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Progress Release 728


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#1 Guest_Azrael_*

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Posted 21 November 2005 - 05:27 PM

- Music: I am not getting any, at all, only the speed buttons' sounds on PlanetView.
- Laboratory model: Still appears on the X-net from an odd angle.
- Mouse lag: I'm still getting the same mouse lag on 800x600, only on PlanetView, the lag might even be greater, but that might be cause I'm on windowed mode.
- Graphs background: They have a starred background, is that intentional?
- Outdated Licence on Installation: When you open the patch installer, it still reads "General Public Licence", should read "Creative Commons" and all the things.
- Missing Base numbers: On Baseview, in the lower right, the buttons to change bases are missing, or at least not in white so they are not noticeable.
- X-Net entries: I think this wasn't implemented at all, but it should be easy to and would make it less painful to browse around, when you click on a certain category, all the topics show, but if it's a large category, it moves all the rest below the box, so you have to scroll in order to select another category, it should allow to close a category by clicking on it again.

----

As usual, great work everyone, it's looking good, except for all the troubles I'm getting this time :(

Edited by Azrael, 21 November 2005 - 07:15 PM.


#2 dteviot

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Posted 21 November 2005 - 05:43 PM

- X-Net entries: I think this wasn't implemented at all, but it should be easy to and would make it less painful to browse around, when you click on a certain category, all the topics show, but if it's a large category, it moves all the rest below the box, so you have to scroll in order to select another category, it should allow to close a category by clicking on it again.

<{POST_SNAPBACK}>


I can take care of that.

Incidentally, while I'm in there, should the slider on the scroll bar for the text window (bottom left) change in size to reflect the amount of text being displayed on the window?

Also, should there be a slider for the menu buttons?
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#3 Guest_Azrael_*

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Posted 21 November 2005 - 07:22 PM

Noticed some more bugs/issues:

- Missing X-Net Entries: The barracks, Laboratory and Artopod should have texts, they are gone now.
- Cut Funding indicator: On planetview, it reads "Fundin" instead of "Funding", and the word above Funding doesn't show completely, it's illegible.
Also, on X-Net, "X-Net Systems Interface" and "Funding" don't read good, it's cut in half horizontally.
- Readme is still outdated (:( <-- click the sad face). Also, Licence.txt is also outdated.

I can take care of that.

Also, should there be a slider for the menu buttons?

I guess there should be, it's illogical not to have one, is it possible for you, since you're there, to make the entries scroll with the mouse wheel? not important but would be nice if it's easy to do :)

Incidentally, while I'm in there, should the slider on the scroll bar for the text window (bottom left) change in size to reflect the amount of text being displayed on the window?

I guess RK will have to answer that :)

Edited by Azrael, 21 November 2005 - 07:24 PM.


#4 dteviot

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Posted 21 November 2005 - 09:23 PM

Noticed some more bugs/issues:

- Missing X-Net Entries: The barracks, Laboratory and Artopod should have texts, they are gone now.

I'm kind of responsible for that. I dummied up a xnet.xml file to see how xnet would work when it had a full set of entries, and Beetle included it with this release. So I'd appreciate any other feedback (like being able to collapse the menu back up.)

Also, on X-Net, "X-Net Systems Interface" and "Funding" don't read good, it's cut in half horizontally.

I believe I can fix that


Also, should there be a slider for the menu buttons?

I guess there should be, it's illogical not to have one, is it possible for you, since you're there, to make the entries scroll with the mouse wheel? not important but would be nice if it's easy to do :)

I'll look into it.
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#5 Guest_Azrael_*

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Posted 21 November 2005 - 09:24 PM

Noticed some more bugs/issues:

- Missing X-Net Entries: The barracks, Laboratory and Artopod should have texts, they are gone now.

I'm kind of responsible for that. I dummied up a xnet.xml file to see how xnet would work when it had a full set of entries, and Beetle included it with this release. So I'd appreciate any other feedback (like being able to collapse the menu back up.)

Also, on X-Net, "X-Net Systems Interface" and "Funding" don't read good, it's cut in half horizontally.

I believe I can fix that


Also, should there be a slider for the menu buttons?

I guess there should be, it's illogical not to have one, is it possible for you, since you're there, to make the entries scroll with the mouse wheel? not important but would be nice if it's easy to do :)

I'll look into it.

<{POST_SNAPBACK}>


Cool, thanks :)

#6 UnFleshed One

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Posted 21 November 2005 - 11:56 PM

> - Music: I am not getting any, at all, only the speed buttons' sounds on PlanetView.

Yep. There is no music, literaly. /data/music/ is empty. I guess it is some bug in the installer (or in the patch).

> - Graphs background: They have a starred background, is that intentional?

Nope, that's for the lack of a better way.

> - Mouse lag: I'm still getting the same mouse lag on 800x600, only on PlanetView, the lag might even be greater, but that might be cause I'm on windowed mode.

We are still waiting for someone to build latest OGRE... Although it is not impossible that it will be a solution to the different (no less real) problem.

> - X-Net entries: I think this wasn't implemented at all, but it should be easy to and would make it less painful to browse around, when you click on a certain category, all the topics show, but if it's a large category, it moves all the rest below the box, so you have to scroll in order to select another category, it should allow to close a category by clicking on it again.

You are reading my mind :), that one is couple of days in task tracker already.

Edited by UnFleshed One, 22 November 2005 - 01:12 AM.

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#7 dteviot

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Posted 22 November 2005 - 02:15 AM

> - X-Net entries: I think this wasn't implemented at all, but it should be easy to and would make it less painful to browse around, when you click on a certain category, all the topics show, but if it's a large category, it moves all the rest below the box, so you have to scroll in order to select another category, it should allow to close a category by clicking on it again.


Just to clarify, is what you're suggesting "if you click on a category, and there's so many items they run off the bottom of the screen, the menu items should be scrolled up until either 1. All entries in the category are visible or 2. the Category is the topmost item on the screen?" And what's the bug number please?
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#8 UnFleshed One

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Posted 22 November 2005 - 02:18 AM

I meant mostly this: " it should allow to close a category by clicking on it again." That's bug #193 :)

What you are suggesting sounds nice too.
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#9 Guest_Azrael_*

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Posted 22 November 2005 - 10:22 AM

Will the xnet.xml contain all texts in V1? or will they be in another file?

edit: Whoever built this release or knows about it, can you update the Changelog? I cannot post news about the release if I don't specifically know the changes <_<

Edited by Azrael, 22 November 2005 - 10:29 AM.


#10 misiek

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Posted 22 November 2005 - 10:32 AM

Hi,

I wanted to try release 728, so I downloaded relase 653 and update 728, but I'm having trouble downloading update 705 - only one peer(but I can't connect to him).

Help...

#11 Guest_Azrael_*

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Posted 22 November 2005 - 10:44 AM

Update 705? :huh?:

#12 mikker

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Posted 22 November 2005 - 10:46 AM

I loled when i read the bank comment when building buildings!

However, if you try to build a missile defence, it says;

17:47:38: [FATAL] xenocommon.Exception - FILE: \xenocide\xenocide\xenocide\src\client\geoscape\baseviewrenderer.cpp | LINE: 490 | SOURCE: Xenocide::UI::BaseviewRenderer::buildingMode | REASON: Can't find assets for facility building pointer! (FAC_MISSILE_DEFENSE_ARRAY)

and then crahes.

Looks easy to fix :)

also, the names for most of the X-net names are in a #XNET_ALIEN_RESEARCH_PROPE ish format. A few of the names won't fit this way.

And I had a little discussion with my loading button;

17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: OK
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: Message
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: I said don't press anything!
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: OK
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: Message
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: Aren't we stubborn, hah!?
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: OK
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: Message
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: Ok, have it your way, I don't care!
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: OK
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: Message
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: Are you a proud developer, by the way?
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: Yes
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: No
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: Message
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: So what!? I don't care anyway! :P
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: OK

Then it crashed on me. ROFL


- the control screen needs an indicator of when you are able to write in something; turn yellow or something. Right now you can't see when on earth you are able to write in a new hotkey.

- the control system doesn't work. Might of course not be implanted yet. Just FYI.

- As said before, the music doesn't work. However, I tried to put in the music in the music folder, and it worked like a charm. The music control systems even worked! Greay job!

- The little x in the cornor of the X-net screen; when you hold it down, an ugle dark line will show where the end of it is.

- It's impossible to close a sidebar in the Xnet, unless by opening another.

- It happened that when quitting, the main options window activated in front of the 'do you want to quit'ish message. So you had to close down the message in order to get to that screen.

- error messages when closing down (only in xenocide.log);
18:04:12: [ERROR] xenocore.GameTime - Unpausing a pause you didn't set.
18:04:12: [ERROR] xenocore.GameTime - Unpausing a pause you didn't set.

Edited by mikker, 22 November 2005 - 11:03 AM.

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#13 misiek

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Posted 22 November 2005 - 11:09 AM

Update 705? :huh?:

<{POST_SNAPBACK}>

Strange...

From:
http://www.xcomufo.c...?showtopic=6672

Nov 20, 2005 - Progress Release 728
Patch Installer:
http://www.projectxe...ate.728.torrent

Oct 05, 2005 - Progress Release 705
Patch Installer:
http://www.projectxe...ate.705.torrent

I simply patched 653 with update 728 :)

#14 Guest_Azrael_*

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Posted 22 November 2005 - 11:28 AM

Update 705? :huh?:

<{POST_SNAPBACK}>

Strange...

From:
http://www.xcomufo.c...?showtopic=6672

Nov 20, 2005 - Progress Release 728
Patch Installer:
http://www.projectxe...ate.728.torrent

Oct 05, 2005 - Progress Release 705
Patch Installer:
http://www.projectxe...ate.705.torrent

I simply patched 653 with update 728 :)

<{POST_SNAPBACK}>


Indeed, very strange, there was an unannounced release? :blink:

Yeah, just download the latest one, sorry for the confusion, had no idea :)

#15 UnFleshed One

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Posted 22 November 2005 - 12:38 PM

17:47:38: [FATAL] xenocommon.Exception - FILE: \xenocide\xenocide\xenocide\src\client\geoscape\baseviewrenderer.cpp | LINE: 490 | SOURCE: Xenocide::UI::BaseviewRenderer::buildingMode | REASON: Can't find assets for facility building pointer! (FAC_MISSILE_DEFENSE_ARRAY)

and then crahes.


That's 'cause there is no models for the facility :P. Maybe it shouldn't crash in such a case, but there is not much else to do realy... Except maybe crush gracefully, but that's later.

17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: So what!? I don't care anyway!
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: OK

Then it crashed on me.


Crashes? What's in the logs? (doesn't do it for me).

- the control screen needs an indicator of when you are able to write in something; turn yellow or something. Right now you can't see when on earth you are able to write in a new hotkey.


Yep, already in TODO.

- the control system doesn't work. Might of course not be implanted yet. Just FYI.


It isn't implemented, yes. We are waiting for messaging system, all those shortcut there only to fill the place.

- It happened that when quitting, the main options window activated in front of the 'do you want to quit'ish message. So you had to close down the message in order to get to that screen.


Could you elaborate on that one? Can you repeat it?

18:04:12: [ERROR] xenocore.GameTime - Unpausing a pause you didn't set.
18:04:12: [ERROR] xenocore.GameTime - Unpausing a pause you didn't set.


That's OK, if it appears only when closing.

Azrael,

Will the xnet.xml contain all texts in V1? or will they be in another file?


It sure seems so.

Edited by UnFleshed One, 22 November 2005 - 12:48 PM.

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#16 dteviot

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Posted 22 November 2005 - 12:57 PM

I loled when i read the bank comment when building buildings!

However, if you try to build a missile defence, it says;

17:47:38: [FATAL] xenocommon.Exception - FILE: \xenocide\xenocide\xenocide\src\client\geoscape\baseviewrenderer.cpp | LINE: 490 | SOURCE: Xenocide::UI::BaseviewRenderer::buildingMode | REASON: Can't find assets for facility building pointer! (FAC_MISSILE_DEFENSE_ARRAY)

and then crahes.

This is probably because we have no FacilityType info for any of the defense array facilities. I'm going to raise a thread on this.

also, the names for most of the X-net names are in a #XNET_ALIEN_RESEARCH_PROPE ish format. A few of the names won't fit this way.

And I had a little discussion with my loading button;

17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: OK
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: Message
17:56:16: [WARN] xenocore.Dictionary - Couldn't resolve symbolicName: I said don't press anything!

These are related, there's no entry in the file dictionary.xml for mapping these strings
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#17 UnFleshed One

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Posted 22 November 2005 - 01:09 PM

These are related, there's no entry in the file dictionary.xml for mapping these strings


Yep. Since most of the strings are temporary anyway. Closer to the release somebody will have to go through all those strings and put 'em into the xml :).
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#18 mikker

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Posted 22 November 2005 - 01:37 PM

It didn't show in the logs. I tried again a few times, but didn't happen anymore... strange...

The quit bug is like this: you have the main options box open, and press 'abort game'. Normally, a pop-up message comes up, with the wrinting "You do want this, don't you?", which is then active, and put the main options box in the background inactve. In this case, however, it was only active for a blink of an eye, where the main options box slams up in front of the abort game box, and become active (sending the abort game box into inactivity). Couldn't reproduce it.

Oh, and heres another; at the bottomright corner of the main options box, at the corner, theres a bit of space that should be transparent, but is instead filled with stars.

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#19 Preda

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Posted 22 November 2005 - 01:40 PM

errr..., I see you people speak of x-net models, but I see none in the database. you mean in-game, right. maybe there's something I'm doing wrong.

#20 Guest_Azrael_*

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Posted 22 November 2005 - 01:42 PM

The only models on the release are the Barracks, Laboratory and maybe a couple more I don't remember at this time.

#21 dteviot

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Posted 22 November 2005 - 05:44 PM

The only models on the release are the Barracks, Laboratory and maybe a couple more I don't remember at this time.

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#22 UnFleshed One

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Posted 22 November 2005 - 10:38 PM

- the control screen needs an indicator of when you are able to write in something; turn yellow or something. Right now you can't see when on earth you are able to write in a new hotkey.


Done. Dark green, not yelow though.
I guess you can see it in the next progress release :)
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#23 mindstormmaster

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Posted 23 November 2005 - 01:52 AM

There was a release for 705. It wasn't heavily announced, as there weren't many major changes.

The PR-728 patch installer will update from any release after 653 (the last full release) to 728. This is true of all previous installers, and will continue to be true unless otherwise announced.
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#24 Preda

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Posted 23 November 2005 - 03:55 AM

he only models on the release are the Barracks, Laboratory and maybe a couple more I don't remember at this time.

<{POST_SNAPBACK}>


Well, I definately can't see them. In the installation, it gave me some errors on the models. could this be it, as I chose to ignore them.

Edited by Preda, 23 November 2005 - 03:56 AM.


#25 reist

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Posted 23 November 2005 - 04:59 AM

> - Graphs background: They have a starred background, is that intentional?

Nope, that's for the lack of a better way.

<{POST_SNAPBACK}>

I can stick a black background behind the graphs if the stars are not wanted.

#26 Guest_Visitor_*

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Posted 02 December 2005 - 10:16 AM

I can't get this to work.

I'm using Progress Release 728, but when I try to start it, I get a "Entry Point Not Found" error that says "The procedure entry point _FSOUND_Sample_Load@20 could not be located in the dynamic link library fmod.dll". Then I immediately get another "An exception has occurred!" message that says "Unable to load application module C:\Program Files\XenocideProgressRelease\game\xenoui.dll". It never starts at all.

Help?

#27 red knight

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Posted 02 December 2005 - 11:27 AM

Misssing Fmod.dll, make sure you have downloaded the correct package.

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#28 Guest_Visitor_*

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Posted 03 December 2005 - 01:46 AM

Fmod.dll is present, it's in the /system directory. As for the right package, what I did was installed the 653 release (since it was the last one listed on the main site), then the 728 patch update linked to in this thread.

Should I have dowloaded something else?

#29 UnFleshed One

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Posted 03 December 2005 - 02:52 PM

You shouldn't, no... Looks like you have conflicting versions out there.

RK, what will happen if there is different fmod.dll in windows/system? Does xenoui look in its /system first?

Visitor, try put fmod.dll besides xenocide.exe first and if that fails put it into /game folder besides xenoui.dll.

That's just a SWAG, so it may not work, but it's worth a try.
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#30 Guest_Visitor_*

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Posted 03 December 2005 - 03:51 PM

Putting fmod.dll next to xenocide.exe did the trick. Thanks!

#31 mikker

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Posted 04 December 2005 - 06:27 AM

Okay, heres another:

- the laser pistol is offcentered, too high upwards.
- it appears only one side of the pistols front tech thing is lit.
- the rear tech thing glow in a diffrent colour then the rest.

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#32 UnFleshed One

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Posted 04 December 2005 - 02:16 PM

I guess we'll have either to overwrite dlls in windows/system (which is not very friendly to other applications, but war is war :)). Or we have to make sure we load our dlls regardless of windows/system content...

Visitor, can you check if you have fmod.dll in your /windows/system or system32 or whatever. (Do a search in /windows). And can you send it to me ( zolenkoe (at) gmail (dot) com ), so I can use it for testing?
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#33 Beetle

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Posted 04 December 2005 - 05:13 PM

About .dll thing we had already such a problem in a past, still unresolved. In worst case me may check if on machine is old version of fmod.dll (wich is a problem) and upgrade it to newer (i think that fmod.dll have good downaward compapability)

About laser pistol, material for that mesh isn't completed, yet. (Rincewind already done it, but not uploaded yet)
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#34 UnFleshed One

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Posted 04 December 2005 - 09:39 PM

Can we LoadLibrary it explicitly before xenoui.dll is loaded?
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#35 Darkhomb

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Posted 07 December 2005 - 04:24 AM

Didn't see anyone post this and don't know if anyone else but for music volume when i adjust it, it follows the mouse no matter if I'm clicking or not, even if i exit and go back into it..
Also mouse is not usable at 1920x1200 at all, have to go to 800x600 just to use it. I'm not addressing this issue as its already known, just want to say how bad it is at that res.

Edited by Darkhomb, 07 December 2005 - 04:24 AM.


#36 red knight

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Posted 07 December 2005 - 11:46 AM

Windows will always try to load from the local path (where the bin is executing) and then go to the windows/system directory.

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#37 UnFleshed One

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Posted 07 December 2005 - 09:28 PM

> but for music volume when i adjust it, it follows the mouse no matter if I'm clicking or not, even if i exit and go back into it..

Doesn't do that on my machine... Do you just enter sound options and it starts?

> Also mouse is not usable at 1920x1200 at all, have to go to 800x600 just to use it.

You mean it is deadly slow? Yeah, that one is fixed. For some time already. But nobody wants to update ogre dependencies! (meaningfully looking on guys from programming department).

> Windows will always try to load from the local path (where the bin is executing) and then go to the windows/system directory.

I did actually manage to put a broken fmod.dll into windows/system and start xenocide by making xenoui delay load fmod.dll and calling LoadLibrary just before loading xenoui.dll. But it sounds like a hack and worked kinda unstable for no apparent reason except that it wasn't supposed to work in the first place :).

I guess we'll eventually have to put xenoui in one folder with other libs.
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#38 SupSuper

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Posted 08 December 2005 - 01:09 PM

> Also mouse is not usable at 1920x1200 at all, have to go to 800x600 just to use it.

You mean it is deadly slow? Yeah, that one is fixed. For some time already. But nobody wants to update ogre dependencies! (meaningfully looking on guys from programming department).

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It's not that we don't, it's that we can't! Last time I tried to update the dependencies all heck broke lose, so I'm not touching them with a ten-foot pole.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#39 UnFleshed One

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Posted 08 December 2005 - 09:01 PM

Yep, same for me, so I guess we are waiting for someone who knows the stuff...
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#40 Darkhomb

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Posted 09 December 2005 - 01:46 AM

As far as the bar going I figured out what I did, If you hold down the left mouse button on the level bar to the left or right of the slider and then drag off the bar either above or below and then let go it will still follow the mouse, you can then do the same to the other bar. After that the bars will follow the mouse regardless if you disabled the sound or not. you can close the menu and re open it and they will still follow.

#41 rincewind

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Posted 09 December 2005 - 02:21 AM

As far as the bar going I figured out what I did, If you hold down the left mouse button on the level bar to the left or right of the slider and then drag off the bar either above or below and then let go it will still follow the mouse, you can then do the same to the other bar. After that the bars will follow the mouse regardless if you disabled the sound or not. you can close the menu and re open it and they will still follow.

<{POST_SNAPBACK}>

Looks like the leaving of the widgets area makes the onmouseup event get lost. SupSuper, any offline hints on where to look? It would probably be subscribing to the onmouseleave and then firing an onmouseup manually...

Rincewind
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I love boost!!! The next best thing since the invention of C++.

#42 SupSuper

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Posted 09 December 2005 - 10:23 AM

As far as the bar going I figured out what I did, If you hold down the left mouse button on the level bar to the left or right of the slider and then drag off the bar either above or below and then let go it will still follow the mouse, you can then do the same to the other bar. After that the bars will follow the mouse regardless if you disabled the sound or not. you can close the menu and re open it and they will still follow.

<{POST_SNAPBACK}>

Looks like the leaving of the widgets area makes the onmouseup event get lost. SupSuper, any offline hints on where to look? It would probably be subscribing to the onmouseleave and then firing an onmouseup manually...

Rincewind

<{POST_SNAPBACK}>

Well our code just subscribes to Slider::EventValueChanged, the actual moving of the slider is handled internally by CEGUI. I'll ask on the CEGUI Forums to see if it's a bug on their side or ours.

Yep, same for me, so I guess we are waiting for someone who knows the stuff...

<{POST_SNAPBACK}>

Well iirc Guyver is the dependencies expert, maybe we should poke him about it now that he's back ;)

Edited by SupSuper, 09 December 2005 - 10:28 AM.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#43 rincewind

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Posted 09 December 2005 - 10:38 AM

Yep, same for me, so I guess we are waiting for someone who knows the stuff...

<{POST_SNAPBACK}>

Well iirc Guyver is the dependencies expert, maybe we should poke him about it now that he's back ;)

<{POST_SNAPBACK}>

I'm currently working on it.

Rincewind
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I love boost!!! The next best thing since the invention of C++.

#44 dredknight

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Posted 25 February 2006 - 11:56 AM

i`m new around here so i have few questions i wasn`t able to be answered in the FAQ about 728 version and the game as a whole.

1.which of the files in the download directory is the the game and when I downloaded should I download all of the patches after it or only the latest one (728).

2.I downloaded 653 and patched it with 728 . I`m not going to talk about all of the bugs that in fact are already mentioned a few times :).
In the wizard(version 728) was metioned that the installation require 425mb free space but after it was installed it consumed only 36-something mb.

Plz help :).

UFo rockz :)

#45 Aphexx

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Posted 11 October 2006 - 12:14 PM

hi folks!
don't know if that helps much but i found following error:
i set speed to 1day and clicked on statistics (geo)
i got a freeze and terminated the application with esc.
cheerz

#46 reist

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Posted 12 October 2006 - 01:42 PM

Thanks Aphexx, but release 728 is ancient. It really has nothing to do with what we have now, especially since we started a full rewrite some months ago.
Can someone with administrative rights lock this thread?

#47 dredknight

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Posted 15 October 2006 - 01:17 AM

It is cool that you`ve rewritten the code . i hope the game will be working smoothly than before. though i dont have many posts i`m checking the site regularly. i hope a new version will pop up soon :D.