UFO:Alien Invasion

Technical support => Windows => Topic started by: Kobura on April 17, 2011, 05:59:28 pm

Title: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Kobura on April 17, 2011, 05:59:28 pm
The difference is ASTOUNDING. 2.3.1, broken reaction fire, eh graphics, 3D worldview got a nice facelift from last time I played (can't remember when exactly), tons more maps from when I last played which is really nice

ok. ok. I played that for the past couple days, then decided I'd stick 2.4 somewhere else so it's newness and dev-state-ness wouldn't wreck my carefully pieced together saves

holy crap, never going back. The particle effects are **GORGEOUS**. Seeing a flurry of tracers from the machinegun is seriously like a religious experience. Explosions are EXPLOSIONS. The aliens screeching on hit and death is an amazing touch. Hits actually register with bloodsplatter or noise or accurate tracer impacts or all three!

Also reaction fire seems to WORK. I set up a bunch of snipers covering the advance to a Harvester, certain they wouldn't do anything as aliens strolled among my forces with Kerrblades... but no. One Taman showed his head for just an instant, then a bloodspider moved a little further than the Taman had (this was my first mission, I was a little O_o at a bloodspider already), and the two shots that rang out seemed aimed at the Spider but one hit and killed the Taman. Excellent.

And an Assault Rifle that can autofire!! Finally. These changes seem amazing! I literally almost melted like so much Inferno'd alien when I saw all the changes. And the alternate HUD isn't completely disorienting either (though the arrows for weapon hands is a poor touch)

A few notes: The HUD seems rather set on each soldier, and changing to another one has a delay when displaying the second soldier's stats, this is somewhat disorienting. Generally seems to be minor issues with the alternate HUD when switching displayed soldiers, ie if the initial selected is crouching and you switch by any means to one not crouching, the image updates the skin but not the pose. Also the crouch/notcrouch buttons don't seem to update correctly on the alterHUD, when swapped from crouching to not crouching as noted above the "Crouch" button was still depressed, selected, highlighted (with all those gorgeous graphics) but when I thought "Oh I'll just click Stand" the second previously standing soldier crouched, but the Stand button was highlighted. Disorienting but likely a minor fix.

Seriously. The difference is night and day. Don't even bother 2.3.1, go straight for 2.4!!!!! (I'm only in for a couple missions so far so can't comment on stability but it's an alpha/beta game anyway so)
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Brettie-C on April 17, 2011, 06:05:31 pm
Newbie here, where can i get 2.4 because 2.3 keeps going unresponsive on loading maps even out of fullscreen
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Kobura on April 17, 2011, 06:13:20 pm
http://ufoai.ninex.info/forum/index.php?topic=2830.645

But I still recommend making your video changes, then hitting back, CLOSING OUT OF THE GAME, reloading it, then trying the battlespace. You're describing a common 2.3.1 symptom IIRC.
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Brettie-C on April 17, 2011, 06:14:11 pm
ok thanks, nice to know people help each other.
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Kobura on April 17, 2011, 06:45:03 pm
You won't get any harping on "Go search" from me :p

Unless of course it's a super-common question that I know a thread was recently answered for

Or I don't KNOW the answer :p

I wish I could help this project more.
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Destructavator on April 18, 2011, 03:14:07 am
I wish I could help this project more.

Actually, there's plenty you can do, even if you don't have coding (programming) or modeling skills.

Mapping is always an area where we could use some help, our map editor is also under constant development and isn't very hard to learn how to use (no modeling or graphic design skills are really needed to use it).  We have mapping tutorials, although I'm not quite sure how up-to-date they are.

If map-making doesn't interest you, it certainly doesn't help to have more people testing stuff for bugs and reporting them.

BTW, welcome to the project and the forum (both of you).
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Kobura on April 18, 2011, 04:36:36 am
Appreciated. I'm an autodiagnostician (read: sorta hypocondriac ish though unfortunately a significant number of my suspicions are founded) and the medically-aware life taught me to be a religious quality controller of my own body, which extends outwards.

So I notice things and am eager to share them. Speaking of which there was a weird occurrence on one of the maps where a bloodspider was ricocheting in place in a tile (I think after striking one of my d00ds but not sure) which I revealed after it was adjacent to a soldier. The unit was incapable of being shot, I didn't test grenades. Those *BEAUTIFUL* particle effects from my LMG went right through its square despite an advertised high chance to hit, repeated with several full TU-bars of SMG and some sniper shots.

I didn't take screens and didn't let it carry over a turn or try explosives, but figured it was worth something to know. One of the jungle crash levels.
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Brettie-C on April 18, 2011, 04:41:52 pm
Well im doing a graphics design course at college atm and am quite talented at creating things from scratch. Would this be any help with the project?

I adore xcom and ufo games and played nearly all the RTS versions so helping with this would be rather satisfying.
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Destructavator on April 18, 2011, 05:17:30 pm
Well im doing a graphics design course at college atm and am quite talented at creating things from scratch. Would this be any help with the project?

I adore xcom and ufo games and played nearly all the RTS versions so helping with this would be rather satisfying.

Yes!  We can always use more artwork, both 2D and 3D (modeling), as well as textures for building maps and other stuff.  We can accept such contributions exported from almost any common program, whether you use commercial stuff (Photo-shop, Maya, 3DS, etc.) or the free ones (Gimp, Blender, etc.).

I've also been hoping that at some point someone with skills in video editing would come along, so I could work with them on in-game videos for the intro, parts of the plot, etc.  I personally have a registered copy of Terragen 2 Deep with Animation that I'm still learning how to use, although I don't have enough stuff (3D models of buildings, cities, trees, etc.) to import into it for most of the video clip ideas I've had.  I've been using Corel Videostudio software along with Blender's animation features, although I don't have any access to the real high-end stuff (like the multi-thousand dollar packages Adobe makes).
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Brettie-C on April 18, 2011, 05:26:38 pm
At college i use 3D studio, i could show you a piece of my work if you want as i have a piece of work that was entered into a competition

:EDIT: also ive just realised i cud show you all the work ive done at college. i can log onto my college server and collect it all
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Kobura on April 18, 2011, 09:58:47 pm
I have another 3D modeller graduate friend I'm going to recommend to the project to expose her ability. Something to put on the resume' :]
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Sarin on April 18, 2011, 10:02:47 pm
Bit back on topic. Do 2.4 (current dev version) present any significant gameplay difference from 2.3, like new items, research, aliens etc.? I noticed a couple new maps, I hope it's not all...
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Kobura on April 18, 2011, 10:05:48 pm
The weapons are different. Straight up for instance, the Assault Rifle offers an 18-TU Full-Auto, and the Snap Shot is 8TU (I seem to remember it being 9, but that might've been the em rifle too)

There are different things. UGVs are NOT implemented (correct me if I'm wrong!!!) but some of their parts are available to buy and I'd assume it's a dead feature right now so don't waste money on it.

I haven't even researched lasers yet so I'm not the best to ask. I dislike warping time too hard so the game stretches out long for me.

*EDIT* it's also worth noting that, not sure about it depending on difficulty, but soldiers seem to start SIGNIFICANTLY more capable. Like all my available options are "Competent" (ranging in the 30s) and some are "Proficient" (low 40s) in things. They still have average (20s) and a couple mediocre (10s) but by and large soldiers are actually able to hit shit. Also they improve at a noticeable but still not terribly speedy rate, generally just much better as far as being able to hit barns with scoped match/military-grade rifles. An immensely positive change from 2.3.1 and 2.4
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Sarin on April 23, 2011, 05:38:04 pm
I did notice that in 2.4, soldier starting stats are considerably improved. It is possible now to select only soldiers with 40+ mind, 30+ accuracy and speed. But I wanna know if there is something truly new, since I got in quite annoying part of game now, and don't wanna continue unless there will be something new.
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Lisander on May 09, 2011, 03:28:26 pm
Well, I noticed the game is much more easier than 2.3.1. Ten missions after the start of the campaing, i have the same squad of soldiers. No one was KIA. They look ealthier now, and can endure a couple of plasma pistol shots before falling, even unarmored or with the combat armour.

Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Vulgarius on June 25, 2011, 06:57:22 am
Where can I get 2.4.?

2.3.1... The game crashes when starting tactical missions. :(
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: geever on June 25, 2011, 10:07:39 am
Where can I get 2.4.?

2.3.1... The game crashes when starting tactical missions. :(

2.4 is not yet released, still under development. But you can get development snapshots from http://ufoai.ninex.info/snapshots/ for Windows and Mac.

ps. 2.3 and 2.4-dev savegames meant to be incompatible, I suggest starting a new campaign.

-geever
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Jruskey on June 26, 2011, 04:52:29 am
has the cannot load enviroment map 0 for 2.4 been fixed yet? ive wanted to try it out but no joy
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Vulgarius on June 26, 2011, 07:43:29 am
I'm getting this also (I found 2.4) but I get:


Could not load environment map 0
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Friendly79 on June 26, 2011, 12:41:43 pm
just tried the june 26th windows32 snapshot, and im also gettin this

here is the crash thing if it helps, let me know if you need more

---- endianness initialization -----
found little endian system

---- filesystem initialization -----
Adding game dir: /usr/local/games/ufoai/base
Adding game dir: ./base
Added packfile ./base/0base.pk3 (14 files)
Added packfile ./base/0maps.pk3 (680 files)
Added packfile ./base/0materials.pk3 (56 files)
Added packfile ./base/0media.pk3 (10 files)
Added packfile ./base/0models.pk3 (2698 files)
Added packfile ./base/0music.pk3 (59 files)
Added packfile ./base/0pics.pk3 (1133 files)
Added packfile ./base/0shaders.pk3 (26 files)
Added packfile ./base/0snd.pk3 (320 files)
Added packfile ./base/0textures.pk3 (2366 files)
Added packfile ./base/0ufos.pk3 (106 files)
Added packfile ./base/0videos.pk3 (1 files)
Adding game dir: C:\Documents and Settings\fred\Application Data\UFOAI/2.4-dev/base
using C:\Documents and Settings\fred\Application Data\UFOAI/2.4-dev/base for writing
executing filesystem.cfg
executing default.cfg
couldn't execute config.cfg

----- network initialization -------
libcurl/7.21.6 GnuTLS/2.12.6 zlib/1.2.5 libidn/1.22 initialized.

------ server initialization -------
added 8 maps to the mapcycle

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.14
I: desktop depth: 32bpp
I: video memory: 0
I: Available resolutions: 1920x1080 1680x1050 1600x900 1280x1024 1280x960 1280x720 1152x720 1024x768 800x600 640x480 (10)
I: video driver: windib
I: setting mode -1
I: set multisample buffers to 0
I: set swap control to 0
I: 1024x768 (fullscreen: no)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 0 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 9800 GTX/9800 GTX+/PCI/SSE2
GL_VERSION: 3.3.0
GL_EXTENSIONS: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NVtexgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
found GL_ARB_multitexture
found GL_ARB_texture_compression
found GL_ARB_texture_non_power_of_two
using GL_ARB_texture_non_power_of_two
found GL_EXT_texture_filter_anisotropic
found GL_EXT_texture_lod_bias
found GL_ARB_vertex_buffer_object
found GL_ARB_fragment_shader
found GL_ARB_shading_language_100
GLSL version guaranteed to be supported by OpenGL implementation postfixed by vender supplied info: 3.30 NVIDIA via Cg compiler
found GL_###_framebuffer_object
using GL_ARB_framebuffer_object
max draw buffers: 8
max render buffer size: 8192
max color attachments: 8
found GL_###_draw_buffers
using GL_ARB_draw_buffers
GLSL version setting on startup: 1.10
max supported vertex texture units: 32
max supported lights: 8
max texture units: 4
max texture coords: 8
max vertex attributes: 16
max varying floats: 60
max fragment uniform components: 2048
max vertex uniform components: 4096
max texture size: detected 8192
...but using 2048 as requested
Using low resolution globe textures as requested.
R_LoadShader: world_vs.glsl: R_LoadShader: world_fs.glsl: R_LoadProgram: 'world' loaded.
R_LoadShader: warp_vs.glsl: R_LoadShader: warp_fs.glsl: R_LoadProgram: 'warp' loaded.
R_LoadShader: geoscape_vs.glsl: R_LoadShader: geoscape_fs.glsl: R_LoadProgram: 'geoscape' loaded.
R_LoadShader: combine2_vs.glsl: R_LoadShader: combine2_fs.glsl: R_LoadProgram: 'combine2' loaded.
R_LoadShader: convolve3_vs.glsl: R_LoadShader: convolve3_fs.glsl: R_LoadProgram: 'convolve3' loaded.
R_LoadShader: atmosphere_vs.glsl: R_LoadShader: atmosphere_fs.glsl: R_LoadProgram: 'atmosphere' loaded.
R_LoadShader: simple_glow_vs.glsl: R_LoadShader: simple_glow_fs.glsl: R_LoadProgram: 'simple_glow' loaded.
SDL_image version 1.2.10
Could not load environment map 0
FS_RemoveFile: remove C:\Documents and Settings\fred\Application Data\UFOAI/2.4-dev/base/keys.cfg
There are still 1 opened files

Shutdown
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Siim on June 26, 2011, 12:52:58 pm
Downloaded the latest dev build and am also getting the same error :S
Title: Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
Post by: Edi on June 27, 2011, 01:23:14 pm
The nightly build package is broken. geever, mattn and the other coders are investigating it.

If you build the game from the source using muton's tools as per the instructions on downloading the source and compiling it, everything works perfectly on Windows. If you have a fast internet connection and a reasonably fast computer, the build time is also not too much. Except for the first time, when every map needs to be built.
Title: Re: 2.4 vs 2.3.1
Post by: cyllan on July 01, 2011, 11:57:09 am




i downloaded the 2.4 version, it looks a lot better , there are acouple of things, the graphics are really nice, but all the soldiers look shining white /silver, like too much light on them, i tried playing with the graphic options, anything more than shader1.3 gives me a  black planet geoscape... i dont get it i have  the lastest nvidia gtx 570 with win 7 64,  it is weird because all the static graphics are very detailed and nice, also in geoscape if you press the radar button ( to show extended range of radar ) most of the map gets too shiny and white.

i also get red boxes in the ground combat screen.....