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Messages - Friendly79

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1
Discussion / Re: Looking Forward to 2.4 Release on Desura
« on: June 30, 2011, 01:42:55 pm »
cheers mate,

(rolls up sleeve) guess me and my officers will have to kick some more alien ass while we wait ;)

2
Discussion / Re: Looking Forward to 2.4 Release on Desura
« on: June 30, 2011, 03:54:24 am »
Hail community,

Not a post to rush you along, just genuine curiosity as to when we might have the stable 2.4
gettin quite a ways into 2.3 and i recall ( i think ) that someone mentioned the end of june as a "possible" date..

just dont want to get too far in to have to start again so soon lol, if 2 weeks+ ill prolly stick with 2.3 for now but if its under that ill put 2.,3 away til 2.4 is here

thanks for info in advance

3
Discussion / Re: Appearance of UFOs
« on: June 29, 2011, 03:02:07 am »
im also running 2.3 and have had the same kind experiences in my game..

the lure to the water trick actually does work.. to a point.. it might come down alot to the alien thinking it can overpower you, not sure how they have it programmed..
ive a number of times had multiple crash sites and or terror + crash sites on the go at one time with ufo still being tracked.
I tend to down as many as i can over water at this point just like Edi suggested, ill wait to launch my interceptor knowing roughly that the trajectory will land me over water if he continue's on the current path.. sometimes they come for you tho.. at this point you need to change home base of your interceptor to a base thats across a body of water.
send him home and the ufo will keep the chase, but only if your in a certain range, once you have him over the water, 180 and burn him.. i have lost a few interceptors due to fuel loss with this tactic tho..
im sure there a better solution, but this has worked for me

Good luck mate, and if you find a better way let me know ;)

4
Discussion / Interceptor's auto reload?
« on: June 27, 2011, 09:52:49 am »
G'day guys..

just wondering if the interceptor craft auto reload after downing a ufo, im sure they do as i haven't had to reload base #1 at all..
base #2's interceptor on the otherhand keeps going down.. took me awhile to find out but as soon as he enters combat it says out of ammo,
ive triple checked it, everytime i manual reload ill down the next ufo no worries, but the following one, "out of ammo" again..

greatly appreciate any idea's, if its a setting i havent checked or somthing..

cheers


5
Windows / Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
« 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

6
Discussion / Re: Reaction fire
« on: June 26, 2011, 12:26:44 pm »
great advice all round there.. cheers.

just finished d/loadin the 2.4 and installing as i type.. i hear it has many other improvements as well.. cant wait to see it in a stable release, but as an xcom fan from way back im not gonna wait either lol..

so ill test this one out in the mean time..


7
Discussion / Re: Reaction fire
« on: June 26, 2011, 05:04:33 am »
from the little ive seen of 2.3 the aliens have fantastic reactions.. not over the top or anything..
but for my team to have none.. not a single shot after an alien walks 8 steps in front and to stand there givin me an eskimo kiss
thats a little unrealistic.. even a 12 year old boy would make a reaction shot in that time.. im guessing a trained soldier that knows he's dealing with aliens would have better luck

let me just say, this isnt ment to be or sound like a rant.. its just if this is how its ment to be, im just tryin to understand
How would a soldier survive long enough to get the reaction skill sets when its just random as to whether he will survive a mission..
the only way to promote that i can see is to send out the cannon fodder and leave the soldier i want to promote in the drop ship poppin out with sniper snaps each time some fodder goes down

8
Discussion / Reaction fire
« on: June 25, 2011, 07:00:17 pm »
G'day guys..

i noticed the last post in this subject was a year ago so im hoping this has been solved,

it told me to start a new thread
"Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic."
so here it is

im getting pretty much the same issue, no reaction fire at all.. this is my second mission and it has basicly broken the game..
its a terror mission, seem to be quite a few aliens for the 2nd mission, that's ok tho i like that.. but the are all held up on top of a 8 story building..
my men bail for the building instantly as hiding behind the barriers near the ship gets me killed from their elevated position.
i take up positions in the stairwell, 3 burst shots on the assuslts, 3 shot on the riot shotties and snap on my only sniper..
i lay here in ambush waiting for them, 1st one comes down the stair's, moves in line of sight for 2 squares turns and shoots 1 soldier dead,
then continues down the stairs in full sight of at least 3 others and comes to a stop staring one soldier in the face..
3 living soldiers, 3 different guns, all soldiers reactions setting on. and the alien took no less that 8 moves in full line of sight with not one reaction shot..
(i will add that after turning on their reactions i ended 2 rounds without moving anyone incase they needed a full round to set up..)

i did play 2.2 and i agree that reaction were a little op.. well maybe more than a little..
but this is downright unplayable.. sure i could keep playing and get somewhere.. but the amount of men sacrificed wouldn't be worth it. and losing my most decorated soldiers and reloading all the time will just lead me to lose it..

Please tell me there is a fix i havent found..
thanks in advance

9
G'day guys..

running winxp, 3.5gig ram, nvidia 9800gtx 512

vid setting on normal with everything unchecked, auto ratio
ive installed the patch .pk3 to D:\Program Files\UFOAI-2.3.1\base
Now i constantly crash in fullscreen. tried everything i can to fix it.. windowed, the patch did the job i can move the men out of the dropship, just not fullscreen

Win32 Release version 2.3.1 (525 MB) instaled 1hr ago

thanks in advance for you assistance
-----------------------------------------------------------------

Update, issue fixed, it forced me to select 16:9 .. auto ratio wasnt allowing fullscreen for some reason

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