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Messages - Another Guy

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151
Quote
@Another Guy: It won't work. Sometimes we change stuff in the code which needs data to be changed like
if "..." -> if (...). The new binaries will not work with the old data or will work but with issues. (I don't want to hunt down these issues...) Updating only binaries is a bad idea.
Idea is to download updated binaries and using TortoiseSVN to get SVNdata to match same build as the newest binaries. Did I miss anything?
Seemed a good plan to me.

152
Bugs prior to release 2.3 / Re: Crash to desktop in trunk 24642
« on: June 20, 2009, 06:03:23 pm »
I don't know if it's intended or some bug but yes, nothing beyond alien breath apparatus on auto mission.
The drawback of using automission (as far as I understood it) should be only not raising ur soldiers stats. If so, they should fix the no equipment gain soon.

As for the battlescape crashes, this is bug that insists to keep getting in the coders' way for quite some time now...  :(
A little patience and it should be fixed sometime.

153
Discussion / Re: Rambo
« on: June 20, 2009, 04:56:16 pm »
I usually rename them for their better skills and put using weapon in brackets. Gets pretty organized.

154
I'm probably pushing it, but when u guys upload new installers, could u also link to a small archive only with the main compiled binaries (ufo.exe, ufo_ded.exe, ufo2map, uforadiant.exe, game.dll)? Would make downloads a LOT smaller (around 8MB using zip) for those using SVN and I'd be very grateful.  :D




Obs: Considering the topic name "Links for 2.3 Development Binaries - Full Builts & Incremental Builts Only" maybe put it on Win32 Development Binary Installer Links or a new topic.
Obs 2: Yes I know, ppl could just compile themselves but for some reson I'm not being able too. Maybe someone else has the same issue, so thats the post reason. So ppl can start testing new versions as soon as possible.

155
Bugs prior to release 2.3 / Re: Crash to desktop in trunk 24642
« on: June 20, 2009, 04:24:13 pm »
Quote
By the way: Is it normal that you won't receive any items after simulating a combat?

U mean autocombat? I don't think so, but usually I only receive alien breath aparatus...

156
Bugs prior to release 2.3 / Re: Bugs I found on r24761
« on: June 20, 2009, 07:09:24 am »
Quote
#1: Actor movement out of sync error, sending the player back to geoscape still exists in r24761.
I encountered it after a soldier moved on a tile he normally shouldn't be able to walk on (rocky slope in scout_crash map).

This seems to occur a LOT more frequently on 24761 than on 24654. Soldiers get on illegal places all the time on their movements crashing battlescape back to geoscape.

157
Tactics / Re: Super-aliens or Alien heroes
« on: June 20, 2009, 06:31:27 am »
Well, if they all had the exact same model, any of them could be such maniac, so u would have to overkill ALL of them to make sure. CARNAGE!!!

158
Discussion / Re: How to use medikit ?
« on: June 20, 2009, 06:27:13 am »
My memory may betray me, but as far as I remember, X-COM medikit did have it own screen with all options and parts of the body wounded. UFO extraterrestrials copied that too. Pretty cool. But a soldier could NOT target himself. No aiming either. It would treat the soldier (if any present) on the imediate (adjacent square) direction the soldier with medikit was facing. TU usage was also diferent. "using" the item wold open the medikit screen and use no TUs. But each time u attemped some treatment (either healing, painkiller or stimulant) some TUs would be used.

A badly stunned wounded soldier would take 2 or 3 turns to "fix":
one MK usage for each fatal wound point healed;
one MK usage for each 10 morale points recovered (lost when wounded);
one MK usage for each 10 points of stun damage "healed" (randomly reveived when hit by aliens or friendly fire).

Note that there was no healing other than fatal wounds healing (would grant some small hp heal with it) so could never be used to get soldier to full health (usually he would be still badly wounded and under heavy stats loss after healing).
That would really only prevent the death of that soldier due to bleeding and prevent him from going mad in panic, never get him back into good shape for action in that same mission. And would waste a lot of the "medic" soldier's time. Pretty realistic.

That would take a LOT of work to code. lol
But would be very cool...  ;D

159
Offtopic / Re: UFO:Extraterrestrials.
« on: June 20, 2009, 06:01:51 am »
np  :D

I'm sure u'll also enjoy modding the game files yourself. Pretty intuituve variables. Kinda fun making ur own challenges. Good gaming!

160
Offtopic / Re: UFO:Extraterrestrials.
« on: June 20, 2009, 12:25:43 am »

161
Feature Requests / Re: 25mm Gas Grenade
« on: June 20, 2009, 12:17:21 am »
I think there should be equal numbers of human weapons, alien weapons and late game hybrid weapons. about 1/3 of each.

162
Windows / Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
« on: June 19, 2009, 05:45:37 pm »
Downloading  :D

163
Discussion / Re: A nasty trap!
« on: June 19, 2009, 05:11:42 am »
No problem  :D. Just give it some time and u'll problably get it.

Oh, I forgot to tell some libaries r not in the archive for some reason (they should be).
Theora, Vorbis, Ogg and SDL here and Xvid here.

Hope I get it to work soon...

Help anyone?  ;D

164
Discussion / Re: A nasty trap!
« on: June 19, 2009, 04:55:15 am »
Nah, I got the codecs to work mostly, but compiler is still complaining about a library that is already there.
I even got last theora files from oficial site and added apropriate ones to include, but when compiling UFO.cbp I aways get:

Linking executable: ..\..\ufo.exe
C:\Games\UFOAI Development\codeblocks\MinGW\bin\..\lib\gcc\mingw32\3.4.2\..\..\..\..\mingw32\bin\ld.exe: cannot find -ltheora

I've tried everything with lib dir and theora files, but no luck.

If u want to try ur luck (and tell me if u get it :P) recomended code:blocks archive is here but I found mattn one better. Wiki for tortoise SVN here.

Good luck!!!

165
Discussion / Re: A nasty trap!
« on: June 19, 2009, 03:30:32 am »
Posted by: slothlord
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Don't know if it will be in the 2.3 release.
Posted by: BTAxis
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Won't.

:P

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