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Messages - JonnyH

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Troubleshooting / Re: Immediate CTD for Nightly Build on Fedora 29
« on: November 04, 2018, 07:09:17 am »
Weird - this error is from SDL, not openxcom directly. Maybe the update broke that? Assuming you've checked you've got the latest version of sdl1.x installed as well (OpenXcom is oldschool so still uses sdl1.x, not 2  FYI)

I can't see anything in the openxcom code that would cause this - we don't ask for any weird attributes that can't be satisfied by any of the glx visuals listed in the glxinfo output....

It might be interesting to try to get an apitrace of openxcom failing to start - it should hopefully list the glx calls that sdl is trying to do, and which is failing. It may give us pointers on what's going on?

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Troubleshooting / Re: Immediate CTD for Nightly Build on Fedora 29
« on: November 04, 2018, 05:13:04 am »
It looks like your graphics drivers are broken. What graphics card do you have? Have you installed any non-free drivers (e.g. the AMD/NVidia binary drivers if it's one of those cards)?

Can you try running the "glxinfo" command in a terminal and pasting the output? It should be in the "glx-utils" package if not already installed.

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Tools / Re: MAPVIEW upgrade
« on: February 13, 2017, 05:30:29 pm »
I imported the history I had from the old sourceforge page to a new github repo.

https://github.com/ratzlaff/XCom-tools

Add your feature requests as issues. I have no idea what state the code is in yet. I only brought up the 'set your paths' dialog with Xamarin Studio (on my mac, no less) last night, so it compiles, yay!

Anyone want to be a collaborator?


Is that the "One True Upstream" now? I had some patches trying to get it to work properly under linux, and half a mind to see if it's worth trying to extend for Apocalypse (or at least shamelessly rip off code that happens to do the same thing if it turns out to be 'too' different to keep in the same codebase)

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Offtopic / Re: X-com Apocalypse
« on: June 02, 2015, 03:32:55 am »
Well as far as I understand the project will be like openxcom, an attempt to recreate the original as close as possible. That said, I agree on the armors bit, nothing a mod or two cant handle.

That's correct - the plan is to try to make a 'faithful' re-implementation, but leaving the option open for people to add new mods to the game. Still a long way off, though, and if we don't get help w/development it's unlikely we'll actually get anything done in a realistic timeframe...

*puts up 'HELP WANTED' sign*

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