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Messages - Tlactar

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46
Bugs prior to release 2.3 / Re: bugged alien on map "UFO Landed"
« on: September 12, 2009, 01:08:37 pm »
i'll give you a map name as soon as i stumble upon one of them again. And... my soldiers CAN walk through them, too. That's the only way to find those aliens :D
I'll have to correct myself about that "all" statement anyways, just found a another map where those tiles were solid.

About the second map (the one with the walkable UFO roof) - the log is attached to the post above, but i guess the name was "africa"
Quote
CM_LoadMap: "-africa/af_ +craft_ufo_harvester +craft_drop_firebird +empty5 +house5 +fence1 +house2" "-16 -16 0 -40 -8 0 -24 -16 0 -40 -16 0 -24 0 0 -24 8 0"
Map:africa/af_craft_ufo_harvester  Offset:(-16, -16, 0)

edit:
map name for the non-solid tiles would be "crashed ufo" for example, see last entry in ufoconsole.log
attached is a screen with people standing inside those objects and a save right before one of those missions, if needed.

47
Bugs prior to release 2.3 / Re: Missing/bugged textures on map crashed ufo
« on: September 12, 2009, 01:00:36 pm »

Upp! Scratch that first statement (Sorry, its late at night where I am right now) - I see a few textures that look like they could be the wrong ones for snow...

...Another reason we could use more people working on maps!  (I would myself, but I'm working a lot on so many other things for UFO: AI at the moment.)

as i said: it doesn't look like it did ingame ;) Probably because the screenshots get saved only at 75% quality.
what exactly do you mean by "working on maps"? ;) I've played with radiant a bit a few years ago, but can't get the one to run that's in the build  :-\

48
no problem ;)

What exactly is supposed to happen when i lose a base? I guess it should completely disappear from the map, right? In other bases without alien containment i lose some buildings when i get attacked and lose, but the bases always stay on the map. Or is that caused by the same bug?
Oh, and yes, i did use Auto Mission for sure.

49
Just went into fast forward mode and lost a battle for my main Base using auto mode ;)

Now i wonder... why can i still launch Aircraft from it? All the buildings are still there, too...
At least research/production/storage won't work anymore :D

In the Aircraft screen it says they were on red alert - great... but i can't end it / capture my base back...

attached are a save and the log

Version is r26082 by Destructavator

50
Discussion / Re: Ammunition for Particle Beam Weapon
« on: September 12, 2009, 03:30:21 am »
Hi Turnvater,

Its not working in 2.2.1.

Try the latest development builts of 2.3. Its working there already. But expect alot of other bugs instead, since devs are still working on it. But u can expect TONS of new features. :D

and... you're sure about that? I researched particle beam pistols in r26082 but still can't use them because of missing and non-producable magazines...

51
Bugs prior to release 2.3 / Missing/bugged textures on map crashed ufo
« on: September 12, 2009, 02:51:53 am »
or perhaps... it's supposed to be snow - it was in russia :D

it's been that way in all retries of that mission. I'd be glad to add a save, but somehow my quicksave doesn't always work right :/

r26082 by Devastator

edit: ok, posted here it really does look like snow *g*, but ingame it doesn't...
Is there a way to make the game save the screenshots at 100% quality instead of 75%?

52
Bugs prior to release 2.3 / Re: bugged alien on map "UFO Landed"
« on: September 12, 2009, 01:14:03 am »
ok, he wasn't hiding in there, he managed to climb out of the cockpit, crouch over the UFOs front and jump down...

53
Bugs prior to release 2.3 / Re: bugged alien on map "UFO Landed"
« on: September 12, 2009, 12:07:49 am »
it's on all maps with totally destroyed UFOs (see the screens, haven't seen one of those maps without that bug), those non-solid obstacles are the main reason for invisible aliens on those maps.

I'll attach some screens... first screen: that alien was invincible in that spot, i couldn't even hit it with a stun rod or explosives. 100% hit chance, but still all missed.
screen 2&3: hidden alien -> move into it = visible.
The parts where they can hide in are the one to the right and the whole thing under which the dead civilian lies. Also when the aliens start their move in one of those tiles you won't see them move... and they really like that. Found 4 aliens hiding in the same square once...
same goes for the above mentioned Tank-Things inside UFOs. For example on that africa map ( in south america :D), see screen 4. (and i fear there is another one in the other room's inventory, too - so i won't be able to win this map :D

Quote from: gerald
another things i saw aiming tip show wrong % chances 5/6 bursts at chance 0% i got perfect hit sometimes miss at 76-85 % well if it happen 1 or 2 times would be ok but it happen often
Those to-hit percentages aren't working at all, i regularly hit with 0% chances. With hight percentages it's almost fine, but low ones definitely aren't displayed right.

54
Bugs prior to release 2.3 / Re: red boxes in transfer screen
« on: September 11, 2009, 11:48:37 pm »
it does make enough sense for me ;) Those todo boxes are a great idea, btw! *g*

55
Bugs prior to release 2.3 / Re: red boxes in transfer screen
« on: September 11, 2009, 05:26:17 pm »
just figured that out myself after posting it *doh* ^^ Nevermind then ;)

I couldn't remember having them in the version i had before, so they seemed odd there :D

56
Bugs prior to release 2.3 / Re: red boxes in transfer screen
« on: September 11, 2009, 05:17:43 pm »
ufoconsole.log is in the .zip, it won't let me post it as code here

ok, nevermind... found them in some other screens as well - seem to be comments :D

57
Bugs prior to release 2.3 / red boxes in transfer screen
« on: September 11, 2009, 05:15:33 pm »
there are 3 red boxes visible in my bases's transfer screen, and when i move the mouse over them they say
"add string node for table header"
"split warning message outside the textlist"
"add spinners (harder)"
so i guess they aren't supposed to be there ;)

they are still there after loading a game, so i'll attach a savegame, the console.log and 3 screens

Version is r26082 fom Destructavator
OS Windows 7 x86 RC

58
Bugs prior to release 2.3 / Re: Assertion failed in cp_missions.c (r25862)
« on: September 11, 2009, 11:51:02 am »
hello, same error here! ;)
it couldn't have to do sth. with a mission just disappearing from the map after loading, could it? I think a few hours before that my men were at a mission (which went terribly wrong... :D), so i loaded the quicksave right before it, but the mission wasn't there anymore (the dropship was already at the location)

I've attached 3 saves, slot 2&3 are corrupted, slot 1 is the last save before them.

I only have ".lint" files for one of them though, don't know if you'd need them for the others, too. I just updated my version from r26052 to r26082, both from Destructavator's compiled .exes and it seems 82 has .lint files and 52 doesn't...

OS is the Win 7 x86 RC


59
Bugs prior to release 2.3 / Re: bugged alien on map "UFO Landed"
« on: September 11, 2009, 01:44:10 am »
Ah, thanks! Mine would have been r26052 and r26082 then

60
Bugs prior to release 2.3 / Re: bugged alien on map "UFO Landed"
« on: September 10, 2009, 01:22:47 am »
i think i know what he means.
Happens to my quite often, in a lot of different maps... Aliens tend to get stuck in stuff... like the green tank thinks inside the UFO or parts of the scattered parts of a shot down Scout. You can't see them unless you move into the exact same space and they sometimes seem not to be able to get out on their own - so if they don't shoot at you it's... quite problematic to know where they are.


Where can i see my revision no., btw? ;) It's the Dev Version from 5th of September though.

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