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Messages - Bandobras

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31
Feature Requests / Re: Soldier careers and some other stuff
« on: September 13, 2006, 12:40:02 am »
Quote from: "Killertomato"
The more missions I play the more errors occur in a short time period. CTD when an alien fires, no soldiers on map after start of mission, ... about a week after the UFO sightings begin it becomes merely unplayable.
While there are almost no such occurrances in the first 3 or 4 missions.


Do you save, exit, enter, reload, or play all the way in one go? BTW in RC4 some missions are broken, notably bunker and pdi.

32
Feature Requests / AVG (antivirus) gives false positive for win32 download
« on: September 13, 2006, 12:37:44 am »
Thank you. Good work.

33
Feature Requests / Possible Errors in RC4
« on: September 13, 2006, 12:36:56 am »
Quote from: "dimon37"
New error.
Not sure if it's just the display or more serious problem.
I complete 2 missions. both won. However on the statistics screen it show that I won 2, lost 1 and built 3 bases ( i built just a single one)


SVN trunk? Which version? Is reproducible with "killteam 7" on the console, instead of killing all the aliens?

34
Discussion / Harvest equipment/weapons in mission
« on: September 13, 2006, 12:35:31 am »
No loss. Yes, an after-mission menu would be very fine. Could you perhaps sketch one, script one and code one (with the last step people will surely help)?

35
Discussion / If "PHALLANX" troops are the elite of the elite...
« on: September 12, 2006, 09:34:51 am »
kungfujoe, this is a know bug, that has its own (many threads).

I have another idea about the initial scarcity of weapons:

UN directives say "one primary weapon and one sidarm is enough for every soldier, we don't want to see any weapon leak or any half-official additional hiring of soldiers". Moreover their procedures regarding miliary installations, and Phalanx bases in particular, require basic military training for all employees and at least a sidearm for each employee. This is so strict that no employee is allowed to be weaponless, so if you want to unequip a weapon from an employee you have to assign him another weapon at the same time (this requires a slight UI change to allow one-drag equipment swap, which is currently possible only for armor).

So, actually, there is plenty of weapons in each base, assigned to the employees the player is commanding manually and to all auxiliary personel that is known only from the additional fixed montly upkeep of the base. But still, there are no spare weapons until the commander manages to wrestle some, riding on the fame of his succesful missions and arguing that weapons need replacement after missions (but he does not want to hand over the old weapons, which makes this argument not so successful, anyway).

This idea goes well with the idea to be able to take some non-soldiers on missions (see the wiki), as well as with the idea that in the absence of soldiers, a militia is formed from other employees to defend the base (but, e.g., only if you have Team Room in your base). I guess I'll make a patch that autoequips every employee on creation, so that this works well without player work overhead.

36
Discussion / Need help please. (Linux)
« on: September 12, 2006, 09:16:52 am »
What exactly happened? Can you describe step by step?

37
Discussion / Harvest equipment/weapons in mission
« on: September 12, 2006, 09:15:54 am »
Everything left on the battlefiels is auto-looted and auto-sold.

38
Feature Requests / Possible Errors in RC4
« on: September 12, 2006, 12:51:15 am »
Quote from: "dimon37"
my main problem is "No free inventory space!" error. I'll see if I can figure out how to fix/circumvent it.


ubequitz is working on it currently, but it's very tricky. You can ask about all this on the IRC and perhaps then fixing will be easier... An easy way of circumventing the bug is changing

Code: [Select]
./game/q_shared.h:#define MAX_INVLIST           1024

to something much larger (there is essentially a leak of the MAX_INVLIST items in the code). I've not tried that, however. I you try, please report how it works...

BTW if we don't manage to fix it for RC5 it might be a very idea to increase this constant, say 100 times...

39
Feature Requests / I can't see the map...during a mission!
« on: September 11, 2006, 07:41:08 pm »
Killertomato, both are fixed in SVN, AFAIK.

40
Feature Requests / Can't start ufo:ai
« on: September 11, 2006, 07:39:51 pm »
Uhm! Seems to be a sound problem. Could you try running without sound or with another sound driver? (e.g. change snd_ref in config.cfg to "")

41
Feature Requests / Possible Errors in RC4
« on: September 11, 2006, 07:31:10 pm »
BTW, do you play in latest SVN (branch, preferable, because it's supposed to be stable)? There were major balance tweaks...

42
Feature Requests / AVG (antivirus) gives false positive for win32 download
« on: September 11, 2006, 07:29:34 pm »
Have you checked the md5 signature? If the signature matches there is no need to spread panic. OTOH you could contact the scaner's authors and ask them to remove the false positive.

43
Coding / Solving the inventory bug...?
« on: September 09, 2006, 10:40:07 pm »
Your patch 1555228 tweaked by me seem to have solved the bug. A pleasure working with you, especially on IRC. :)

44
Feature Requests / Crash in tactical combat (I think 3480)
« on: September 09, 2006, 10:37:27 pm »
Thank you. :)

Which missions where those? pdi? bunker?

45
Feature Requests / RFC: Wishlist Equipment/Interface/KI/Maps
« on: September 09, 2006, 06:44:41 pm »
Quote from: "QuailLover"
this kind of goes with this: could you guys include a throw grenade button?


What do you mean? When you have a grenade in hand, you throw it with the fire buttons...

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