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Messages - hoiba

Pages: 1 [2] 3
16
Discussion / Destructible Environment
« on: November 17, 2015, 11:33:26 am »
I just read the opening post of this thread:

http://ufoai.org/forum/index.php/topic,8808.0.html

[...]In the basement, there's a camera room, looks just like the one in your base. You can get the door open with a grenade.[...]

I never discovered any destructible object (except windows) during my fights. Are there really doors which can be opened by force?


Hoiba

17
Bugs in development version (2.6-dev) / Re: Mystery Bombs
« on: November 17, 2015, 11:22:46 am »
That kills these soldiers, doesn't it ?

I didn't activate the bombs. Just simply put them to the ground in the soldiers inventory screen (like switching a grenade from belt to hand).
After all Bombs were dropped, just abort the alien-base-mission and you'll dust off with all your guys but without the bombs.

I liked the idea some too curious alien would approach the many bombs and press some buttons on them :)

18
Bugs in development version (2.6-dev) / Re: Mystery Bombs
« on: November 16, 2015, 02:36:27 pm »
I can confirm this. (using 2.6-dev windows version)

Last weekend I realized I got 120++ of these devices stored at my bases. Unable to sell them they blocked a lot of space in the bases.

I solved the situation by packing all my soldiers full with these bombs, attacking and then attacking an alien base. Once there, I dropped the bombs to the ground and aborted the mission. Had to repeat it 3 or 4 times until all bombs were disposed this way.

Hoiba (and sorry for reviving an old thread :))

19
Discussion / Proximity Mines
« on: October 20, 2015, 02:56:13 pm »
Hey there!

I've found some really old threads (2007-2009) about that stuff but they aren't implemented yet.... are the PMs still planned to be a part of the game someday?  :)


Hoiba



20
Linux / Re: Gamecrash on Battlescape (VM)
« on: November 29, 2014, 02:27:45 pm »
Found my original Linux-VM at home, tested with the latest master ---> problem FIXED, WinXP-VM shredded already :)

21
Linux / Re: Gamecrash on Battlescape (VM)
« on: November 28, 2014, 10:19:45 pm »
Hi,

Actually I think i got this one, can you test if it's fixed in latest master?


Sure. I'll be able to test it monday (all Linux-VMs are on my computer at work ^^ ).


How did I overlook that?

You're replying late in the night. That's how ;)

22
Linux / Re: Gamecrash on Battlescape (VM)
« on: November 28, 2014, 08:20:04 am »
Hi DarkRain

I'm using the lua bundled with the game (the path in the error message points to the games lua). However... liblua 5.1 is present in the system also.
This problem seems to be VM-specific. I'm running a Debian7 Laptop on which I can compile and play 2.6dev without any issues.
The error above only appears in the Debian-VM.

I'm downloading openSUSE 12.3 right now for a try.
I've already tested Fedora and Ubuntu, both having sound issues I couldn't solve. Only Debian seems to work with sound in VM.


###EDIT###

Just tried the openSUSE 12.3 VM (clean install, KDE, all updates applied, zyppered all packages & dependencies, compiled 2.6dev) with the same 'entering battlescanpe error' as posted before.

Code: [Select]
"version" is "UFO: Alien Invasion 2.6-dev IA-32 Nov 28 2014 Linux DEBUG"

ufo: src/libs/lua/lapi.c:545: lua_getfield: Zusicherung >>L->top < L->ci->top<< nicht erf?llt.
failed to upload file 'crashdump.txt': Timeout was reached
failed to upload file '/home/hoiba/.ufoai/2.6-dev/base/ufoconsole.log': Timeout was reached
Error: Received signal 6.


If the solution to this problem requires lots of time and research for you DarkRain, please just leave it. You coders have enough to do elsewhere in the project. I'll just use the WinXP-VM instead. As a mentioned above, 2.6dev runs fine in this VM ..although I don't like the feeling  ::)

23
Linux / Gamecrash on Battlescape (VM)
« on: November 27, 2014, 01:58:06 pm »
Hey everybody. Me again :)

I was fooling around with UFO:AI within a VM because I like the opportunity to pause a long fight (e.g. alien base) and resume the next day by suspending and restoring the VM.

After having a little struggle with sound-issues an other minor bugs the game runs fine within a Debian7 VM but when it comes to battlescape the game crashes. Unfortunately without any entry in the ufoconsole.log file.
When starting the game in a shell I get some error messages (see attached code).

Someone having a idea how to fix it? Google is not a big help, maybe its not a OS but an application issue.

I've tried a WinXP instead a Debian7 guest VM... here everything works great. But I don't like using a Win-Box.. especially the old XP one.


Many thanks for your ideas!

Hoiba

Code: [Select]
====== UFO Initialized ======
=============================
Switch grab input off
Change gametype to 'Skirmish mode'
Starting skirmish with 12 soldiers and 0 ugvs
setting game random seed to 14047
------- Loading game.so -------
not found at '/usr/local/lib/'
not found at '/home/hoiba/.ufoai/2.6-dev/base'
found at './base'
tiles: -africa/af_ +craft_ufo_bomber +craft_drop_firebird +empty6c +empty6a +house3 +fence3 +house1a +house1 +house2 +house4 +house6 +house2 +house6a +house3 +house2a +misc1 +empty6 +fence3 +house1 +house1a +house1 +house3 +house1a +well1 +house6 +nature_01 +house6b +house2 +empty6 +fence1 +fence1 +empty6b
pos: 0 -32 0 -40 -8 0 32 -32 0 32 -24 0 32 -16 0 32 -8 0 32 0 0 32 16 0 32 24 0 -40 -32 0 -40 -24 0 -40 -16 0 -32 -24 0 -24 -32 0 -24 -24 0 -8 -24 0 -16 -32 0 -8 -32 0 -24 -16 0 -16 -16 0 -8 -16 0 -8 -8 0 -16 0 0 -8 0 0 -8 8 0 -16 16 0 -40 8 0 -24 8 0 -24 16 0 -40 24 0 -32 24 0 -24 24 0
tiles: 32
CM_LoadMap: "-africa/af_ +craft_ufo_bomber +craft_drop_firebird +empty6c +empty6a +house3 +fence3 +house1a +house1 +house2 +house4 +house6 +house2 +house6a +house3 +house2a +misc1 +empty6 +fence3 +house1 +house1a +house1 +house3 +house1a +well1 +house6 +nature_01 +house6b +house2 +empty6 +fence1 +fence1 +empty6b" "0 -32 0 -40 -8 0 32 -32 0 32 -24 0 32 -16 0 32 -8 0 32 0 0 32 16 0 32 24 0 -40 -32 0 -40 -24 0 -40 -16 0 -32 -24 0 -24 -32 0 -24 -24 0 -8 -24 0 -16 -32 0 -8 -32 0 -24 -16 0 -16 -16 0 -8 -16 0 -8 -8 0 -16 0 0 -8 0 0 -8 8 0 -16 16 0 -40 8 0 -24 8 0 -24 16 0 -40 24 0 -32 24 0 -24 24 0"
Rerouted 1222 cols for RMA in   1.0s
checksum for the map '+africa': 3237176925
ufo script checksum 243461283
ufo: src/libs/lua/lapi.c:545: lua_getfield: Zusicherung >>L->top < L->ci->top<< nicht erf?llt.
Error: Received signal 6.

24
Discussion / Re: Saving during the battle
« on: November 24, 2014, 01:16:19 pm »
Someone recently suggested to set up a virtual machine where the state of the system can be saved. I've seen it working with other complex programs. No idea about phones, tablets etc but it should likely work on a PC or laptop.
Of course, this kind of saving doesn't allow to save-scum...but it allows interrupting the play.


It was me who suggested the VMs. Well, I've created a Debian VM for VMWare Player (free to download and use but registration required) and compiled a 2.6dev on it. Then moved the to a USB 3.0 Stick. So I always have my 'UFO:OS' with me. At home I use it on my Win7 Desktop and when I'm outside (e.g. visiting parents on holidays) I use it with my Debian Laptop.
Well with VMWare Player it isn't possible to take snapshots of the OS (as I'm used to from the VM Workstation at work) but the OS can be suspended and resumed later without loss of data or game progress.
Regular backups of the savegame files (e.g. cloud storage) are useful in case the stick dies ;) 

But all this isn't useful for prqek with his android smartphone. Here the Hibernate software (Sandros post) could be a solution. But I didn't test it.

25
Discussion / Re: Why is this so goddamn hard?
« on: November 24, 2014, 12:48:32 pm »
Yes, patience is the key. Just like anonymissimus said.

I often use the first 2-3 rounds just to rally my troops. Usually around the camera room. If there are single soldiers somewhere in the base, I hide them until I have some more in the vicinity.
These first 2-3 rounds I usually note (on a sheet of paper) how many aliens are present, and where they are.

Then I start to advance very slowly. Step by step from cover to cover. I found it useful to send teams of 2-3 solders. Some teams to attack the enemies front, others to fall to their flanks at the same time.

I have built my bases (not intentionally.. just had luck ^^) to have long corridors. These are guarded by my snipers. They are in cover, leaving it every round to take a look down the corridor and then pop back to cover.

The tactics I use depend on the enemies behavior. If the enemy advances (you can see it through the cameras) I try to trap them somehow: Hide and wait for a good moment to leave cover and wipe 'em out.
If they stay stationary...guarding their spot... then it's up to me to advance with a lot of caution.

I don't use smokes inside the base (besides of emergencies). There is enough cover to hide. But in general smokes help a lot!

But of course there can be some frustrating situations. Hovernets and especially Combat Hovernets are really 'pita'. Having lots of TU and enormous firepower they can easily cover a long distance and still killing 1-2 soldiers.
And sometimes I get surprises because I'm still not very familiar with the buildings inside the base. Some have basements through which the enemy can sneak behind my lines (happend once). This nearly got me a heart attack :)

All I can say is you have to give yourself a lot of time to defend the bases. If you're not sure whats in front of you just stay where you are until you know. If Hovernets are present, stay away until you know what they are up to and you have a good chance of taking them out. Patience and caution.

26
Linux / Re: 2.6dev Battlescape wont start
« on: November 22, 2014, 09:00:27 am »
Hey geever!

Thanks for your fast reply! Your suggestions worked.

But I had to 'git stash' before 'git pull --rebase' .. something was wrong with my copy of the files. Don't know why. After the --rebase the maps-sync worked fine. Battlescape does start now.

Thanks for your help. Keep up the great work! The game is awesome!


Hoiba

27
Linux / 2.6dev Battlescape wont start
« on: November 21, 2014, 10:23:36 pm »
Hey everybody!!

I've just updated my copy of the  2.6dev git and compiled it (for the first time). Everything went fine, game starts but the battlescape won't load when I try to fight aliens at a shot down UFO. Skirmish kicks me back to main menu.

I thought, somethings wrong with the maps, so I checkt if /base/maps folder is present - it is. /base/ufos/maps.ufo present too.

So I tried 'make maps-sync'. This ended in 904 'version mismatch' errors, so I guess thats the problem. Any idea how to solve it? :(

Alternatively I'll download the whole master branch again tomorrow and try again with the completely new files.

My system: debian wheezy
I've compiled 2.5stable some months ago without issues, so the system should be fine.


thanks for your ideas!!

Hoiba

Code: [Select]
2014/11/21 22:32:17 Change gametype to 'Skirmish mode'
2014/11/21 22:32:45 Starting skirmish with 12 soldiers and 0 ugvs
2014/11/21 22:32:45 setting game random seed to 61547
2014/11/21 22:32:45 ------- Loading game.so -------
2014/11/21 22:32:45 not found at '/usr/local/lib/'
2014/11/21 22:32:45 not found at '/home/hoiba/.ufoai/2.6-dev/base'
2014/11/21 22:32:45 found at './base'
2014/11/21 22:32:45 tiles: -tropic/tr_ +r04 +craft_drop_firebird +craft_ufo_scout +r05 +r01 +h03 +r02 +r02 +f02 +f05 +f05 +f03 +f04 +f07 +f04 +f02 +f02 +h01 +f05 +f06 +f02 +h04 +f04 +h02
2014/11/21 22:32:45 pos: 8 0 0 8 -24 0 -24 -24 0 -16 0 0 -32 8 0 -8 -16 0 0 0 0 24 16 0 -32 -24 0 -32 -16 0 -32 -8 0 24 8 0 0 16 0 -8 -24 0 0 -24 0 8 -8 0 -32 0 0 -24 0 0 -32 24 0 -24 24 0 -8 24 0 0 24 0 8 24 0 16 -8 0
2014/11/21 22:32:45 tiles: 24
2014/11/21 22:32:45 CM_LoadMap: "-tropic/tr_ +r04 +craft_drop_firebird +craft_ufo_scout +r05 +r01 +h03 +r02 +r02 +f02 +f05 +f05 +f03 +f04 +f07 +f04 +f02 +f02 +h01 +f05 +f06 +f02 +h04 +f04 +h02" "8 0 0 8 -24 0 -24 -24 0 -16 0 0 -32 8 0 -8 -16 0 0 0 0 24 16 0 -32 -24 0 -32 -16 0 -32 -8 0 24 8 0 0 16 0 -8 -24 0 0 -24 0 8 -8 0 -32 0 0 -24 0 0 -32 24 0 -24 24 0 -8 24 0 0 24 0 8 24 0 16 -8 0"
2014/11/21 22:32:45 ********************
2014/11/21 22:32:45 ERROR: Couldn't load maps/tropic/tr_r04.bsp
2014/11/21 22:32:45 ********************
2014/11/21 22:32:46 Shutdown server: Server crashed.
2014/11/21 22:32:46 Unload the game library
2014/11/21 22:32:46 Shutdown gametype 'Skirmish mode'
2014/11/21 22:32:46 Music: track changed from van_theme to van_theme.
2014/11/21 22:32:48 Wrote config.cfg.
2014/11/21 22:32:48 Wrote keys.cfg



28
Discussion / Re: Crap mules and broke Nannycams
« on: November 07, 2014, 09:06:58 am »
That's strange.

Just yesterday I had to fight off some aliens attacking one of my bases. As soon as I had one guy in the camera room I got visual on at least 7-8 aliens outside the base and in the entrance areas. Of course all in range of a camera.

I'm using 2.5 as you do.

29
Discussion / Re: Crap mules and broke Nannycams
« on: November 04, 2014, 10:31:28 am »
....I can't seem to access them....

Does this mean you try to find some kind of menu or interface to access the cameras?

If 'YES' .. then you won't find any. It works work as soon as you have one of your soldiers in the Video-Room. If an alien passes a camera, you will see it move, even if there is no soldier present in the area.

Hoiba

30
Tactics / Re: Research Request: Panicking Tactics
« on: October 25, 2014, 09:49:44 am »
I have definitely seen panicking aliens still wielding their plasma rifle. It's a large weapon, clearly visible when they are holding it over their head (and cute).

Really? Can't wait to see it!  ;D

Well, a few points moral loss is negligible. For Palanx soldiers to panic, other Phalanx soldiers dying nearby is necessary in my experience. Experienced soldiers have more moral, so they panic less probably.

Yes, it's no problem for Phalanx soldiers to lose a few moral points due to this. But my question is if this also affects the aliens? Can I lower moral of alien soldiers by simply firing in the air? An alien who already panicked could be thrown back into panic again by this. Wielding the plasma rifle again wildly over the head  ::)

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