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Messages - Borsti67

Pages: 1 ... 3 4 [5] 6 7 ... 11
61
Artwork / Re: New models
« on: January 17, 2010, 02:08:58 pm »
Just one question regarding the alien base (although I like it very much):
The base is somewhat large, so isn't it a little much noticeable? I think the aliens would want to do some camouflage, too - probably in another fashion like we do (UFO yard), but anyway not with glowing marks to be seen easily from a distance...?

62
Offtopic / Re: Updates on Me
« on: January 10, 2010, 01:43:24 pm »
hey Odie,

nice to hear about you again. Good luck!

63
Windows / Re: All in one win32 build script
« on: January 04, 2010, 09:34:24 pm »
Another short addendum:
The script was somewhat stuck at the beginning of map compilation when updating to Revision 27841. It showed the 1st map name, but nothing happened any more?
So I decided to make a "clean" run (my last one was >100 revisions before, so it may be better anyway), and what should I say?
Code: [Select]
Start cleaning maps 2010.01.04 19:55:05
Start counting maps 2010.01.04 19:56:13
Start sorting maps 2010.01.04 19:56:13
Start compiling maps 2010.01.04 19:56:14
Finished all maps 2010.01.04 20:56:51
complete ufo2map time: 01:01:46
Woohoo! The last "standard compilation" w/o Mutons script and optimization took far more than 4 hours...

Great job, thanks again!

64
Windows / Re: All in one win32 build script
« on: January 03, 2010, 02:59:11 pm »
Looks good (and I was able to understand it ;D).
Just some minor typos (e.g. you tend to write "you'r")...

65
Feature Requests / Re: Scientist, Medics, and Workers
« on: January 01, 2010, 12:35:38 pm »
Hi Geever,

(but at 1st - happy new year to everyone!)

WHAT is planned - special abilities for workers etc or easier hire&fire for them? ;D

66
Windows / Re: All in one win32 build script
« on: December 31, 2009, 10:39:48 pm »
Yo, this is working now! :)
Thanks a lot!

67
Windows / Re: All in one win32 build script
« on: December 31, 2009, 10:13:44 pm »
this file is dated 2009-12-30 in the ZIP file, that can't be the right one...
Could you pls check the upload or attach it here?

Otherwise, isn't it time to have some party? ;)

68
Windows / Re: All in one win32 build script
« on: December 31, 2009, 09:58:12 pm »
Thank you for your patience
and helping debugging this script
Hey, I asked for it, so it's the least I can do!

Quote
I've found the bug and updated UfoAI.zip
hm, I've downloaded from the link in post #1, but I can't see a difference...? Did you store it elsewhere?

69
Windows / Re: All in one win32 build script
« on: December 31, 2009, 09:21:16 pm »

70
Windows / Re: All in one win32 build script
« on: December 31, 2009, 08:52:47 pm »
yup:
Code: [Select]
Verzeichnis von C:\Programme\Codeblocks\MinGW\bin

05.10.2009  02:13           227.840 mingw32-c++.exe
05.10.2009  02:13           227.840 mingw32-g++.exe
21.09.2004  10:15            88.064 mingw32-gcc-3.4.2
12.02.2009  19:04           193.024 mingw32-gcc-4.3.3.exe
02.05.2009  19:52           204.288 mingw32-gcc-4.4.0.exe
05.10.2009  02:14           225.280 mingw32-gcc-4.4.1.exe
05.10.2009  02:14           225.280 mingw32-gcc.exe
05.06.2008  15:36           165.376 mingw32-make.exe
               8 Datei(en)      1.556.992 Bytes

71
Windows / Re: All in one win32 build script
« on: December 31, 2009, 08:38:03 pm »
No, my MinGW folder is C:\Programme\codeblocks\MinGW (which is set up correctly in the GUI, and it worked with the previous version of the script)

72
Windows / Re: All in one win32 build script
« on: December 31, 2009, 07:54:23 pm »
Hey Muton,

now this looks VERY promising! Great work!

Unfortunately after updating the script runs into an error:
Code: [Select]
Run: "C:\Programme\Codeblocks\codeblocks.exe" --rebuild --target=windows "C:\Programme\Spiele\ufoai-2.3_dev\build\projects\ufo2map.mod.cbp"
at: C:\Programme\Spiele\ufoai-2.3_dev\contrib\scripts
-------------- Clean: windows in ufo2map ---------------
-------------- Build: windows in ufo2map ---------------
Compiling: ..\..\src\common\files.c
mingw32-gcc.exe: unknown: No such file or directory
Process terminated with status 1 (0 minutes, 6 seconds)
does this mean, gcc was not found, or is the file missing (I can't confirm either)?

73
Feature Requests / Re: Scientist, Medics, and Workers
« on: December 31, 2009, 07:31:04 pm »
or even better: Hire workers (scientists) the same way you buy/sell items.

+1!

At least as long as those don't have any special abilities to choose from...

74
Windows / Re: All in one win32 build script
« on: December 24, 2009, 04:26:11 pm »
> huh? When I remove C::B the script won't run, since it doesn't download it (unlike the source)...

At %appdata%\codeblocks only the conf files are stored
Sorry, I confused this with %PROGRAMFILES%

Quote
> Just an idea...
yes i realy should add a bunch off checkboxes "update source" "build maps" "build installer" ....
and eventually Radiobuttons. ;D

Quote
During resaerch i've found this http://ufoai.ninex.info/forum/index.php?topic=3551.msg25913#msg25913
YAY!
Code: [Select]
Process terminated with status 0 (0 minutes, 11 seconds)
0 errors, 0 warnings
Unfortunately it doesn't work by just adding the directory to the linker path; but copying (from 4.4.1) did it!

75
Windows / Re: All in one win32 build script
« on: December 23, 2009, 05:33:16 pm »
> BTW, during map compilation there's always "0 maps to go...?
Activate the clean checkbox
I don't want to recompile if not necessary. ;)
The maps names run through in the script's window anyway, it's just the counter staying on 0 (some kind of cosmetics? ;)).

Quote
Delete (backup) the codeblocks folder in your %appdata%
and rerun the script
huh? When I remove C::B the script won't run, since it doesn't download it (unlike the source)...   ???

Quote
If you still have a problem check the c::b setttings
http://ufoai.ninex.info/wiki/index.php/Code::Blocks

Ah, this is what I meant. Of course all those paths were missing, I added them again.
Unfortunately it made no difference.
What makes me wonder: It's an error within "libstdc++" from MinGW, not in libbrushexport, no? May be another missing (internal) path information?

Quote
You can work arround for the moment if you select small and not full
Indeed. OTOH, I get this ~600MB-ZIP, which isn't needed for gameplay.  8) BTW, when "no NSIS" is checked, is processing of hardlinks really necessary?

May be you can change the options this way:
  • ufo2map optimize (as is)
  • ufoai optimize (only "debug" and "P3")
  • installer
    • [X] Build NSIS (default checked, if possible: grey out following choices when unchecked)
    • ( ) small
    • (.) full

Just an idea...

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