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71
Mac / Re: Compiling on Catalina
« Last post by Greno Zee on April 22, 2020, 11:52:25 pm »
Thanks a lot, that was indeed a great help.
First, regarding the issue with -llibcurl. I looked up on the net that referring to libcurl actually results in liblibcurl. So I modified build/default.mk like this:
3 CURL_LIBS                ?= $(call PKG_LIBS,curl)
4 CURL_CFLAGS              ?= $(call PKG_CFLAGS,curl)

This seems to have resolved the problem.

So I ran the ./configure again and indeed there were number of libraries reported as missing. I noticed the following:
  • header files reported as missing were located in /opt/local/include
  • those it could find are in one or both of /Library/Developer/CommandLineTools/SDKs/MacOSX10.14.sdk/usr/include or /Library/Developer/CommandLineTools/SDKs/MacOSX10.15.sdk/usr/include

So, one more time, would anyone know how I can tell the linker to look in /opt/local/include as well?
72
Mac / Re: Compiling on Catalina
« Last post by geever on April 21, 2020, 03:13:59 pm »
Hi,

The ./configure script might have disabled building of all game components if it found a dependency missing like curl. That can be the reason for the "nothing to do" part. Check your ./configure output closely (you can attach it here also if you need a second opinion.)

-Wimplicit-fallback: Probably GCC version difference. Older versions may not supported multiple warning levels?

-llibcurl: the linker could not find the shared object of curl to link. You can try the --with-embedded-libcurl configure option or ensure that your system curl is properly installed and found.

gtk: /opt/local/include may not be in the default include search directories. You may need to adjust that. Please also note that gtk is only needed for the Map Editor which you can disable via configure script --disable-uforadiant


I hope this helped.

-geever
73
Mac / Re: Compiling on Catalina
« Last post by Greno Zee on April 20, 2020, 12:05:20 am »
I think I finally figured out what to do. Will post a summary of all the steps that differed from the Wiki article later.

Now I ran into another issue:
src/tools/radiant/libs/gtkutil/window.h:25:10: fatal error: 'gtk/gtk.h' file not found
#include <gtk/gtk.h>


I have searched my system and found several gtk.h files. Two of them are in different versions of Mono, one here:
/opt/local/include/gtk-2.0/gtk

This should be the one the include statement gets resolved to, no?
Internet search provides several suggestions none of which I understand well enough to be able to proceed.

Again, any hints are much appreciated.
74
Discussion / Re: No Nightly Builds ? Ufo AI site stopped?
« Last post by cpsogoj on April 19, 2020, 08:56:06 pm »
Hi! Thanks for the reply.

So I am lucky to have a night build that I downloaded some time ago (I have no idea when).

I understand you, things are not easy. My work at a distance is worst than normal. At least I am at home with my family and lucky enough to get paid (for my work at distance).

I am not of any help, because I am not good at computers, nevertheless I spent my whole work time within a computer and thats boring enough.

Lets wait for better days. They will come!
75
Mac / Compiling on Catalina
« Last post by Greno Zee on April 18, 2020, 09:58:24 pm »
Hi, since the latest available Mac build contains the bug that prevents finishing missions when there are stunned aliens, I thought I'd try to make a build myself.
I have never made a build of anything that on a mac, on windows very few times about 25 years ago.

I'm on Catalina and there were few hick-ups when following the guide to the point but I was able to find solutions ore figure it out until now. I'd be grateful if anyone knows how I can solve the problems.
First, if I understand right Makefile.local is generated automatically during the execution of configure. This file contained this section, causing the build process to just say nothing to be done:
cgame-campaign_DISABLE ?= yes
cgame-multiplayer_DISABLE ?= yes
cgame-skirmish_DISABLE ?= yes
game_DISABLE ?= yes
memory_DISABLE ?= yes
testall_DISABLE ?= yes
ufo_DISABLE ?= yes
ufo2map_DISABLE ?= yes
ufoded_DISABLE ?= yes
ufomodel_DISABLE ?= yes
uforadiant_DISABLE ?= yes
ufoslicer_DISABLE ?= yes

I commented this out and managed to get moving. Wonder though why this happened, kind of throws an orange flag in my head.

So, I executed the make command. Got tons of warnings, lots of them regarding deprecated opengl calls and huge amount of these:
warning: unknown warning option '-Wimplicit-fallthrough=2'; did you mean '-Wimplicit-fallthrough'? [-Wunknown-warning-option]

But ok, I suppose warnings are not critical. But then the build process with this:
===> LD [testall]
ld: library not found for -llibcurl
clang: error: linker command failed with exit code 1 (use -v to see invocation)


I've been searching and searching but no idea what to do. I'd appreciate any help, thanks in advance.
76
Discussion / Re: No Nightly Builds ? Ufo AI site stopped?
« Last post by geever on April 16, 2020, 11:45:35 pm »
Hi! First, I was searching for new updates from ufo ai, but the page only shows new updates from 2 years ago! From april 2018!

Secondly, the nightly builds section is not working.

Whats happening?

Thanks!

Hi,

The development has slowed down, there are not many commits (there is a few), and not many news to share. And yes, it is my fault, I could have been more active, sorry. ;)
Also, recently the site has moved to a new server and certain services were not migrated. For example the buildbot that generated the nightly builds we might replace with another solution in the future. When I get there..

One could think that now as the world slowed down also, we have more time for our hobby projects, but the truth is that Real Life became even more complicated, leaving even less time for fun.

I think to boost the progress on UFO:AI again we need fresh blood! - No, not literally, we are not vampires. But we need more people who has the time and willing to participate in the project.

-geever
77
Discussion / Re: Finishing a mission with a stunned alien
« Last post by Greno Zee on April 14, 2020, 10:54:54 pm »
I’ve been able to find more info in the Mac specific forum.
It turns out this issue has been solved but no Mac build is available past this fix. So I’m trying to find some time to make one.
78
Discussion / No Nightly Builds ? Ufo AI site stopped?
« Last post by cpsogoj on April 11, 2020, 11:19:44 am »
Hi! First, I was searching for new updates from ufo ai, but the page only shows new updates from 2 years ago! From april 2018!

Secondly, the nightly builds section is not working.

Whats happening?

Thanks!
79
Discussion / Finishing a mission with a stunned alien
« Last post by Greno Zee on April 09, 2020, 02:07:09 pm »
Hi all,
I seem to have a problem and wanted to check whether someone might have a valuable feedback before I file a bug report.
I play on Mac, the latest 2.6 build I could find linked on this forum.
Whenever I end up with a stunned alien, the mission can't be finished. In one case I just kept getting new turns without any other live aliens being on the map, in another case after hitting the END TURN button, the game got into a status where nothing was happening and whenever I tried to perform an action, the game told me it was not my turn. I could hit the END TURN button but without any visible result. In this case I noticed in the logs that every time I hit this button, an ACTOR_DIED event was logged. I assume it was the stunned alien since he was injured before I managed to stun him.
Does anyone have a similar experience?
80
Coding / Re: Trying to speed up code for Routing
« Last post by Sandro on March 29, 2020, 02:18:38 pm »
Somehow missed this topic earlier. :(

A quick answer:

1) Intent of this code is stated just a few lines above: "/* put the crosspoint DIST_EPSILON pixels on the near side */". The same comment is present in the original Quake2 source code, which also uses the same signs; in fact, UFO:AI code is 100% identical here.

2) First Quake uses a different approach, with a single fraction, like  Namerutan proposes. So calculating two fraction for the split is the intentional by the engeine developers.

3) Quake3 collision detection code is seriously refactored, but this calculation is identical to the Quake2 and the UFO:AI. So this math is likely to be intentional rather than bug.

4) CPU consumption by calculating fractions separately is marginal; main cost lies in the AABB vs arbitrary polytope collision detection.

So, unless someone sits with paper & pencil to redo the math, I'd recommend to keep it as it is.

PS: Routing code can (and, likely, should) be optimized, that is true. But not here.
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