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Messages - osd_daedalus

Pages: [1] 2 3
1
Aaaaandd... as always, after hitting my head very hard for 3 days, just as I post on forum I found the solution!

It's... I used to run cmake ..
I had to run cmake .. -DCMAKE_BUILD_TYPE=Release -DDEV_BUILD=OFF -DBUILD_PACKAGE=OFF

Much likely I was going so slow because I was playing a debug build...

Moral: always read at the sticky post!

BTW: the instructions on Linux compiling, as per https://openxcom.org/forum/index.php/topic,7048.msg111476.html#msg111476 ,  are somewhat outdated.
You don't need in Kubuntu 21.10 to compile separately yaml-cpp... if you do that you are going to get a lot of errors at the end of the source building.
Moreover, looks like there is no more need to create a build folder, it seems all is build in the bin folder.

2
Hello!
I'm not sure if what I am reporting is a problem with OXCE, XCom-Files or my configuration... so I'll post here anyway:

When I was using OXCE 6.8.4 all was working like a champ. Now that I'm using OXCE 7.5.8, I am experiencing lots of FPS loss especially in battlescape, which looks like to be Z-level and resource dependant. While in vanilla OXCE this is somewhat negligible, in XCF many parts are almost unplayable (i.e.
Spoiler:
the alien moon satellite map
, dropping up to 2-3FPS when camera is on the turret and the wall). I remember not to have problems like this before with areas with many Z levels like
Spoiler:
the Syndicate tower
etc...

My specs are: Intel i5 11400F, Nvidia GTX 970 (yea, that's due to crazy RTX prices :P), 16GB DDR4 RAM . Running Kubuntu 21.04

What I have done so far:
- of course, updated OXCE and XCF. To be honest, I cloned again the repo as I did some mishaps before
- updated Kubuntu from 20.04 to 21.10
- updated NVidia drivers to 510
- removed the .config/openxcom folder in home and let OXCE recreate them
- turned on and off VSync, Lazy loading, tried filters...

On a side note, getting tons of segfaults on loading XCF or quitting OXCE when XCF is loaded. Looks like is something with fluidsynth or anyway audio-related...
This is the log in the latter case:
Code: [Select]
[31-03-2022_17-40-14] [INFO] OpenXcom Version: Extended 7.5.8 (v2022-03-24)
[31-03-2022_17-40-14] [INFO] Platform: Linux
[31-03-2022_17-40-14] [INFO] Data folder is:
[31-03-2022_17-40-14] [INFO] Data search is:
[31-03-2022_17-40-14] [INFO] - /home/deda/.local/share/openxcom/
[31-03-2022_17-40-14] [INFO] - /usr/share/plasma/openxcom/
[31-03-2022_17-40-14] [INFO] - /home/deda/.local/share/flatpak/exports/share/openxcom/
[31-03-2022_17-40-14] [INFO] - /var/lib/flatpak/exports/share/openxcom/
[31-03-2022_17-40-14] [INFO] - /usr/local/share/openxcom/
[31-03-2022_17-40-14] [INFO] - /usr/share/openxcom/
[31-03-2022_17-40-14] [INFO] - /var/lib/snapd/desktop/openxcom/
[31-03-2022_17-40-14] [INFO] - /usr/local/share/openxcom/
[31-03-2022_17-40-14] [INFO] - /usr/share/openxcom/
[31-03-2022_17-40-14] [INFO] - ./
[31-03-2022_17-40-14] [INFO] User folder is: ./user/
[31-03-2022_17-40-14] [INFO] Config folder is: /home/deda/.config/openxcom/
[31-03-2022_17-40-14] [INFO] Options loaded successfully.
[31-03-2022_17-40-14] [INFO] SDL initialized successfully.
[31-03-2022_17-40-14] [INFO] SDL_mixer initialized successfully.
[31-03-2022_17-40-14] [INFO] Attempted locale: C.UTF-8
[31-03-2022_17-40-14] [INFO] Detected locale: C.UTF-8
[31-03-2022_17-40-14] [INFO] Attempting to set display to 1024x768x8...
[31-03-2022_17-40-14] [INFO] Display set to 1024x768x8.
[31-03-2022_17-40-14] [INFO] Loading data...
[31-03-2022_17-40-14] [INFO] Scanning standard mods in ''...
[31-03-2022_17-40-14] [INFO] Scanning user mods in './user/'...
[31-03-2022_17-40-14] [INFO] Active mods:
[31-03-2022_17-40-14] [INFO] - x-com-files v2.4
[31-03-2022_17-40-14] [INFO] - poetsreversedstatstrings v1.1
[31-03-2022_17-40-14] [INFO] - x-com-resound v2.30
[31-03-2022_17-40-16] [INFO] Loading begins...
[31-03-2022_17-40-16] [INFO] Pre-loading rulesets...
[31-03-2022_17-40-16] [INFO] Loading vanilla resources...
[31-03-2022_17-40-17] [INFO] Loading rulesets...
[31-03-2022_17-40-21] [INFO] Loading rulesets done.
[31-03-2022_17-40-21] [INFO] Loading fonts... Font.dat
[31-03-2022_17-40-21] [INFO] Lazy loading: 0
[31-03-2022_17-40-21] [INFO] Loading extra resources from ruleset...
[31-03-2022_17-40-30] [INFO] Loading custom palettes from ruleset...
[31-03-2022_17-40-30] [INFO] Creating a new palette: PAL_DGOOD_ACID
[31-03-2022_17-40-30] [INFO] Creating a new palette: PAL_DGOOD_SEA
[31-03-2022_17-40-30] [INFO] Creating a new palette: PAL_DGOOD_SPACE
[31-03-2022_17-40-30] [INFO] Creating a new palette: PAL_HEHEXD
[31-03-2022_17-40-30] [INFO] Creating a new palette: PAL_MARS
[31-03-2022_17-40-30] [INFO] Creating a new palette: PAL_MARS_LITE
[31-03-2022_17-40-30] [INFO] Creating a new palette: PAL_RED_SUN
[31-03-2022_17-40-30] [INFO] Making palette backups...
[31-03-2022_17-40-30] [INFO] After load.
[31-03-2022_17-40-30] [INFO] Supressed Error for 'STR_WESTMEN_INFORMANT': This unit can be recovered (in theory), but there is no corresponding item to recover.
[31-03-2022_17-40-30] [INFO] Supressed Error for 'STR_XCOM_BUZZER_UNIT': This unit can be recovered (in theory), but there is no corresponding item to recover.
[31-03-2022_17-40-30] [INFO] Supressed Error for 'STR_XCOM_CYBERMITE_UNIT': This unit can be recovered (in theory), but there is no corresponding item to recover.
[31-03-2022_17-40-30] [INFO] Loading ended.
[31-03-2022_17-40-30] [INFO] Data loaded successfully.
[31-03-2022_17-40-30] [INFO] Loading language...
[31-03-2022_17-40-30] [INFO] Language loaded successfully.
[31-03-2022_17-40-30] [INFO] OpenXcom started successfully!
[31-03-2022_17-40-30] [INFO] Playing flx, 320x200, 890 frames
[31-03-2022_17-40-30] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[31-03-2022_17-40-31] [INFO] SDL_mixer initialized successfully.
[31-03-2022_17-41-44] [INFO] Attempting to set display to 1024x768x8...
[31-03-2022_17-41-44] [INFO] Display set to 1024x768x8.
[31-03-2022_17-43-47] [FATAL] A fatal error has occurred: Segmentation fault.
[31-03-2022_17-43-47] [FATAL] ./openxcom(OpenXcom::CrossPlatform::stackTrace(void*)+0x3a) [0x55de86a9a491]
[31-03-2022_17-43-47] [FATAL] ./openxcom(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x161) [0x55de86a9aa73]
[31-03-2022_17-43-47] [FATAL] ./openxcom(signalLogger(int)+0x58) [0x55de867df14e]
[31-03-2022_17-43-47] [FATAL] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f9fb4b70520]
[31-03-2022_17-43-47] [FATAL] /lib/x86_64-linux-gnu/libfluidsynth.so.2(+0x1169c) [0x7f9fb450769c]
[31-03-2022_17-43-47] [FATAL] /lib/x86_64-linux-gnu/libfluidsynth.so.2(delete_fluid_synth+0x5d) [0x7f9fb45254cd]
[31-03-2022_17-43-47] [FATAL] /lib/x86_64-linux-gnu/libSDL_mixer-1.2.so.0(fluidsynth_freesong+0x3f) [0x7f9fb5150b1f]
[31-03-2022_17-43-47] [FATAL] /lib/x86_64-linux-gnu/libSDL_mixer-1.2.so.0(Mix_FreeMusic+0x107) [0x7f9fb5143b67]
[31-03-2022_17-43-47] [FATAL] ./openxcom(OpenXcom::Music::~Music()+0x40) [0x55de86ae20ce]
[31-03-2022_17-43-47] [FATAL] ./openxcom(OpenXcom::Music::~Music()+0x1c) [0x55de86ae2114]
[31-03-2022_17-43-47] [FATAL] ./openxcom(OpenXcom::Mod::~Mod()+0x2e0) [0x55de86da77cc]
[31-03-2022_17-43-47] [FATAL] ./openxcom(OpenXcom::Game::~Game()+0x11c) [0x55de86ac9a94]
[31-03-2022_17-43-47] [FATAL] ./openxcom(main+0x1b4) [0x55de867df45c]
[31-03-2022_17-43-47] [FATAL] /lib/x86_64-linux-gnu/libc.so.6(+0x29fd0) [0x7f9fb4b57fd0]
[31-03-2022_17-43-47] [FATAL] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x7d) [0x7f9fb4b5807d]
[31-03-2022_17-43-47] [FATAL] ./openxcom(_start+0x25) [0x55de867ae4a5]
[31-03-2022_17-43-49] [FATAL] OpenXcom has crashed: Segmentation fault.
Log file: ./user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)

Can you help me pinpointing the issue?
Thank you!

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 29, 2022, 05:01:29 pm »
OK, here's another. Not sure if valid because I am quite mashing things up a bit...
So, recompiled OXCE, and now I have this (did git reset --hard either on OXCE and XCF folders):

[redacted]
EDIT: I AM STUPID, did a lot of mashing, then decided to clone again the repo and cloned up OXC instead of OXCE!

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 29, 2022, 04:31:01 pm »
Thanks, Meridian.

@osd_daedalus: Thanks for notifying me about STR_EXALT_ZSRR_DESCRIPTION, it was an actual bug.

I told you I'm pulling things from long time ago... I still was in the oxce-plus branch  ;D
Thank you, just did checkout to master branch.

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 29, 2022, 02:50:25 pm »
Howdy! Just returned after 1+year  :P
Here's an error about REGION_CHEMTRAILS not found. Attaching log and a save file (will crash in a while)

Also, I tried to play a new run (this save file is something I'm pulling since 0.8.4!) and found lots of missing string references. I'm going to post a new log soon
ADD: hmm and now strangely I don't have that bunch of missing references. In a new run, though, I got the         [WARN] STR_EXALT_ZSRR_DESCRIPTION not found in en-US

6
Programming / Re: Problem in Compile
« on: May 31, 2020, 01:20:37 pm »
Looking on yaml-cpp it have this function from yaml-cpp-0.5.3 onward, you probably have some older version

That's why... KDE neon linux repositories are sitll distributing yaml-cpp 0.5.2. I just need to do some manual updates and I'm OK again  :)

7
Programming / Re: Problem in Compile
« on: May 27, 2020, 09:04:58 pm »
Something changed in one of latest commits...

Code: [Select]
deda@neon:~/Coding/OpenXcom/build$ git pull
Already up to date.
deda@neon:~/Coding/OpenXcom/build$ make clean
deda@neon:~/Coding/OpenXcom/build$ cmake .
-- OpenGL libraries: /usr/lib/x86_64-linux-gnu/libGL.so;/usr/lib/x86_64-linux-gnu/libGLU.so
-- PKG_DEPS_LDFLAGS: -lSDL;-lz;-lSDL_image;-lSDL;-lSDL_gfx;-lSDL;-lSDL_mixer;-lSDL;-lyaml-cpp;/usr/lib/x86_64-linux-gnu/libGL.so;/usr/lib/x86_64-linux-gnu/libGLU.so;dl
-- doxygen: /usr/bin/doxygen
-- Configuring done
-- Generating done
-- Build files have been written to: /home/deda/Coding/OpenXcom/build
deda@neon:~/Coding/OpenXcom/build$ make
[  0%] Building C object src/CMakeFiles/openxcom.dir/__/libs/miniz/miniz.c.o
[  0%] Building CXX object src/CMakeFiles/openxcom.dir/lodepng.cpp.o
[  1%] Building CXX object src/CMakeFiles/openxcom.dir/main.cpp.o
[  1%] Building CXX object src/CMakeFiles/openxcom.dir/md5.cpp.o
[  1%] Building CXX object src/CMakeFiles/openxcom.dir/Basescape/BaseInfoState.cpp.o
In file included from /home/deda/Coding/OpenXcom/src/Basescape/BaseInfoState.cpp:24:0:
/home/deda/Coding/OpenXcom/src/Basescape/../Mod/Mod.h: In constructor ‘OpenXcom::LoadRuleException::LoadRuleException(const string&, const YAML::Node&, const string&)’:
/home/deda/Coding/OpenXcom/src/Basescape/../Mod/Mod.h:127:189: error: ‘const class YAML::Node’ has no member named ‘Mark’
 ode, const std::string& message) : Exception{ "Error for '" + parent + "': " + message + " at line " + std::to_string(node.Mark().line)}
                                                                                                                            ^~~~
/home/deda/Coding/OpenXcom/src/Basescape/../Mod/Mod.h:127:201: error: no matching function for call to ‘OpenXcom::Exception::Exception(<brace-enclosed initializer list>)’
 e, const std::string& message) : Exception{ "Error for '" + parent + "': " + message + " at line " + std::to_string(node.Mark().line)}
                                                                                                                                      ^
In file included from /home/deda/Coding/OpenXcom/src/Basescape/../Engine/../Savegame/../Engine/Script.h:31:0,
                 from /home/deda/Coding/OpenXcom/src/Basescape/../Engine/../Savegame/Soldier.h:24,
                 from /home/deda/Coding/OpenXcom/src/Basescape/../Engine/State.h:23,
                 from /home/deda/Coding/OpenXcom/src/Basescape/BaseInfoState.h:20,
                 from /home/deda/Coding/OpenXcom/src/Basescape/BaseInfoState.cpp:19:
/home/deda/Coding/OpenXcom/src/Basescape/../Engine/../Savegame/../Engine/Exception.h:33:2: note: candidate: OpenXcom::Exception::Exception(const string&)
  Exception(const std::string &msg);
  ^~~~~~~~~
/home/deda/Coding/OpenXcom/src/Basescape/../Engine/../Savegame/../Engine/Exception.h:33:2: note:   conversion of argument 1 would be ill-formed:
/home/deda/Coding/OpenXcom/src/Basescape/../Engine/../Savegame/../Engine/Exception.h:30:7: note: candidate: OpenXcom::Exception::Exception(const OpenXcom::Exception&)
 class Exception : public std::runtime_error
       ^~~~~~~~~
/home/deda/Coding/OpenXcom/src/Basescape/../Engine/../Savegame/../Engine/Exception.h:30:7: note:   conversion of argument 1 would be ill-formed:
/home/deda/Coding/OpenXcom/src/Basescape/../Engine/../Savegame/../Engine/Exception.h:30:7: note: candidate: OpenXcom::Exception::Exception(OpenXcom::Exception&&)
/home/deda/Coding/OpenXcom/src/Basescape/../Engine/../Savegame/../Engine/Exception.h:30:7: note:   conversion of argument 1 would be ill-formed:
src/CMakeFiles/openxcom.dir/build.make:158: recipe for target 'src/CMakeFiles/openxcom.dir/Basescape/BaseInfoState.cpp.o' failed
make[2]: *** [src/CMakeFiles/openxcom.dir/Basescape/BaseInfoState.cpp.o] Error 1
CMakeFiles/Makefile2:135: recipe for target 'src/CMakeFiles/openxcom.dir/all' failed
make[1]: *** [src/CMakeFiles/openxcom.dir/all] Error 2
Makefile:129: recipe for target 'all' failed
make: *** [all] Error 2


No clue on what could I do...  maybe do I have to install a new required library?

8
Help / Weapon/item graphics: how do you do?
« on: May 23, 2020, 08:12:19 pm »
Hi,
I would like to know what is your preferred method to create new graphics, BigOBs, ecc.
Do you create sprites from scratch? Do you downscale from photos / ecc ?

I'm a quite bad graphic designer, but I'm attempting to do some items for OXCE. My biggest issue is, if I start from a big image and downscale, the entire image turns to a blurry blob no matter which interpolation I select. Maybe should I consider to transform to vectorial image and then reconvert to raster?
Let me know! Thank you  :D

9
Tools / Re: HandOb maker
« on: May 13, 2020, 07:17:07 pm »

I could put a save button for the BigOb, but the problem is that it would screw up the palette. So I'm not sure it would be of much use.

Right, makes sense.

I still haven't understood the Advanced Options - 3d profile function, could you please explain me about?  :)

Going technical, instead:

- bugreport: if you click "Find Center" while you haven't still loaded a BigOb, the application will crash due to a null reference

- I have noticed in the code there is the assembly System.Deployment in References, which is not implemented in Mono, but the application will work flawlessly anyway: are there lines of code using it? I tried to remove it from the References and still works.


10
Tools / Re: HandOb maker
« on: May 12, 2020, 06:58:58 pm »
lol. Love the guy in the doorway :)

does he tip over when he shoots ...

lol, luckly (or sadly?) there isn't a knockback/recoil system that kicks your guys back as far as I know...


I tried to play a bit with the code, but just increasing the upper limits will return strange results, mainly handobs going out of boundaries. I guess many tweaks are needed for OpenApoc compatibility or anyway just to load bigger images which should be then auto-shrinked to fit the 32x48 box.

I have a question: there are buttons to flip/rotate the BigOb, could be possible to save these transform results on the BigOb image? I know it's out of purpose, but could save in some cases a step to return to image manipulation program to do the same thing there.

11
Tools / Re: HandOb maker
« on: May 11, 2020, 08:47:51 pm »
@bohemond
You should put it on Github/similar, so we can report bugs, fork it and do pull requests  ;D

I see a lot of potential on this program...

Maybe not yet units from paperdoll sprite (I see it quite complicated and maybe would require more variables i.e. define  skeleton nodes), and maybe not yet HWPs, but I bet it can  work for particles too. I am thinking about new projectiles, rockets, energy blobs ecc...

About sprite size, I'd like the program to allow larger sprites too.
Looking forward for updates! And very very thank you, you just made me willingly to create items and I have no experience on this!


Ooook... I promise if I do new things, they'll go on Resources.
But i have to do that... (maybe I got carried away with the Big...)


12
Tools / Re: HandOb maker
« on: May 11, 2020, 01:18:27 am »
Just to report some feedback...

I got some old sprite from Galactic weapon set from UFO2000, adjusted with Gimp, used HandObMaker to get HandOb and FloorOb by playing with options, lost my mind on palettes (btw thank you Meridian and ohartenstein23) and...
Not bad result, isn't it?  :)


Have you loaded your source into Github / other repository with versioning system? I'd be happy to attempt to contribute to the code, or at least to report bugs (I got various crashes for "out of index")

ADD: by request, here's the bigOb/FloorOb/HandOb of that weapon. I'm uploading also the original Floor/HandObs from UFO2000 for comparison.
Disclaimer: if you are going to use them for a project, being it a UFO2000 derivative, it's under GNU GPL v2. *
* to check if sprites are on same license.

13
Tools / Re: HandOb maker
« on: May 05, 2020, 12:44:03 am »
Give this guy a Uber-Ethereal shroud and stick this thread!
Bravo, well appreciated! :-D

Just for the chronicles... sources will compile and run on Linux with mono, as long as mono-vbnc is installed, but will crash as you try to export FloorOb/HandOb.

EDIT: giving it a try again, it crashed while using resources from old UFO2000 assets (many of them are oversized according to your tool). I tried again on XComFiles resources and it works like a charm :D
So... yes, it works on Linux :D

14
The X-Com Files / Re: Alien Key decyphering
« on: January 22, 2020, 09:35:13 pm »
Hi,
Just looked at your savefile (I had the same doubt some days ago, and asked in discord channel), and you still miss some crucial clues to unlock the alien decryption key.

Hint: continue exploring the hybrid arc...

Detailed (spoiler):
Spoiler:
looks like you miss a live human clone to capture (hybrid mission), and to discover something interesting in the secret hybrid clinic missions. Once you get both you can unlock the other alien infiltration methods in research. 

15
Tools / Re: MAPVIEW upgrade
« on: October 07, 2019, 11:58:35 pm »

must resist urge to delete Windows™

Just make a dual boot Windows/Linux. Or install Virtualbox and create a Linux virtual machine.
There is no real reason you have to trash Windows over Linux, but it's an experience I really suggest.

(and I had also a tri-boot Win/Linux/Hackintosh, but I deleted the latter)

Just... I wish there is a Windows.Forms designer working for Linux.


Can I ask you a question... did you have

Code: [Select]
//#define __Mono__

defined (uncommented) for that last Mono build? Because if we don't need #define __Mono__ i'd like to take it out of the code.
at the top of the TopView.cs file

Nope, just git-pull and built. Wonders of Mono trying to do .NET work!

Wait a sec... trying to do right now...

ADD: find in attachment what happens if I uncomment the #define. Eeeek! DELETE IT!!!

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