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Total Members Voted: 5

Voting closed: August 12, 2009, 04:03:18 pm

Author Topic: make_UfoAI_win32 (all in one win32 build script)  (Read 94369 times)

Offline Morpheas

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #90 on: March 24, 2010, 07:12:24 pm »
im not god:P sorry for the misunderstading. i have played before some games on emulator of ps2 and there the graphics used sse2-4 and i used there the sse3 and it crashed the emulator so im asking if im supposted to put sse2 here

im from greece sorry for my english...:P


pls see the page before and answer me:)
« Last Edit: March 25, 2010, 10:27:19 am by Morpheas »

Offline Muton

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #91 on: March 25, 2010, 02:22:30 pm »
try using default
meaning don't optimize for a cpu


Offline Morpheas

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #92 on: March 25, 2010, 02:48:07 pm »
the only changes i made was athlonxp and sse2  and the  second core and i have compiled 1 and works perfect until now i play 2 hours.but i want to know the settings pls about the L1 L1 L2.i showed u my cpu can u tell me how to canculate them or just tell me what to put:P

Offline Chiumanfu

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #93 on: March 26, 2010, 05:45:09 am »
Download CPU-Z from cpuid.com and look under the Cache tab.

Offline Morpheas

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #94 on: March 26, 2010, 10:03:51 am »
thx m8:) but i need 1 last confirmation:)
L1 Data cache            2 x 64 KBytes, 2-way set associative, 64-byte line size
L1 Instruction cache    2 x 64 KBytes, 2-way set associative, 64-byte line size
L2 cache                    2 x 512 KBytes, 16-way set associative, 64-byte line size
so i put 128 128 1024?:P(64x2)(64x2)(512x2)?:P thx for ur patience
« Last Edit: March 26, 2010, 10:16:41 am by Morpheas »

Offline Muton

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #95 on: March 26, 2010, 05:52:48 pm »
no
64 64 512

Offline Morpheas

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #96 on: March 26, 2010, 06:05:38 pm »
thx:)

Offline Muton

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #97 on: March 27, 2010, 01:44:13 pm »
== 2009.03.27 == 0.6.0 =====================================

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


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


Offline MCR

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #98 on: March 27, 2010, 03:01:47 pm »
BIG, BIG THANK YOU  ;D
 8)

Offline Muton

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #99 on: March 28, 2010, 04:17:56 pm »
== 2009.03.28 == 0.6.1 =====================================

changed
  • adopt the new folder structure from svn

Offline Muton

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #100 on: March 29, 2010, 06:29:43 pm »
== 2009.03.29 == 0.6.2 =====================================

bug
  • install script error (7z switch)

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

changed
  • cleanup contrib/scripts/windows

Offline balasar

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #101 on: April 20, 2010, 07:43:23 pm »
If you run a script using the update maps mode(not clean or fast), he always hangs on compiling new maps (like citybldl_4x4_2a.map), if in a "clean" mode, all right... :-[ Does anyone else this happens?
« Last Edit: April 20, 2010, 07:47:10 pm by balasar »

Offline Borsti67

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #102 on: April 20, 2010, 09:58:43 pm »
on the 1st run I thought the same and killed the process (which was using 100% processor, so it actually DID something).
I started the script again, and it seemed to me the same way, but then I got interrupted and left everything on - about one hour later I came back and some more maps were done...

Looks like this one simply takes ages now.  ::)

BTW, the script should copy the DLL's from contrib to <main UFO:AI-dir>, shouldn't it? Starting the program failed with a missing DLL (which I then found in contrib).
« Last Edit: April 20, 2010, 10:01:03 pm by Borsti67 »

Offline balasar

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #103 on: April 20, 2010, 10:39:20 pm »
but in "clean" mode I compiling this map around 10 minutes, and so the longest waiting about 40 minutes and nothing happened

Offline Muton

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Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #104 on: April 22, 2010, 07:02:20 pm »
http://ufoai.ninex.info/forum/index.php?topic=4678.msg36734#msg36734

citybldl_4x4_2a.map will take longer than all other maps ~1h on a 2ghz processor

the next version will have a "heartbeat"