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Messages - Juju Dredd

Pages: 1 ... 3 4 [5]
61
Tools / Playing comfortable with a dual screen.
« on: August 26, 2013, 03:31:41 am »
Hello budies. I have two screens, and I know this configuration is more and more usual.
One of my screen has a 16/10 resolution, so it would be great to play ufo full screen.

So, I use the free nircmd tool as follows:
I launch OpenXcom, then change graphics options to display window with resolution 1920x1200.
In a command prompt I use the following commands:
Code: [Select]
nircmdc win -style title "OpenXcom 0.9" 0x00C00000
nircmdc win setsize title "OpenXcom 0.9" 0 0 1920 1200

First command removes all borders to the window but slightly increase display size. Second command move the window to the top-left of main screen (at (0,0) coordinates) then give the window the exact size 1920x1200. Then OpenXcom occupies the whole screen. Being in a "window", not real fullscreen mode, you can move cursor on the other screen, and use a web browser for ufopedia wiki or anything you like, and the taskbar appear if you move the cursor down (I have set it to "always on top" and "disappear automatically").


Hope that will help other peoples.

62
Suggestions / Re: Save games
« on: August 26, 2013, 02:36:55 am »
Personally, as an old school gamer, I preferred the game slot...
Wouldn't it be better to have game slots, without the limit of 10 and with the possibility to rearrange them?

63
Suggestions / Re: Research and manufacture options
« on: August 26, 2013, 02:18:50 am »
I agree, once last research is done scientist are useless. It's not often a problem to me since I wait this moment to send my commando to Cydonia. I have think of another way to use scientists: they could work to transplant cybernetic modules on soldiers. Each soldier could have only one and the effect could diverse depending on the implant chosen (psionic immunity - see in the dark - never lose morale - insensitive to pain - never take injury). Transplanting could work just as manufacturing but would take place in the laboratories and occupy scientists.

64
Offtopic / Re: Your X-COM base names
« on: August 26, 2013, 02:07:11 am »
I usually name my base by the name of their continent. Twice I preferred using the name of the nearest country I could locate around. And once I named my bases SG-1, SG-2, etc...

65
This is a mess. When the last battleship of one of these two missions enter atmosphere, no matter what you do an alien base is immediately built and in the case of alien infiltration one of the council countries quit. This seems highly unfair to me. There should be a preference to delay the consequences at the battleship's take off. This means if you crash it or capture it on the ground the whole alien mission should be a failure.

Who agree with me?

66
Programming / Re: Building OpenXCom on Windows with Mingw
« on: August 25, 2013, 09:44:11 pm »
Most compilers/systems come with OpenGL, which is why it isn't mentioned (it would've worked off the bat with you-know-what ;)).

Anyways the wiki is open so feel free to update it if you find it inaccurate. I would recommend using the Makefiles in the source code as a basis to see what flags we normally use with g++.

My bad, I have found opengl headers in my MinGW directories, MinGW do include OpenGL. I am currently checking glut.

Edit: this is really strange, but I have not install glut and the compilation works, provided I had the linker options you said. I also must add -lshellapi. The game launch, do you think it could crash because of an incomplete compilation or something like that?

Edit2: linking work without -lglu32. Are you sure glut is used, or did you add it by force of habit?

Edit3: I'm not familiar with this forum, is there a way to add a "resolved" tag or something?

67
Programming / Re: Building OpenXCom on Windows with Mingw
« on: August 25, 2013, 08:16:38 pm »
You need to set up OpenGL with MingW: https://www.opengl.org/wiki/MinGW
It looks like you are forgetting to link the OpenGL libraries: "-lglu32 -lopengl32"

If OpenGL is necessary (and the errors I have seems to indicate it is) then you are perfectly right, I have installed no OpenGL library at all. Shouldn't it be mentioned in this url?

I'm going to download OpenGL then check I can use it with MinGW. I have already done that on another PC so I think I should succeed.

Edit: By the way, what "-w" and "-std" options should I use with g++?

68
Programming / Building OpenXCom on Windows with Mingw
« on: August 25, 2013, 07:50:48 pm »
Hello buddies,

As I try to see what I can do to modify OpenXCom, I'm trying to build it on my computer. I am using Mingw. (Please do not ask me to install what everybody seems to want me to install, because this EDI sucks).

I downloaded SDL for developers and built a small test program with SDL.
I downloaded SDL_mixer source and 32-bit DLL and built a small test program with SDL_mixer and SDL.
I downloaded SDL_image source and 32-bits DLL and built a small test program with SDL_image and SDL.

I downloaded SDL_gfx, tried to build it with the makefile for MinGW, had problems, found this, built it and built a small test program with SDL_gfx and SDL.

I downloaded yaml-cpp (version 0.5.1) and cmake, tried to use cmake to generate makefile, realized boost was necessary, downloaded boost, tried to build boost, failed to build boost, realized yaml-cpp would perhaps only need boost header files, tried to generate makefile for dynamic build, had problems, found this, decided to build a static library, generated makefile, built yaml-cpp, built a small test program with yaml-cpp. (I have headaches now)

Now, I'm trying to build OpenXCom itself, and of course, it doesn't work.

This is the makefile I have written:
Code: [Select]
PROG=OpenXCom

MINGW=i686-w64-mingw32-

SRC=$(wildcard src/*.cpp src/*/*.cpp src/*/*/*.cpp)
OBJ=$(SRC:.cpp=.o)
BIN=bin\$(PROG).exe

WINVER=0x0400
CC=$(MINGW)g++
CFLAGS=-DWINVER=$(WINVER) -I..\SDL-1.2.15\include\SDL -I..\SDL_mixer-1.2.12 -I..\SDL_image-1.2.12 -I..\SDL_gfx-2.0.24 -I..\yaml-cpp-0.5.1\include -I..\boost_1_54_0
LDFLAGS=-L..\SDL-1.2.15\lib -L..\yaml-cpp-0.5.1\build -lmingw32 -lSDLmain ..\SDL-1.2.15\bin\SDL.dll ..\SDL_mixer-1.2.12\bin\SDL_mixer.dll ..\SDL_image-1.2.12\bin\SDL_image.dll ..\SDL_gfx-2.0.24\bin\SDL_gfx.dll -lyaml-cpp

.PHONY:all compile depends mrproper clean rebuild

all:compile

compile:$(BIN)

depends:
AppDep -n -l "# Dependencies" makefile
for %%i in ($(SRC:.cpp=)) do $(CC) $(CFLAGS) -MM "%%i.cpp" -MT "%%i.o" >> makefile

$(BIN):$(OBJ)
$(CC) $(CFLAGS) -o $(BIN) $(OBJ) $(LDFLAGS)

%.o:%.cpp
$(CC) $(CFLAGS) -o $@ -c $<

mrproper:clean
for %%i in ($(BIN)) do if exist "%%~fi" del "%%~fi"

clean:
for %%i in ($(OBJ)) do if exist "%%~fi" del "%%~fi"

rebuild:mrproper all

Compilation just (seems to) works fine.
But at the very last step, linker fails and give the following errors:
Code: [Select]
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x240): undefined reference to `_imp__glGenTextures@8'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x26d): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x393): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x4c1): undefined reference to `_imp__glBindTexture@8'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x4ee): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x60a): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x63e): undefined reference to `_imp__glPixelStorei@8'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x66b): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x787): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x7f3): undefined reference to `_imp__glTexImage2D@36'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x820): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x93c): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0xbd8): undefined reference to `_imp__glClearColor@16'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0xbe9): undefined reference to `_imp__glClear@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0xbf3): undefined reference to `_imp__glFlush@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0xc4b): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0xe8b): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0xfb1): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0xfeb): undefined reference to `_imp__glTexParameteri@12'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x1016): undefined reference to `_imp__glTexParameteri@12'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x1048): undefined reference to `_imp__glTexParameteri@12'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x1084): undefined reference to `_imp__glTexParameteri@12'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x10b1): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x11cd): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x11f7): undefined reference to `_imp__glMatrixMode@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x120b): undefined reference to `_imp__glLoadIdentity@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x1269): undefined reference to `_imp__glOrtho@48'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x1290): undefined reference to `_imp__glViewport@16'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x12a1): undefined reference to `_imp__glMatrixMode@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x12ab): undefined reference to `_imp__glLoadIdentity@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x12cb): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x13e7): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x145f): undefined reference to `_imp__glPixelStorei@8'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x148c): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x15a8): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x161c): undefined reference to `_imp__glTexSubImage2D@36'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x16bb): undefined reference to `_imp__glBegin@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x16d6): undefined reference to `_imp__glTexCoord2f@8'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x16f6): undefined reference to `_imp__glVertex3i@12'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x171b): undefined reference to `_imp__glTexCoord2f@8'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x173a): undefined reference to `_imp__glVertex3i@12'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x175f): undefined reference to `_imp__glTexCoord2f@8'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x1780): undefined reference to `_imp__glVertex3i@12'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x17b1): undefined reference to `_imp__glTexCoord2f@8'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x17d1): undefined reference to `_imp__glVertex3i@12'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x17db): undefined reference to `_imp__glEnd@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x17fb): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x1917): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x193a): undefined reference to `_imp__glFlush@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x1964): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x1a80): undefined reference to `_imp__glGetError@0'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x245a): undefined reference to `_imp__glDisable@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x246b): undefined reference to `_imp__glDisable@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x247c): undefined reference to `_imp__glDisable@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x248d): undefined reference to `_imp__glDisable@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x249e): undefined reference to `_imp__glDisable@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x24af): undefined reference to `_imp__glEnable@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x24c0): undefined reference to `_imp__glEnable@4'
src/Engine/OpenGL.o:OpenGL.cpp:(.text+0x275a): undefined reference to `_imp__glDeleteTextures@8'
d:/prog/i686-w64-mingw32-gcc-4.5.4-release-win32_rubenvb/bin/../lib/gcc/i686-w64-mingw32/4.5.4/../../../../i686-w64-mingw32/bin/ld.exe: src/Engine/OpenGL.o: bad reloc address 0xbc in section `.rdata'
collect2: ld returned 1 exit status
makefile:25: recipe for target `bin\OpenXCom.exe' failed
gmake: *** [bin\OpenXCom.exe] Error 1

What am I doing wrong? (except refusing to install you-know-what).
Please, tell me I'm just missing something easy to repair...
Do I miss an openGL library?

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