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Messages - DarkRain

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31
Discussion / Re: thx
« on: February 22, 2017, 04:40:49 pm »
I quickly read the wiki pages about it, but it sounds quite difficulty when you have no artistic skills. Is it easy to use existing maps? For example, let's say I would like to create a map (to train myself) starting from the "Dam" map, but using this objective (quick idea): "Alien have set a bomb on the dam, and threaten an entire city downstream. You have 20 turns to kill all the aliens, or to disable the bomb with one of your soldier skilled in explosive". Would it be difficult?
I uforadiant works on your system you'r idea would be very simple to implement (but there's no way to limit mission objectives to specific skills, so any soldier would be able to defuse your bomb)

Quote
I start to be confused with this XVI stuff ;) What is working today?
Probably nothing, XVI does start spreading (I think) and there are some research projects about it, but neither have any gameplay effects at all AFAIK.

32
Discussion / Re: thx
« on: February 16, 2017, 05:59:56 pm »
@kingchaos there's more to making the game than coding, in fact the major road block on advancing the campaign further is that we need people to design and 'construct' new maps, for example for the inside of the alien carrier you just shoot at the end of the current game, which would be the first 'big' story mission (not quite the invasion of the final alien base yet, but still a major point in the campaign)

33
Discussion / Re: thx
« on: February 16, 2017, 05:55:35 pm »
Does it mean that once you stunned an alien, it will never be able to reaction fire again?
Only for the default AI, so for most of users: yes

Is there a feature request asking for some sign to highlight dazed units? That is: either some change of the color of the circle around the alien (from red to blue, for instance), or some sign over the head of the alien (cf. the symbol that is over the body of a stunned unit) ?
Yes there is one: #5382, but note that the dazed status is removed at the start of the team's turn (right when it's decided that the unit doesn't get a TU refill) so it would only work to tell you if the flashbang did actually work on your own turn


Hello,
I think we shouldn't know if an enemy unit is ever dazed or not!
But flashbangs should affect every actors and not only the enemy. To be partially protected or immune to their effect, through constitution or visor/helmet, would be another thing, of course.
The idea is that the soldier throwing a FB calls it it so that teammates (who have been appropriately trained) can take measures to avoid being affected.
In any case resistance to the FB wold probably be based more on mind + speed stats (and any protective gear oc)

Also we probably should bring the 'bang' part of flashbang into play, currently only the 'flash' part is in effect — since the enemy needs to be directly looking the FB when it goes off (which brings the question of how it works on shevaars, which are clearly stated to not have eyes, yet need to be 'looking' in the direction of the FB to be affected...)

34
Discussion / Re: thx
« on: February 15, 2017, 04:55:16 pm »
2: It's very simple: each rank has three requirements the soldier must meet: a number of enemy kills, a minimum mind stat and a maximum number of Friendly Fire incidents (only kills count for this) any soldier that has killed any civilians or team mates (or both) won't be promoted beyond Warrant Officer, the more incidents the lesser rank is available for that soldier (again the WO rank for example only admits soldiers with 2 FF incidents max)

4: The game is still under development, the campaign is not even half the way of what is planned, if you're willing to contribute that would be great :)

Edit:
Regarding strength: yes, you're right the more weight the more XP gain.

35
Discussion / Re: thx
« on: February 14, 2017, 05:29:12 pm »
Re: Hovernets and reaction fire
They do have RF enabled, but there was a bug preventing them (or any robotic character) from using RF, you're playing 2.5, I guess the fix probably didn't make into the release.

Re: Flashbangs
Currently flashbangs have 3 effects: They instantly deplete the TUs of any unit affected, they disable reaction fire for the unit as well (and the default AI doesn't know how enable it again) and they apply the "dazed" status to the unit, any unit that is dazed at the start of its team's turn won't have their TUs refilled for that turn.

Do note however that flashbangs only work if the unit can see the explosion, if the flashbang goes off behind their backs or even to their sides they won't be affected at all. Also IIRC robots are immune.

36
Bugs in stable version (2.5) / Re: Problem after updatin
« on: December 12, 2016, 04:09:12 pm »
And to follow on that, be sure to not be mixing an 2.6-dev exe with the 2.5 data (from git as guessed above?) that won't work

Also, it would be easier to help if you give more details, how did you get the game, where this upgrade you mention comes from, etc.

37
Artwork / Re: My SWAT's body model, other uniforms and skins v2.4 and v2.5
« on: December 10, 2016, 04:44:56 am »
Well, the skin names are all lowercase in the *.md2 files themselves, while the file names in the mod (28 and 31 skins versions) have an uppercase letter, on windows it isn't a problem because windows is case insensitive but other systems (like linux and in some cases mac os) are case sensitive and thus can't find the skin files

38
Translating / Re: translation in french
« on: December 06, 2016, 12:42:57 am »
Well, since these designations are prely for flavor I'd say go for it

39
Artwork / Re: My SWAT's body model, other uniforms and skins v2.4 and v2.5
« on: December 06, 2016, 12:05:17 am »
Seems like the game cannot load the textures, is any error printed to ufoconsole.log?

EDIT:
I just wen't and had a look at some of the model files in both the 9 and 31 skin mods and... this might sound silly but does it work if you change the file names for the skins to all lowercase? (For example body_Arctic1.png ==> body_arctic1.png and so and so on)

40
Windows / Re: Text graphics problem in 2.5(?)
« on: December 01, 2016, 07:55:08 pm »
It depends on how you define "mistakenly". Alpha blending sometimes helps with a font rendering, sometimes not. Since game uses prerendered (cached) glyphs, alpha blending looks like a somewhat better blending option IMHO. Obviously, the alpha masking gives a sharper version, but jagged edges are not fun either.

OFC, distance field font rendering solves all the problems, but who will do it? Sorry, I cannot do it right now. No time to do it. For more than a two years :(

Well, I don't recall the exact circumstances now — it's been a while — but as I posted above, only the SDL2 code was doing it, old SDL code wasn't, so it seems to me that it was an oversight introduced when porting to the new SDL2.

41
Artwork / Re: My SWAT's body model, other uniforms and skins v2.4 and v2.5
« on: December 01, 2016, 07:43:24 pm »
I never tried any of the larger ones, I know there where some changes to the way the game loads models skins (because head models with multiple skins were broken) that might have broken the mod, but I'm not sure if those made it into the final 2.5 release.

42
Feature Requests / Re: variable gl loading
« on: December 01, 2016, 07:39:32 pm »
No multiple types of ammo in the same weapon, we already had to remove the non-stunning fire types from the stun rod because the game can't handle that correctly.

Also note that ammo isn't lost when switching from one type to another, it just becomes temporally unusable: the remaining ammo is stored as 'loose ammo' by the game and once back at base is consolidated back to full magazines/ammo cylinders/etc once enough loose ammo becomes available to form a full one.

And switching full ammo clips/magazines/etc should be already possible, at least it worked last time I checked (which means rockets should be able to be exchanged currently)

43
Translating / Re: translation in french
« on: December 01, 2016, 07:12:27 pm »
I don't think the meaning of these acronyms is specified anywhere, they are just internal designations used by PHALANX, from reading the tech reports you could argue that HPGL = "Heavy-weapons Platform - Grenade Launcher" and HPML = "Heavy-weapons Platform - Missile Launcher" but as I said before there's no official meaning (that I know of anyway)

As for the TR-20, I assume that's the model number given by the manufacturer, as there's no mention of a PHALANX given designation for any of the aircraft weapons.

44
Discussion / Re: The green smoke waving around
« on: December 01, 2016, 06:51:00 pm »
The string comes form the map itself (specifically base/maps/africa/af_craft_crash_gunboat.map) but it doesn't appear in the *.po files, probably our update scripts don't look in the *.map files for translatable text.

45
Windows / Re: Text graphics problem in 2.5(?)
« on: October 23, 2016, 04:39:03 pm »
As I mentioned the fix is in the repository, but not released so far, so only option is compiling on your own

Other option would be using a snapshot of the current 2.5 branch — if someone can manually trigger a build for the stable branch in our buildbot

Or, you know, you can try the current 2.6-dev version.

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