Release UFO:Alien Invasion


So, here is the PND Update for bigger "smaller" fonts: ufoai_update.pnd

Build 04

-----------

  • Bigger "smaller" fonts.
 

Attachments

  • ufoai_update.pnd
    4.6 MB · Views: 277
Last edited by a moderator:
The Build 04 is on the repo, for those who haven't played with the update PND and want bigger fonts.
 
Last edited by a moderator:
A new build  in on the repo.

It's based on later sources and I now use glshim for the rendering.

Build 05

-----------

  • Used latest 2.6-dev sources
  • Switched to glshim rendering
 
A new build  in on the repo.

It's based on later sources and I now use glshim for the rendering.

Build 05

-----------

  • Used latest 2.6-dev sources
  • Switched to glshim rendering

Purely out of interest, is there any advantage to using glshim as opposed to the GLES rendering from before?
 
A new build  in on the repo.

It's based on later sources and I now use glshim for the rendering.

Build 05

-----------

  • Used latest 2.6-dev sources
  • Switched to glshim rendering

Purely out of interest, is there any advantage to using glshim as opposed to the GLES rendering from before?
Mainly Laziness. With glshim it compile out of the box where I got compile errors trying to use the GLES renderer (but I didn't looked much).

For this game, it will probably make not much difference anyway, most of the rendering call are batched by the engine, so it doesn't change much.
 
There are some android headers you can use that will fix most of the GLES render issues:

src/client/renderer/r_gl.h

#include <SDL_opengles.h>
#include "../../ports/android/r_gles_android.h"

src/tools/memory.cpp

#include <SDL_opengles.h>
#include "../ports/android/r_gles_android.h"

loading this instead of SDL_opengl.h should nearly all that's needed.

(I still have to try glshim though^^)
 
There are some android headers you can use that will fix most of the GLES render issues:

src/client/renderer/r_gl.h

#include <SDL_opengles.h>
#include "../../ports/android/r_gles_android.h"

src/tools/memory.cpp

#include <SDL_opengles.h>
#include "../ports/android/r_gles_android.h"

loading this instead of SDL_opengl.h should nearly all that's needed.

(I still have to try glshim though^^)

Ah yeah, that makes sense. I was lazy and didn't even try to fix my own code.
 
I'm getting a black screen with this (I tried a few of the different SGX drivers) I hear the sound and I also activated a swap file but the result always seems to be a black screen on my 1GHz. :/
 
It happens the same here with 4.10 drivers, but it works with 4.03.02.
 
I must have forgot to forced the default screensize to 800x480, as it tries to default to 1024x768. I'll fix that (because it worked for me on 4.10).
 
Last edited by a moderator:
New build on the repo. Tha black screen is fixed (it was mainly on first start, trying to show a movie that doesn't exist). I also switched the default to minimum details (can be changed in options), making the loading much faster.

Build 06

-----------

  • Fixed black screen on first start
  • Switched default to minimum details
 
Back
Top