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 - criusmac

Pages: 1 2 [3] 4 5 ... 12
31
Feature Requests / Re: Dropship healing area
« on: December 11, 2009, 06:12:06 am »
Unfortunately, if injured units could go to a certain area and recover health over time in combat, it would mean that there would be no injured units at all once combat ended since even if they recovered health at like 1 per turn, 100 turns is really fast and that's full health for most people...

I'm not sure why medikits don't do anything right now, I'll look into it.

32
Windows / Re: Silly Question: where to save?
« on: December 03, 2009, 05:11:18 am »
Try running the game with +set fs_usehomedir 0 and +set fs_basedir <wherever you want saves to go - portable drive?>, or something like that.

So, it'll look something like:
"C:\Program Files\UFOAI\ufo.exe +set fs_usehomedir 0 +set fs_basedir z:\saves"

Without more information, I can't guarantee it'll work, but it's about 50% likely.

33
Feature Requests / Easy Coding page
« on: December 03, 2009, 12:52:58 am »
Battle for Wesnoth has a page for easy to code things for new developers to handle. Something like this might have really have helped me get started here, so I think this might be a good addition somewhere.

34
Tactics / Re: Tactics in 2.3
« on: November 29, 2009, 07:50:06 pm »
In the first 3 paragraphs, it sounds like you are trying to describe the battle system for Rebelstar: Tactical Command. In this game, what determines if the aliens *can* react to what you are doing depends on how many turn units it takes for them to actually fire. If you are moving around in their sight, the first few steps are are safe, unless they have a very fast gun. Then, after you've used up the same number of turn units they take to fire, they can fire 1 shot, and you can then continue whatever you were doing, until you use up enough time that they could fire again.

But then, in the second part of your message (everything after the first 3 paragraphs), you state you would like every person to be where they would be if they were all moving simultaneously. It sounds like you are suggesting the system used in X-Com 3: Apocalypse where every unit moved in real time, and both sides played their turn at the same time. If an alien started shooting at you in that game, all of your units were at the same instant instant, and could react to the shots.

That is where it feels you ended up with what you were saying - a real time system.

I'm not sure what you want exactly... Are you asking for a Rebelstar battle system, or the X-Com 3 battle system?

35
Discussion / Re: Idea. Developers plz. pay attention
« on: November 28, 2009, 01:38:32 am »
If you are a game developer, you should know how to approach game developers if you want your ideas to be taken seriously.

Andy

Probably doesn't matter much, but I don't see this statement as true. Having the same job as someone else hasn't helped me talk to 'my own kind'. Actually, for some reason, I tend to annoy people a lot when I talk to them, even if they have the same job as me. I figure that's because I'm different than they are - for one, I speak my mind, and I don't kindly beat around the bush to make it sound better.

It's a bad, bad way to do things, but it really has no influence on who I am talking to, whether they have the same job as me or not...

36
Feature Requests / Re: Human vs. Human and more!
« on: November 28, 2009, 01:24:59 am »
I would personally like to see the human ai able to handle some minor issues itself. Not a direct competition thing, nor even a second group of people, but the humans on the terror missions the aliens keep starting.

Since my human weapons can do considerable damage against an alien, often killing them with a couple hits, even with weak weapons, I suspect some humans will also have such weapons. 1 hit will injure aliens, and possibly even kill them, so considering humans greatly outnumber aliens in any of the battles, it would be nice if the humans could do something, anything to try to protect their own lives.

Even the weakest guns I could find did a fair amount of damage against the aliens.

So, in summary, I don't like the idea of competition, but having humans be a bit more useful would be great! I mean, the only times the humans actually do anything useful is when they are shooting at you after they've been infected. And at that point, they *can* hit, fairly well, so I suspect they can hit before they get infected too..

37
Design / Re: Medikits
« on: November 04, 2009, 04:59:08 am »
It's going to be a long time before I can get back to working on this, so here is the work I've done so far.

None of it has been tested successfully (mostly due to my version of the game just not working right), and it is far from complete, but if someone else feels the want to continue with this, here it is. I will probably be able to return to this eventually, but I can't for now.

38
I'm running 1.6.5 since I decided to upgrade recently.

If there is one, it is well hidden.

I'm thinking it might be "Revision Graph", but when I use that, it starts listing a whole bunch of revision numbers that are descending, and it says 9 minutes remaining. At this time, my internet indicates I'm uploading about 6-7k/sec of data, and downloading about .5 megs of data a second. In a few seconds I'm missing a couple megs, and I panic. My math shows .5*60*9=270 megs of data downloaded alone, which is a bit much I think, for whatever it's trying to do.

In short, I've never let the revision graph complete, but I'm guessing that's what does it...

39
  Version

    * Where did you download the version of the game and what version(-number) is it. Please be as verbose as possible here.
"version" is "UFO: Alien Invasion 2.3-dev x86 Oct 23 2009 Win32 DEBUG"
Updated via svn as requested.

    * SVN users please state the branch of the svn tree you use (e.g. "trunk" or one of the version-branches) and the revision number. You can get both by using the "svn info" command.
svn info -
'svn' is not recognized as an internal or external command,
operable program or batch file.

System

    * What operating system do you run UFO:AI on?
Version   5.1.2600 Service Pack 3 Build 2600

    * What computer and graphics card do you have? (graphic driver version if you know)
Name   Radeon X1600/X1650 Series
Driver Version   6.14.10.6925

    * What architecture does your system use (e.g. like i386, x86_64)
Processor   x86 Family 15 Model 55 Stepping 2 AuthenticAMD ~2205 Mhz

This is especially useful for everything from graphics bugs, setup problems, performance issues, os dependent errors, etc...
What happened before the bug occurred? Is the bug reproducible?
Game behaves normally, until you attempt to change resolution during a battle. I was running windowed mode at the times. 4 tests via new games and loads indicates it happens every time.
When you attempt to change resolutions, the resolution changes successfully, and it asks if you want to keep the new setting. Your mouse disappears while on the application, so you can't click accept properly. If you click anywhere, the game ends, and returns to the menu to let you start or laod a new game.

The bug itself is often just a symptom of things that happened right before (or often even a long time ago).

Some things to check:

    * The first thing we ask you is to check if you can reproduce the bug. The simpler the reproduction-steps are, the better.
Start new game, get terror mission, send firebird. Enter. Attempt to change resolution. Done.

    * Does the bug also happen when starting a new game or only after loading a saved game (most likely a bug in the load/save system)
Both. You can start a new game or load a saved game.

    * Please attach the output console file ufoconsole.log. If possible when running the game with ufo +set developer 1 (see cvar for more).
Attached as requested.

40
It's a median, not an average.

I've noticed this board doesn't always tell me when new posts appear that are unread. I was checking the unread posts since last visit every time I come here, and I didn't even notice there was a reply here until I went to look at it personally.

Although, I was sorta sitting on a web page on the forum the entire time, does that count?

41
I did not mix svn and pre-built binary installers in the same location.

This was pulled into an empty directory via TortoiseSVN. It was around a 700 meg download.

Thank you for the help, I will try to compile the maps myself.

Luck seems to be with me so far. Almost every map is taking 0 seconds to compile so far...

42
I should also note that even older dev versions I downloaded via Odie's binary links do not work due to other reasons. So, basically, every single dev version I have does not work, and I do not have the bandwidth remaining to download more. 1.5 gigs have been used up this month on these downloads.

As another note, I did find
\base\maps\oriental\or_craft_drop_firebird.map

but no .bsp files exist anywhere.

43
  Version

    * Where did you download the version of the game and what version(-number) is it. Please be as verbose as possible here.
"version" is "UFO: Alien Invasion 2.3-dev x86 Oct 23 2009 Win32 DEBUG"
Updated via svn as requested.

    * SVN users please state the branch of the svn tree you use (e.g. "trunk" or one of the version-branches) and the revision number. You can get both by using the "svn info" command.
svn info -
'svn' is not recognized as an internal or external command,
operable program or batch file.

System

    * What operating system do you run UFO:AI on?
Version   5.1.2600 Service Pack 3 Build 2600

    * What computer and graphics card do you have? (graphic driver version if you know)
Name   Radeon X1600/X1650 Series
Driver Version   6.14.10.6925

    * What architecture does your system use (e.g. like i386, x86_64)
Processor   x86 Family 15 Model 55 Stepping 2 AuthenticAMD ~2205 Mhz

This is especially useful for everything from graphics bugs, setup problems, performance issues, os dependent errors, etc...
What happened before the bug occurred? Is the bug reproducible?
Game behaved normally, upon attempting to enter the first map, the screen flashes, then returns to the geoscape. Bug happens every time.

The bug itself is often just a symptom of things that happened right before (or often even a long time ago).

Some things to check:

    * The first thing we ask you is to check if you can reproduce the bug. The simpler the reproduction-steps are, the better.
Start new game, advance time, send firebird to crash site, click "Enter". Nothing else needs be done.

    * Does the bug also happen when starting a new game or only after loading a saved game (most likely a bug in the load/save system)
Both. You can start a new game or load a saved game.

    * Please attach the output console file ufoconsole.log. If possible when running the game with ufo +set developer 1 (see cvar for more).
Attached as requested.

44
Discussion / Re: Finding multiplayers
« on: October 24, 2009, 08:56:14 am »
Well, I'm not interested in multiplayer at all myself.

Though, I guess it's kinda pointless to post here since this topic is sorta not the place to say this...

What might be better is if there was a way to see how many people sit in the multiplayer lobby or something. I have no idea how something like that works, but an actual history would be better than guessing... I think..

While I don't believe a poll would be all that useful, some people might.. but the poll would need to be worded well.

45
Design / Re: Medikits
« on: October 23, 2009, 05:44:51 pm »
While adding in accuracy decrease due to head and arm injuries, I noticed in g_combat.c:G_ShootSingle:

Code: [Select]
/* Calculate spread multiplier to give worse precision when HPs are not at max */
injurymultiplier = GET_INJURY_MULT(ent->chr.score.skills[ABILITY_MIND], ent->HP, ent->chr.maxHP == 0 ? 100 : ent->chr.maxHP);
Com_DPrintf(DEBUG_GAME, "G_ShootSingle: injury spread multiplier = %5.3f (mind %d, HP %d, maxHP %d)\n", injurymultiplier,
ent->chr.score.skills[ABILITY_MIND], ent->HP, ent->chr.maxHP == 0 ? 100 : ent->chr.maxHP);

anyways, the code I'm adding to this function before this call is:

Code: [Select]
/* Get accuracy value for this attacker. */
acc = GET_ACC(ent->chr.score.skills[ABILITY_ACCURACY], fd->weaponSkill ? ent->chr.score.skills[fd->weaponSkill] : 0);

acc -= ((G_ActorAccuracyDecreaseByWounds(ent) / 100) * acc);      <-- This line only.

/* Get 2 gaussian distributed random values */
gaussrand(&gauss1, &gauss2);

Let me know if I should do this a different way, for now injuries will be counted twice -- once due to arm and head injuries, and a second time via total hp missing.. Not sure if that's too much or not.

(Edit) This is appearing on page 12, so I'd like to mention I posted 2 other posts on page 11 today, be sure to check them out too since I doubt the board will show them...

Pages: 1 2 [3] 4 5 ... 12