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Messages - incas

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1
I'm rebsol in the Github thread and I opened a thread here too. I still have different issues when I build OXCE and yes all the problems are because of sdl12-compat.
I  just use Wine tbh.

2
Thank you! I'll post it to Github.

3
Not sure how it was build but I tried 7.5.3 (for XPZ) and it is buggy for me too. ???
So only the appimage of the older version and Wine work without the issues it seems.

4
I think Opengl needs to be build with sdl 1.2 as well for OpenXcom to build. I give up. I'll use Wine... :-X

5
https://wiki.libsdl.org/SourceCode

Found it here, hopefully I can make it work with that. The sdl devs seem to hate, that people still  use 1.2  ;D

6
Code: [Select]
found SDL 1.2.56 (/usr/lib64:/usr/include/SDL)

...looks strange. As far as I know, latest SDL1 version is 1.2.15

That might be it. There is no SDL1 in the repositories :o
only this
Code: [Select]
sdl12-compat-devel.x86_64 : Files to develop SDL 1.2 applications using SDL 2.0

https://fedoraproject.org/wiki/Changes/SDL12onSDL2
Quote
SDL 1.2 development ended long ago, with SDL 2.0 replacing it. However, many older games still use SDL 1.2 and cannot change to SDL 2.0. In order to help move SDL 1.2 games into the modern world, let's replace SDL 1.2 with sdl12-compat, which uses SDL 2.0.

Quote
User Experience

There shouldn't be a noticeable user impact, other than possibly a smoother experience because applications are using SDL 2.0.
Huh?

Damn. Will it work/compile correctly perhaps with SDL 2 installed or do I need to compile SDL 1 myself? Hmm.

7
I compiled the game often in the past without any issues. Now I have massive issues with scrolling, mouse wheel usage and sfx sound.
I'm on Fedora Linux and compile with Meridian's or wiki instructions without any errors.

Strangely when I use the openxcom Linux-Appimage it works fine. https://openxcom.org/download/nightlies/OpenXcom_20210611_8d45159bf_x86-64.AppImage
I compiled the exact same commit hash and again problems. Is it some compiler or library problem?

Code: [Select]
cmake .. -DCMAKE_BUILD_TYPE=Release -DDEV_BUILD=OFF -DBUILD_PACKAGE=OFF
-- The C compiler identification is GNU 12.2.1
-- The CXX compiler identification is GNU 12.2.1
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /usr/lib64/ccache/cc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /usr/lib64/ccache/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Looking for pthread.h
-- Looking for pthread.h - found
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD - Success
-- Found Threads: TRUE 
-- Found PkgConfig: /usr/bin/pkg-config (found version "1.8.0")
found SDL 1.2.56 (/usr/lib64:/usr/include/SDL)
found SDL_mixer 1.2.12 (/usr/lib64:/usr/include/SDL)
found SDL_gfx 2.0.26 (/usr/lib64:/usr/include/SDL)
found SDL_image 1.2.12 (/usr/lib64:/usr/include/SDL)
found yaml-cpp(/usr/lib64:/usr/include;/usr/include/..)
-- Found OpenGL: /usr/lib64/libOpenGL.so   
found openGL (/usr/lib64/libGL.so;/usr/lib64/libGLU.so)
-- Found Git: /usr/bin/git (found version "2.37.3")
git found: /usr/bin/git
Found doxygen:/usr/bin/doxygen
-- Configuring done
-- Generating done
-- Build files have been written to:

Code: [Select]
Installed Packages
Name         : yaml-cpp-devel
Version      : 0.6.3
Release      : 6.fc36
Architecture : x86_64
Size         : 112 k
Source       : yaml-cpp-0.6.3-6.fc36.src.rpm

Edit: Problems are mostly noticeable on Battlescape. Scrolling to the sides is very erratic with the mouse. Mousewheel to change levels is moving the screen to the side. Sfx begin to deteriorate after a while. Mousewheel usage for things like changing manufacturing units (tested in XPZ) not working either in Geoscape.

8
Edit 2: i saw on a youtube gameplay video - probably a Meridina gameplay - that there is a way to apply last armor put on a gal via the armor screen, which key was it? ALT + left click?
Right click.

9
XPiratez / Re: Newbe questions
« on: September 14, 2018, 07:23:31 pm »
As soon as I got the interrogation tech I had 0 missions with the academy. Why is that? Do I need to wait for the Dr. X mission or something? I need a broken medic.

10
XPiratez / Re: Important: Upgrading Saves Between Versions
« on: September 13, 2018, 02:09:23 pm »
About the trophies: just put all the "Preq: xxxtrophy" techs in your queue with 0 brainers.  They should go away, and allow you to manufacture them.

They do but after manufacturing them they're in stock without being able to research them for real.

11
XPiratez / Re: Newbe questions
« on: September 09, 2018, 12:25:03 pm »
Hey, did you put that screenshot through a filter or do you somehow have a different font?

You can change the scaler in the options menu under display filter.

12
XPiratez / Re: Newbe questions
« on: September 08, 2018, 09:29:26 pm »
Beeline for Smartrifle.

edit: theres also Laser Tommy and Linux SMG variants.

Yes Smartrifles. They are behind Advanced Firearms unfortunately and I never got Omega Rifle. Bad luck I guess.

13
XPiratez / Re: Newbe questions
« on: September 07, 2018, 08:58:49 pm »
I'm in midgame Piratez right now. I can produce Super Magnums, Super Shooty Guns, Death Blossom SMGs and Custom Sniping Guns. They are all better than any rifle I have except the Lasgun, which I can't make ammo for yet.  I love rifles though. What is supposed to be the rifle for this tech level?

14
XPiratez / Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« on: September 07, 2018, 05:04:41 am »
@Dioxine
Is the mod balanced around a certain difficulty level?

15
XPiratez / Re: Newbe questions
« on: September 05, 2018, 09:21:42 am »
Oh, I wasn't aware moonshine and beer were also passable to others. Could have been the cause.

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