

== 2010.12.04 == 0.9.4 =====================================
ufo2map will now use quant 4 to compile maps
SSE is now used if selected
The log file is now not opened after completing compilation, except for an error
MinGW is now silently updated if necessary
A small list of bugs have been fixed

changed
  • -quant 4 for ufo2map
  • make use of SSE during make
  • The log file will not open any more if no error accrued
  • MinGW update
bugs
  • some small bugs

== 2011.01.05 == 0.9.5 =====================================
There was a bug related to mapdownload
The script tried to download outdated maps.
Added a conditional statement to compare ufo2map version level
from server-log and local ufo2map build

bugs
  • map download

== 2011.02.19 == 0.9.6 =====================================
There was a bug related to mapdownload
Added a "macro" ctrl+s to start the build from the config window
Reduced the hight of the config window a bit (as much as possible)
Added the make model switch (*.mdx files)
Deselecting is only useful if you want to build maps only

added
  • make model switch
  • ctrl+s to start the build process (instead of pressing start)
changed
  • smooth progress update
  • size of the config window reduced
bugs
  • map download

== 2011.02.19 == 0.9.7 =====================================
There was a regex bug

bugs
  • regex bug

== 2011.03.26 == 0.9.8 =====================================
I've changed the routine to update mingw

changed
  • mingw update routine

27
Windows / speed up ufo2map.exe over 100% (gcc optimization)
« on: May 22, 2009, 04:51:25 pm »
gcc doc
http://gcc.gnu.org/onlinedocs/gcc-4.3.3/gcc/i386-and-x86_002d64-Options.html
http://gcc.gnu.org/onlinedocs/gcc-4.3.3/gcc/Optimize-Options.html
http://gcc.gnu.org/onlinedocs/gcc-4.3.3/gcc/Preprocessor-Options.html


def gcc options are (ufoai\build\projects\ufo.cbp)
Code: [Select]
  <Add option="-Wall" />
  <Add option="-ffloat-store" />
  <Add option="-D__GNUWIN32__" />
  <Add option="-DWINVER=0x501" />
  <Add option="-DNODEBUG" />

optimization for a AMD K8 system
Code: [Select]
  <Add option="-march=k8" />
  <Add option="-O3" />
  <Add option="-msse3" />
  <Add option="-mfpmath=sse" />
  <Add option="-mieee-fp" />
  <Add option="-D__GNUWIN32__" />
  <Add option="-DWINVER=0x501" />
  <Add option="-DNODEBUG" />

The option -ffloat-store
cost most CPU time
If you remove it you can build maps twice as fast

I've done so
and the maps build with and without -ffloat-store are the same (hashsum)
This options should prevent false float calculation (as far as i understood it)
So
if you remove -ffloat-store be shure the resulting map is the same as build with def. gcc options
To do that you must build maps using -t 1 option and hash both maps
md5sum.exe -b V:\MinGW\ufoai\base\maps\bunker.bsp
md5sum is part of C::B package

Core2Duo optimization
Code: [Select]
  <Add option="-march=core2" />
  <Add option="-O3" />
  <Add option="-mssse3" />
  <Add option="-mfpmath=sse" />
  <Add option="-mieee-fp" />
  <Add option="-D__GNUWIN32__" />
  <Add option="-DWINVER=0x501" />
  <Add option="-DNODEBUG" />

28
If you're in a battle and looping using retry from menu
ufo.exe eats up more and more mem
and after some time this error show up

Com_AddToInventory: No free inventory space!

29
Bugs prior to release 2.3 / rev. 24458 disappearing Aliens
« on: May 19, 2009, 06:49:33 pm »
I was unable to see this alien until i moved to the alien coordinate.
After that i was unable to shoot it

[attachment deleted by admin]

30
Windows / speed up compile_maps.bat
« on: May 16, 2009, 03:22:34 pm »
Because we need to rebuild all maps continuously
i've modified the build scipt

In fact its faster to use
one ufo2map process by CPUcore (-t 1) and call n processes of ufo2map simultaneously
than to use n threads (-t n)
while n is the ammount of cores.

compile_maps_Muton.bat /clean /1t4core
this will call n processes of ufo2map and set the corresponding affinitymask
On a dual core you'll have 2 process
On a quad core 4 ....

The affinitmask is set by affinity.exe
Its a copy paste project from MS
but buildable by C::B
This tool will be build automatically!

So just run
compile_maps_Muton.bat /clean /1t4core
and you're done

For each process a new cmd will be opend in background
process priority is IDLE (lowest)

[attachment deleted by admin]

Pages: 1 [2] 3