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Old 09-06-06, 08:53 AM   #16
Dust
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http://www.gcblue.com/files/install_...v_20060905.exe

Quote:
- OpenAL 1.1 sound fix
- Auto attack added to popup menu
- Auto refuel task script added
- Auto loadout selection added to airbase platform gui. Select between "Empty", "AAW", "ASuW", "ASW", "Strike" to have AI equip aircraft with loadout.
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Old 09-09-06, 07:54 AM   #17
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I runs very slowly on my system

P4 3.2 Ghz 512 MB RAM
ATI X300 c/w 128 MB RAM, not a top card but plays pretty much everything else, latest drivers installed.

Takes a long time to load up and when looking at the units they rotate very slowly and take a long time to switch between units.
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Old 09-16-06, 09:16 AM   #18
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http://prdownloads.sourceforge.net/g...1.exe?download

Quote:
Summary: GCB 0.8.3 Released *** Bug fixes ***

- Fixed flicker that occurred sometimes when opening popup menu

- Updated OpenAL to 1.1. Fixed sound crash problems some systems were experiencing

- Fixed bug that would cause some aircraft to circle endlessly while trying to land.

- Fixed bug that would always unload first launcher with matching item when using
drag-drop unload in panel GUI

- Fixed crash that occurred when unit is selected that uses more than 8 launchers

- SetUnitLauncherItem should now work with aircraft within airfield and carrier objects



*** Database ***

- Increased the launcher count to 16 in generics, air, and sub tables

- Added AngleError_rad field to ballistic table. This allows gun accuracy to be adjusted.

- Added PayloadClass to missile to support asroc's

- Eliminated the character limit for database names.

- Added IsCarrierCompatible field to generics, air, sub tables to indicate which
aircraft are capable of landing on carriers. (Sub table is affected because of
class structure.) Easiest way to add field is to export table to CSV, delete table,
add column in CSV, then import back into sqlite.

- Added "mod" database feature. This allows addional databases to be loaded at the
beginning of a scenario. Additional database files will augment or overwrite entries
in the stock database in local memory. See Scenarios/Test/DatabaseModTest.py which
loads database/test_addon.db as an example. (Need to add feature to restore database
to stock as well.)

- New database viewer to browse database (in-game popup with 'i' key when unit selected)



*** Gameplay ***

- Expanded scenarios (thanks to raven58) and database content (amraam and raven58)

- Enhanced landing menus. Added a "Return to base" option and changed "Land at" to
list compatible airfields and carriers within 500 km, sorted by range.

- Updated and enhanced auto attack script to automatically attack targets

- Radar target and sensor height is now based on 3D model dimensions for surface ships

- Added capability for missiles to carry torpedoes (ASROCS, guided anti-sub rockets).

- Added simple ground vehicle model. Need to add setup/takedown behavior so that SAMs
can't be launched while on the move (unless desired).

- Added ECM sim model. Simple barrage jamming for now. Quirk in system that
allows ESM to identify ECM sources.

- Added unit cost to database. This will act as a default scoring value for kill/loss
adjustments. Also can be used for purchase cost in multiplayer.

- Added score features to establish value for objectives and track kill/loss balance



*** GUI ***

- Expanded map scrolling to all directions

- Hooking an object in the unit summary window (upper left) will now center the map
on it if it is not in the current view

- Added feature to gray loadout automation buttons for loadouts that are
not available

- Adjusted map contrast to better represent maps with high terrain

- Added map mode submenu to main popup menu to switch map color scheme from
within game

- New icons for carriers and airstips

- Added scrollbars to database viewer

- Updated mission editor to use multiple menu pages for the db classes with large
numbers of entries

- Added a page feature to the mount status panel. This lets you flip between banks of
8 launchers for units with lots of mounts.

- Added lat/lon lines back

- Changed zoom behavior to use hooked unit as center of zoom

- Added a feature to hit 'r' to bring up a range circle centered on the hooked unit/track.



*** General ***

- Upgraded to OSG 1.0

- Upgraded code for vc8 compiler
@xabarus, i use amd1700, 512mb, geforce2mx. it dosn´t run but it works. the time between switching units in the overview isn´t about the graphic card, it needs some time to load the data from disc. maybe run a disc defragmenation?

Last edited by Dust; 09-16-06 at 09:33 AM.
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Old 09-16-06, 10:58 AM   #19
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Disc is defragged just fine, even the 3d units were rotating very very slowly, switching between menus also very slow. I installed an earlier release of GCB some time ago and that was also very slow.
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Old 09-16-06, 12:14 PM   #20
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Quote:
Originally Posted by XabbaRus
Disc is defragged just fine, even the 3d units were rotating very very slowly, switching between menus also very slow. I installed an earlier release of GCB some time ago and that was also very slow.
is the rotaring in the scenario section also slow? you can manually turn them. in the database section it´s by default so slow.

if someone else with an ati card can confirm this? not sure, maybe it has something todo with it, my age old nvidia 2mx runs it ok and that card is much older than yours. :hmm:
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Old 09-17-06, 12:26 PM   #21
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Turning them is slow. Like I said the whole thing is slow, switching menus the lot.
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Old 09-17-06, 12:33 PM   #22
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OK when I load it takes ages and I mean ages, and I don't think it is my system, I have run heavier stuff than this. Second it tells me my card doesn't support alpha blending and to press F-12 to turn it off.

As a suggestion maybe let the sim load bwithout getting this warning and having it turned off as a default.

Lastly I go to play a game and the thing crashes.

AppName: gcblue.exe AppVer: 0.8.3.1 ModName: unknown
ModVer: 0.0.0.0 Offset: 00000000

Also none of the models have textures though they are installed. I haven't a clue but on my machine it doesn't run.
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Old 09-17-06, 02:44 PM   #23
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what's in your stdout.txt and stderr.txt? it´s in the log folder
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Old 09-17-06, 05:37 PM   #24
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Using position registry
30 / 648 map tiles available
tcMapData size: 6217 kB
Game constructor success
Time init success
Creating OGG streamer
Using OpenAL EAX2.0 extension
Success - Create OGG streamer
InitOpenAL - Initializing buffer 0.....1.....2.....3.....4.....5.....6.....7.....8. ....9.....10.....11.....12.....13.....14.....15... ..
InitializeSound() completed
Loading unknowns: done
3D viewer init success
------- Driver info -------
Microsoft Corporation
GDI Generic
1.1.0
GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture

[1] color: 16, alpha: 0, stencil: 8, z: 24 hw_accel:1 gen_accel:0 soft:0 GL:1 RGBA:0 Pal:0 DB:0
[2] color: 16, alpha: 0, stencil: 8, z: 24 hw_accel:1 gen_accel:0 soft:0 GL:1 RGBA:0 Pal:0 DB:0
[3] color: 16, alpha: 0, stencil: 8, z: 24 hw_accel:1 gen_accel:0 soft:0 GL:1 RGBA:0 Pal:0 DB:0
[4] color: 16, alpha: 0, stencil: 8, z: 24 hw_accel:1 gen_accel:0 soft:0 GL:1 RGBA:0 Pal:0 DB:0
[5] color: 16, alpha: 0, stencil: 0, z: 16 hw_accel:1 gen_accel:0 soft:0 GL:1 RGBA:0 Pal:0 DB:1
[6] color: 16, alpha: 0, stencil: 8, z: 24 hw_accel:1 gen_accel:0 soft:0 GL:1 RGBA:0 Pal:0 DB:1
[7] color: 16, alpha: 0, stencil: 0, z: 16 hw_accel:1 gen_accel:0 soft:0 GL:1 RGBA:0 Pal:0 DB:1
[8] color: 16, alpha: 0, stencil: 8, z: 24 hw_accel:1 gen_accel:0 soft:0 GL:1 RGBA:0 Pal:0 DB:1
[9] color: 16, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[10] color: 16, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[11] color: 16, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:1
[12] color: 16, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:1
[13] color: 16, alpha: 8, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[14] color: 16, alpha: 8, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[15] color: 16, alpha: 8, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:1
[16] color: 16, alpha: 8, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:1
[17] color: 16, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:0
[18] color: 16, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:0
[19] color: 16, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:1
[20] color: 16, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:1
[21] color: 24, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[22] color: 24, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[23] color: 24, alpha: 8, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[24] color: 24, alpha: 8, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[25] color: 24, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:0
[26] color: 24, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:0
[27] color: 32, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[28] color: 32, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[29] color: 32, alpha: 8, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[30] color: 32, alpha: 8, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[31] color: 32, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:0
[32] color: 32, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:0
[33] color: 8, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[34] color: 8, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[35] color: 8, alpha: 8, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[36] color: 8, alpha: 8, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[37] color: 8, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:0
[38] color: 8, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:0
[39] color: 4, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[40] color: 4, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[41] color: 4, alpha: 8, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[42] color: 4, alpha: 8, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:0 DB:0
[43] color: 4, alpha: 0, stencil: 8, z: 32 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:0
[44] color: 4, alpha: 0, stencil: 8, z: 16 hw_accel:0 gen_accel:0 soft:1 GL:1 RGBA:0 Pal:1 DB:0
Display mode 0: W: 800, H: 600, Bits: 16 Freq: 60
Display mode 1: W: 800, H: 600, Bits: 16 Freq: 70
Display mode 2: W: 800, H: 600, Bits: 16 Freq: 72
Display mode 3: W: 800, H: 600, Bits: 16 Freq: 75
Display mode 4: W: 800, H: 600, Bits: 32 Freq: 60
Display mode 5: W: 800, H: 600, Bits: 32 Freq: 70
Display mode 6: W: 800, H: 600, Bits: 32 Freq: 72
Display mode 7: W: 800, H: 600, Bits: 32 Freq: 75
Display mode 8: W: 848, H: 480, Bits: 16 Freq: 60
Display mode 9: W: 848, H: 480, Bits: 16 Freq: 75
Display mode 10: W: 848, H: 480, Bits: 32 Freq: 60
Display mode 11: W: 848, H: 480, Bits: 32 Freq: 75
Display mode 12: W: 1024, H: 768, Bits: 16 Freq: 60
Display mode 13: W: 1024, H: 768, Bits: 16 Freq: 70
Display mode 14: W: 1024, H: 768, Bits: 16 Freq: 72
Display mode 15: W: 1024, H: 768, Bits: 16 Freq: 75
Display mode 16: W: 1024, H: 768, Bits: 32 Freq: 60
Display mode 17: W: 1024, H: 768, Bits: 32 Freq: 70
Display mode 18: W: 1024, H: 768, Bits: 32 Freq: 72
Display mode 19: W: 1024, H: 768, Bits: 32 Freq: 75
Display mode 20: W: 1152, H: 864, Bits: 16 Freq: 60
Display mode 21: W: 1152, H: 864, Bits: 16 Freq: 70
Display mode 22: W: 1152, H: 864, Bits: 16 Freq: 75
Display mode 23: W: 1152, H: 864, Bits: 32 Freq: 60
Display mode 24: W: 1152, H: 864, Bits: 32 Freq: 70
Display mode 25: W: 1152, H: 864, Bits: 32 Freq: 75
Display mode 26: W: 1280, H: 720, Bits: 16 Freq: 60
Display mode 27: W: 1280, H: 720, Bits: 16 Freq: 75
Display mode 28: W: 1280, H: 720, Bits: 32 Freq: 60
Display mode 29: W: 1280, H: 720, Bits: 32 Freq: 75
Display mode 30: W: 1280, H: 768, Bits: 16 Freq: 60
Display mode 31: W: 1280, H: 768, Bits: 16 Freq: 75
Display mode 32: W: 1280, H: 768, Bits: 32 Freq: 60
Display mode 33: W: 1280, H: 768, Bits: 32 Freq: 75
Display mode 34: W: 1280, H: 960, Bits: 16 Freq: 60
Display mode 35: W: 1280, H: 960, Bits: 16 Freq: 70
Display mode 36: W: 1280, H: 960, Bits: 16 Freq: 72
Display mode 37: W: 1280, H: 960, Bits: 16 Freq: 75
Display mode 38: W: 1280, H: 960, Bits: 32 Freq: 60
Display mode 39: W: 1280, H: 960, Bits: 32 Freq: 70
Display mode 40: W: 1280, H: 960, Bits: 32 Freq: 72
Display mode 41: W: 1280, H: 960, Bits: 32 Freq: 75
Display mode 42: W: 1280, H: 1024, Bits: 16 Freq: 60
Display mode 43: W: 1280, H: 1024, Bits: 16 Freq: 70
Display mode 44: W: 1280, H: 1024, Bits: 16 Freq: 75
Display mode 45: W: 1280, H: 1024, Bits: 32 Freq: 60
Display mode 46: W: 1280, H: 1024, Bits: 32 Freq: 70
Display mode 47: W: 1280, H: 1024, Bits: 32 Freq: 75
Created radio button Multiplayer Mode, pos (30,130), size: (170,40)
Created radio button Client Login Policy, pos (30,200), size: (115,40)
Saved ()
Saved_9_15_201849 (Saved.Saved_9_15_201849.py)
SinglePlayer ()
BrokenBow (SinglePlayer.BrokenBow.py)
BrokenBow_Modified_II (SinglePlayer.BrokenBow_Modified_II.py)
IranStrike (SinglePlayer.IranStrike.py)
IranStrike_II (SinglePlayer.IranStrike_II.py)
JumpingFish (SinglePlayer.JumpingFish.py)
JumpingFishII (SinglePlayer.JumpingFishII.py)
VenzStrike (SinglePlayer.VenzStrike.py)
VietnamStrike (SinglePlayer.VietnamStrike.py)
Tutorial ()
AirOperations (Tutorial.AirOperations.py)
SubmarineOperations (Tutorial.SubmarineOperations.py)
SurfaceOperations (Tutorial.SurfaceOperations.py)
Loading default database database\database.db (previous entries cleared)
tcMapData - LoadLowRes - success
tcMapData - CreateMapImage - success
tcMapData - Darkened unavailable tiles
tcMapData - CreateMapImage - success
tcTrackInterface - Attaching sensor map for alliance: 1
tcSimPythonInterface -- Loading scenario SinglePlayer.JumpingFishII
Game init success

and

Warning: in 3ds loader: file has no nodes, traversing by meshes instead
Warning: in 3ds loader: file has no nodes, traversing by meshes instead
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Old 09-17-06, 05:48 PM   #25
Dust
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whats in stderr.txt?
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Old 09-17-06, 06:27 PM   #26
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The game isn't seeing any opengl modes with hw acceleration that it can use. it's also not finding the graphics card. it's using a software opengl device. maybe your graficcard isnt installed with correct opengl drivers or its gcb.

please try with 800*600 resolution
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Old 09-18-06, 08:22 AM   #27
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Using the latest ATi drivers. All my other games find my card. I'm afraid though that I have since uninstalled GCB and won't be putting it on my system till such a time that it isn't a development version but a working version.

I think your menus need serious rework. Seems put together in a hurry. I am at work and don't want to sound like I am dissing but haven't much time to describe how I think it could be better. I'll put more words down tonight.
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Old 09-30-06, 06:30 PM   #28
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xabbarus, i hope we can solve this way the problem

http://glew.sourceforge.net/

it tests the support of opengl

in glew\bin are the test exe files. it writes in the same folder the result as txt.

please post the results
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