aliens

Author Topic: [OLD] Old OXCE discussion thread  (Read 778734 times)

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9090
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1066 on: December 15, 2016, 08:17:35 pm »

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1067 on: December 15, 2016, 08:27:39 pm »
Yeah, I've updated my previous post with some more information I was able to get from the crash.  The lighting engine is trying to place a source (it looks like it's a tile on fire) out of bounds.

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1068 on: December 15, 2016, 11:42:17 pm »
ok, I will look on this too.

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1069 on: December 16, 2016, 11:03:01 pm »
Yeah, I've updated my previous post with some more information I was able to get from the crash.  The lighting engine is trying to place a source (it looks like it's a tile on fire) out of bounds.
that was result of completely different bug elsewhere. `init` was call multiple times in `generateMap`. In normal OXC it cause memory leak, in my version it mangle tile data:
https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/SavedBattleGame.cpp#L510
https://github.com/Yankes/OpenXcom/blob/master/src/Savegame/SavedBattleGame.cpp#L483

There is commit for cherry-pick that fix it:
https://github.com/Yankes/OpenXcom/commit/01047ce61a0cba0ea70a517b093d17f9c7a5091b

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1070 on: December 16, 2016, 11:20:23 pm »
Huh, that's a really strange bug for just moving that line down a few spots.  Thanks for looking into it!

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1071 on: December 16, 2016, 11:37:48 pm »
Huh, that's a really strange bug for just moving that line down a few spots.  Thanks for looking into it!
strange is why it surfaced now,  not year ago when I made switch from pointers to vector for tiles.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9090
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1072 on: December 17, 2016, 12:15:49 am »
So, is this wrong in vanilla too? (it does look wrong to me) We should probably report it if yes...

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1073 on: December 17, 2016, 12:42:50 am »
So, is this wrong in vanilla too? (it does look wrong to me) We should probably report it if yes...
Yup, overall `if (!_nodes.empty())` condition is bit dodgy. It hard to say if `_mapDataSets.clear();` should be cleared or not in that case of `case MSC_RESIZE:` in "BattlescapeGenerator.cpp".

Offline TheSHEEEP

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1074 on: December 18, 2016, 01:55:12 pm »
I tried getting the current git version to run on Ubuntu 64bit. Compiled with CMake, and building & install went fine.
I copied the UFO files, but when I try to start, I get this in the log:

Quote
[18-12-2016_13-49-36]   [INFO]   Data folder is: /usr/local/sharehttps://openxcom/
[18-12-2016_13-49-36]   [INFO]   Data search is:
[18-12-2016_13-49-36]   [INFO]   - /home/thesheeep/.local/share/openxcom/
[18-12-2016_13-49-36]   [INFO]   - /usr/share/ubuntu/openxcom/
[18-12-2016_13-49-36]   [INFO]   - /usr/share/gnome/openxcom/
[18-12-2016_13-49-36]   [INFO]   - /usr/local/sharehttps://openxcom/
[18-12-2016_13-49-36]   [INFO]   - /usr/sharehttps://openxcom/
[18-12-2016_13-49-36]   [INFO]   - /var/lib/snapd/desktop/openxcom/
[18-12-2016_13-49-36]   [INFO]   - /usr/local/share/openxcom/
[18-12-2016_13-49-36]   [INFO]   - /usr/share/openxcom/
[18-12-2016_13-49-36]   [INFO]   - /usr/local/share/openxcomhttps://
[18-12-2016_13-49-36]   [INFO]   - ./
[18-12-2016_13-49-36]   [INFO]   User folder is: /home/thesheeep/.openxcom/
[18-12-2016_13-49-36]   [INFO]   Config folder is: /home/thesheeep/.config/openxcom/
[18-12-2016_13-49-36]   [INFO]   Options loaded successfully.
[18-12-2016_13-49-36]   [INFO]   SDL initialized successfully.
[18-12-2016_13-49-36]   [INFO]   SDL_mixer initialized successfully.
[18-12-2016_13-49-36]   [INFO]   requested file not found: openxcom.png
[18-12-2016_13-49-36]   [INFO]   Attempting to set display to 640x400x8...
[18-12-2016_13-49-36]   [INFO]   Display set to 640x400x8.
[18-12-2016_13-49-36]   [INFO]   Loading data...
[18-12-2016_13-49-36]   [INFO]   Scanning standard mods in '/usr/local/sharehttps://openxcom/standard'...
[18-12-2016_13-49-36]   [INFO]   Scanning user mods in '/home/thesheeep/.openxcom/mods'...
[18-12-2016_13-49-36]   [INFO]   no master already active; activating xcom1
[18-12-2016_13-49-36]   [INFO]   Mapping resource files...
[18-12-2016_13-49-36]   [INFO]   Resources files mapped successfully.
[18-12-2016_13-49-37]   [WARN]   disabling mod with invalid ruleset: xcom1
[18-12-2016_13-49-37]   [ERROR]   failed to load 'UFO: Enemy Unknown / X-Com: UFO Defense'; mod disabled for next startup
Sprite Set BIGOBS.PCK not found

Not exactly sure what to make of that.

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1075 on: December 18, 2016, 08:20:09 pm »
You probably copy UFO data to wrong place, check if you do it correctly (it should be placed in same place as in normal version of OXC)

Offline TheSHEEEP

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1076 on: December 18, 2016, 11:54:50 pm »
Well, it says:
Data folder is: /usr/local/sharehttps://openxcom/
and there is an UFO folder in that folder containing the game data.

It works perfectly fine with the normal nightly (Ubuntu package) like that - no worries, I removed that before building OXE.
I just wanted to get Piratez to work on my Ubuntu (there is no prebuilt download for OXE that I could find), but it seems that is out of the question for now.
« Last Edit: December 18, 2016, 11:57:42 pm by TheSHEEEP »

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9090
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1077 on: December 19, 2016, 12:06:40 am »
For PirateZ, you will need OXCE+ (OpenXcom Extended Plus), which is a fork of OXCE (OpenXcom Extended).

And there are pre-built executables (also for Linux) here: https://openxcom.org/forum/index.php/topic,4187.0.html
Or directly here: https://lxnt.wtf/oxem/

For current PirateZ version (0.99e2) you will need version 3.3, not 3.5.

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1078 on: December 19, 2016, 01:38:25 am »
Well, it says:
Data folder is: /usr/local/sharehttps://openxcom/
and there is an UFO folder in that folder containing the game data.

It works perfectly fine with the normal nightly (Ubuntu package) like that - no worries, I removed that before building OXE.
I just wanted to get Piratez to work on my Ubuntu (there is no prebuilt download for OXE that I could find), but it seems that is out of the question for now.
how look nightly log? It should look exactly same and work sane but as we see is not. you compiled my OXCE yourself and nightly is downloaded?

and for Piratez as Meridian said it use this branch that is based on my. Biggest difference is lack of UI improvements from Meridian, another some new gameplay mechanics added but not yet ported to my brach (I plans get most of them to my branch at some point).

Offline TheSHEEEP

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1079 on: December 19, 2016, 10:59:13 am »
For PirateZ, you will need OXCE+ (OpenXcom Extended Plus), which is a fork of OXCE (OpenXcom Extended).
Ah, no wonder I got confused about that.
Well, I'll have a shot at it then with the prebuilt ones.

Edit: Works!
« Last Edit: December 19, 2016, 11:19:36 am by TheSHEEEP »