project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - xoft

Pages: [1]
1
Bugs in older version (2.2.1) / Re: Invisible lines in battlescape
« on: November 27, 2009, 09:47:01 am »
Tried rev 27211 and the lines are visible.

2
Bugs in older version (2.2.1) / Re: Invisible lines in battlescape
« on: November 26, 2009, 12:49:40 pm »
Well there seems to be no current dev build of such revision, I just tried installing the latest one I could find.

I'll build from source when I get to that computer again.

3
Bugs in older version (2.2.1) / Re: Invisible lines in battlescape
« on: November 25, 2009, 02:42:58 pm »
Tried dev r25862 and the lines are still almost invisible, same status.

This time at least, png screenshot seems to work alright. No need to post though, it is the same as the one I posted before.

4
Bugs in older version (2.2.1) / Re: Ammunition disappearing...
« on: November 25, 2009, 10:52:54 am »
Which is exactly the same as a custom template.

It's not. User creates templates. Program remembers states.
As a user, I don't want a template for every soldier I have.

5
Bugs in older version (2.2.1) / Re: Invisible lines in battlescape
« on: November 25, 2009, 10:05:57 am »
The forum is for "latest stable (2.2.1), so that's what I'm using.

I'm still downloading the newest dev build i could find, as soon as that finishes, I'll re-try there as well.

6
Bugs in older version (2.2.1) / Re: Invisible lines in battlescape
« on: November 25, 2009, 09:48:41 am »
please post a screenshot

Okay, I managed at least to crank up the compression factor so that the lines show on jpegs as well. Perhaps you should check the png stuff, too ;)

[EDIT:] You can see one of the box lines going direclty from cursor's center towards upper left; and you might also see part of a soldier selection circle at the lower right corner of the image.

7
Bugs in older version (2.2.1) / Re: Ammunition disappearing...
« on: November 25, 2009, 09:10:14 am »
From code's point of view it's a bit more difficult. 'Cause how can we know if a soldier used one or more of his extra ammunitions?

For this, first we need to implement the long awaited equipment templates feature. Then we can check if items in the soldier's selected template are missing from his inventory and try to add it. If we can't (no more left) add a message to a list and show it finally (in a popup).

-geever

That's ridiculous - you'd need a template for each soldier.

It'd be much easier if each soldier "remembered" their "full state" (what they were equipped to) and their "current state" (what they haven't used yet) and try to match those upon return to base.

8
Bugs in older version (2.2.1) / Invisible lines in battlescape
« on: November 25, 2009, 09:04:10 am »
I've tried UFO-AI on another computer and I've noticed that in battlescape all the lines normally drawn are almost invisible. After setting gamma all the way up to max and careful inspection I found the lines, but still they are very subtle, as if 95 % transparent.
"Lines" means:
- lines drawn when an enemy or civilian is spotted
- box cursor
- line of fire aiming line
- current soldier highlight circle

I'd attach a screenshot, but when I make one, 75 % quality JPEG effectively hides all the lines altogether. I tried setting screenshot format to png, but for some reason the resulting files are still JPEGs.

The computer has an Intel GMA graphics (says "Intel G45/G43 Express Chipset" in system properties), I suppose it's a GMA 4500HD, but have no way of verifying. OS is Vista Business SP2.

Has this behavior been observed elsewhere, or am I the only unlucky one?

9
Discussion / Re: Reason for clearing Inv on de-team?
« on: November 20, 2009, 12:05:34 pm »
We don't (yet) handle getting out and putting back items to storage on (de-)equipping.

That is pretty unbelievable, it seems working at the moment, at least one way - I cannot equip one gun to more soldiers, it goes out of inventory as soon as I use it. I haven't checked whether deequipping the gun puts it back into storage, but somehow I just supposed it would work.


By commenting out that call you've made the item unusable if you unassign and fire your soldier if I'm right. I didn't check it but I'm sure it causes very serious sideeffects.

Thanks for the insight, didn't think of that. But that is where the code line actually should have been all along - it doesn't make sense to deequip a soldier when he's deassigned from a ship, but it makes perfect sense to deequip him when he's being fired.

10
Discussion / Re: Reason for clearing Inv on de-team?
« on: November 15, 2009, 09:35:47 pm »
IIRC there have been several discussions on this 'issue' in these forums, introducing many more concepts including 'user defined equiment templates'

I haven't found much about this issue on the forums, that's why I asked directly.

I have found the "equipment templates" in the Wiki, I like the concept, but I is still consider it a "workaround".

As I've already written, I have found the offending command and tried removing it; I'm interested if there are some side effects I might be missing now. Perhaps re-posting (and re-phrasing) this question to the tech division of the forum might be a good idea.

11
Discussion / Reason for clearing Inv on de-team?
« on: November 15, 2009, 07:05:01 pm »
I'd like to ask if there is any technical or other reason for clearing a soldier's inventory when the soldier is deselected from a ship? This is probably the most annoying thing I have had with this otherwise genius game.

My gaming style is "have ~15 soldiers in a base, 8 on a mission, when they come back wounded, heal them and use other personnel for missions in the meantime". Which means that I have to re-equip my soldiers with the same items over and over again when moving them between the hospital and the ship.

I found the code in client/campaign/cp_aircraft.c that does this (INVSH_DestroyInventory()), commenting the offending line out seems to work at the moment, but I may be mistaken, the catch may not be obvious. Perhaps the saves may become corrupt / items go missing over time / whatever. Can anyone with enough knowledge of the code comment on this?

Or is there a different approach, a different gaming style, that doesn't suffer from this issue?

Thanks.

12
Bugs in older version (2.2.1) / Re: Health bar may go missing (+FIX)
« on: November 14, 2009, 09:35:50 pm »
If I remember right that cvar was usefull to hide health bar for scientists, workers and medics too.

Exactly, but that was in the Hire staff screen, not the Assign soldiers screen.

I'm not sure if your change broke that or not.

Shouldn't have, since it only affects the Assign soldiers screen.

By the way that menu was changed in the latest dev version, there is no such problem anymore.
I most certainly do hope so, it had a terrible design. I'm thinking of moving on to the dev version, if that screen has been reworked there.

Thanks for the info.

13
Bugs in older version (2.2.1) / Health bar may go missing (+FIX)
« on: November 14, 2009, 10:29:31 am »
I found out that in the Base->Aircraft->Assign soldiers screen, the soldiers' health bar may go missing. After fiddling with the code, I found out that it was due to some really strange code in 0ufos.pk3/ufos/menu_team.ufo:
Code: [Select]
string hp_val
{
if "mn_show_employee == 1"
pos "975 360" string "*cvar mn_thp" align ur
}
bar hp_bar
{
if "mn_show_employee == 1"
pos "716 383" current "*cvar mn_vhp" size "245 6" color "0 .8 0 1" max "*cvar mn_vhpmax" align uc
}
 
I searched for mn_show_employee in the C code and found it only in the section that deals with hiring staff, so I suppose the condition in the above code is wrong. After commenting out the condition, the health bar is displaying correctly. Also with the condition above in place, I verified that setting the Base->Hire staff screen to anything other than Soldiers will indeed disable the health bar.

Pages: [1]