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Messages - Muton

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Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: January 30, 2012, 02:08:05 pm »
try to use
sse3 (not ssse3)

Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: January 30, 2012, 09:26:23 am »
my mapbuild_server is using this options on
Intel(R) Core(TM)2 Duo CPU     E6550
core2 O3 ssse3 L1-line=32 L1-size=32 L2-size=4096

btw you should always attach the whole log as zip

Mapping / Re: first mapping attempt
« on: January 29, 2012, 09:43:13 am »

since its possible to compile the game in mingw by calling make
im (the script) not doing things my own way.
The script uses make calls as you would to compile models
Code: [Select]
make models Q= -B -j $ammount_cores*2

and this path bug is a map bug
Code: [Select]
"model" "models//objects/firehose/firehose.md2"

"model" "models//objects/furniture/locker/locker2.md2"
"model" "models//objects/furniture/locker/locker2.md2"
"model" "models//objects/furniture/locker/locker2.md2"
"model" "models//objects/furniture/locker/locker2.md2"

"model" "models//objects/rubbish/oil_can.md2"
"model" "models//objects/construct/generator_big/generator.md2"
"model" "models//objects/city/fountain/fountain2.md2"
"model" "models//objects/industrial/valve/valve.md2"

"model" "models//objects/vegi/water_lily2/lily.md2"
"model" "models//objects/vegi/water_lily/lily_bloom.md2"
"model" "models//objects/vegi/water_lily2/lily.md2"
"model" "models//objects/vegi/water_lily/lily_bloom.md2"
"model" "models//objects/vegi/water_lily2/lily.md2"
"model" "models//objects/vegi/water_lily/lily_bloom.md2"
"model" "models//objects/city/bench/bench_s.md2"
"model" "models//objects/city/bench/bench_s.md2"

"model" "models//objects/airpipe/airpipe.md2"
"model" "models//objects/airpipe/airpipe.md2"
"model" "models//objects/city/waste/bag.md2"
"model" "models//objects/construct/generator/generator.md2"
"model" "models//objects/gascylinder/gascylinder.md2"
"model" "models//objects/furniture/locker/locker2.md2"
"model" "models//objects/furniture/locker/locker2.md2"

Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: January 02, 2012, 09:54:12 am »
It seams you never got the source completely
(git clone is error prone :()

fatal index-pack failed
the remote end hung unexpectedly

You should attach the log instead of a screenshot

There are 2 options
1) delete the ufoai source and retry (but pray before)
2) run ?:\UFOAIwin32BUILDenv\MinGW\msys.bat and (careful *inux shell)
cmd /c "start %WD%bash --login -i"
git wont return all output into a minitty console, its better to use sh instead
cd /ufoai
git fsck
and google for this error to fix it

Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: December 28, 2011, 10:19:58 am »
== 2011.12.28 == 1.0.0 =====================================
Its finally done!
There is only one small bugfix related to the gui (diff switch)
and an enhanced "threading" during the build.
the script will do two things at the same time
like building pk3 files and compile ufo.

  • enhanced "threading"
  • diff switch once activated it still keeps activated even when deselected

Windows / Re: Nightly Builds (Full Installer)
« on: December 16, 2011, 07:49:25 am »
no longer maintained

UfoAI 2.4.0 2011.04.12 (1333738911)
Full game only
W2k support (Windows 2000)
no Admin right needed to install or uninstall


Use the update utility in your startmenu
to get the latest nightly

Bug reports:
Place a bug report in here
Add build type and revision number
Zip all *.log files from "%appdata%\ufoai\2.4\base" and
the effected savegame from "%appdata%\ufoai\2.4\base\save"
and attach it to your report

Windows / Re: anyone got this problem?
« on: December 14, 2011, 07:47:12 am »

The update utility can only upgrade installation revision after 1314405047 (2011.08.27)
and only if i can determine the current revision installed.
The official installer does not add the revision level
its not possible to use the updater in that case.

Thats the reason why you need to switch to my binaries before running the update utility

In the future youll download my full installer
install and use the update utility

Windows / Re: map problems
« on: December 14, 2011, 07:33:50 am »
bugs into the bug forum please

read before

Coding / Re: 2.4dev mem usage (ram eaten up)
« on: December 12, 2011, 09:58:41 am »
Yesterday i tried to find the root of the problem, but ....

Googling the memleak lead to an explanation
Its a handle-memleak
On windows
after running the game and loading a map
procesexplorer reveals >900 open handles
during reloading handles are released and again opened
If i do this in a loop i can see more handles are opened than released
in the end there are more than 1200 handles open

I than took a look into the code to pinpoint the problem
Followed functions
SV_ShutdownGameProgs and TH_MutexDestroy is also called

Hard to follow all this functions!
Is there a doc that shows what function is called when ... = 403

Windows / Re: anyone got this problem?
« on: December 12, 2011, 09:38:29 am »
Just tested the installation
No problem running the game

Do you applied the patches in the right order ...
Ill build a new full installer before Christmas to keep it simple again.

1) ufoai-2.4-dev-1301086950-Debug-pentium3-O1-sse-7z-full-win32.exe
2) ufoai-2.4-dev-Update-1301086950-to-1314405047-Debug-pentium3-O1-sse-7z-small-win32.exe
3) ufoai-2.4-dev-Update-1314405047-to-1320698644-Debug-pentium-m-O1-sse2-7z-small-win32.exe
4) run the update utility
5) start the game

or the hard way
1) the >current< official full installer (Not older than 2011.08.27)
2) ufoai-2.4-dev-Update-1314405047-to-1320698644-Debug-pentium-m-O1-sse2-7z-small-win32.exe
3) run the update utility
4) start the game

Coding / Re: 2.4dev mem usage (ram eaten up)
« on: December 09, 2011, 01:20:23 pm »
mem_stats shows no unusual mem usage
but valgrind does.


Because this is beyond my scope ...

Coding / Re: 2.4dev mem usage (ram eaten up)
« on: December 08, 2011, 08:25:49 am »
There is a memleak!
tracker 3454274

On a landing mission the memory usage increase!

Just shoot down a ufo and save the game
send a landing team an restart the mission (dont abort the mission, just restart [loop 10 times])
Mem used increase ...
Now abort the mission and reload the savegame and start the mission
abort -> load the savegame -> start the mission (loop 10 times)
Mem used increase ...
use cli command
map day +africa (loop 10 times)
mem used increase ...

testall doesnt test all.
There is a black hole in africa but testall isnt reporting any error.
Or report any
ERROR: CM_InlineModel: Error cannot find model '*4'
"real world" error.
Even worse
testall does crash (if called from source) or stop (idle) working (if called from ufoinstall) on error
Running Test : testMoveEntities
ERROR: Couldn't load maps/test_routing.bsp
testall.exe --enable-all --console --log
logs attached

The reason why is well known 4me
Shutdown server: Server crashed.
Ive seen this error often and than a
map day +bla
call isnt executed
Tried (source) a lot of things to restart the server
but without luck. (doxygen link returns 403 error)
So i leave it to you .. :)

Coding / 2.4dev mem usage (ram eaten up)
« on: December 04, 2011, 08:49:52 am »
Because of lot map errors
i tried some time ago to loop trough all maps and check for errors.
(attached patch [cli command maptest])

There are 2 problems so far
one major is
if you call cli
map day +africa
your available ram is decreasing each time you call a map.

Ive tested this on Win32 and on a fresh debian linux
On windows all ram is used even the swap and than the game run extremely slow
On Linux the ram isnt used much but the swap space used increase until the game simply crash

Im not sure what is causing this
because on windows (im a winuser) ufo.exe dont consume more ram.
Just the system consume more and more ram.

Bugs prior to release 2.4 / Re: Latest builds less stable with Harvesters??
« on: December 02, 2011, 08:06:07 am »
ufoconsole.log is the key
please upload

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