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Messages - PurpleCaterpillar

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1
Alright, now you're just making fun of me...  =)
The number is not the issue!

I get the feeling this counts as "just another bug" for you, which doesn't justify a new release, even if providing it is a 5-minutes' work.
Never mind, then, I guess.

2
I understand that, of course,
but it's no reason to have a "broken" latest official release...

If this minor fix (or rather, rollback of the map's files) causes an issue with terminology (version numbers),
simply call it 2.3.11, or whatever.

Currently the latest official release requires a patch to be playable, and it doesn't look good...
Just offering my point of view here. Naturally it's your call, eventually.


3
Replace the files in the v2.3.1 downloads.
Is there a reason not to?

The fix doesn't even require re-compilation, and is platform independent.

4
Duke,
was your fix included in 2.3.1?

The bugtracker doesn't show any changes to this item, and in 2.3.1 the issue persists.
So if it's supposed to be included in this version, it didn't work.

Just FYI...

5
Artwork / Re: New Effects Showcase
« on: December 03, 2010, 02:07:31 pm »
This fire does look good, but...
Isn't it the exact same one you posted on Oct 6th?

The link is exactly the same;
I suppose maybe you replaced the old file with a new one, but thought I'd ask anyway.

Also - BTW - is this fire caused by any weapon(s), or used exclusively in map building (e.g. for crashed UFOs)?

6
Bugs in older version (2.3.1) / Re: Bugs with sound and video options
« on: November 24, 2010, 11:38:55 pm »
About your sound issues in battlescape -
 Does it only happen on battlescape?
 Does it happen on Geospace too?
What if you close the game and start playing a song on Winamp for example?

I've noticed on my system that high CPU usage, caused by a lot of DPCs, is causing "static" in my sound.
A restart of the problematic program immediately results in a drop of DPC-related CPU usage, until it builds up again (as the program accumulates DPCs again).
My "problematic program" is uTorrent, BTW.

If this sounds remotely like the problem you're having, I can tell you how to determine DPC-related CPU usage, if you're on Windows.

7
Discussion / Re: A little feedback on my own.
« on: November 21, 2010, 08:23:58 am »
>>*Please try to code the reaction fire system better. It is a crucial part of a jagged alliance-xcom genre, and I never got it working :(
Try the latest 2.4 dev version; It's a known issue, work in progress.

>>*The alien race: Reduce the scale a bit ...
There's an ongoing discussion about this, search the forums a bit and join in.  =)
A lot of other people feel the same as you do, BTW.

>>*Ufo Crash recoveries: Look, I LOVE starting up close for a firefight, but this is too close for comfort!
This is a valid point, but I believe it's mostly the fault of the automatic random map assembler.
You can always "Retry" the mission if you don't like the initial layout.
BTW, if you have some coding skills you might want to propose - and implement - an update to the random map assembler, to prevent it from happening.

>>*I LOVE GRENADE LAUNCHERS! (So far better than anything in open field)
Oh yeah, they rock.  =)
BTW, lasers do mighty good work at long range, so don't overlook them (at least pistols as sidearms). You won't regret it!

>>*Auto-Combat yields no items. Please let it yield stuff.
You're right, and it could be a breeze to fix, if you've won the mission.
But what if you've lost?
Suppose 2 soldiers died, the rest wounded, and the simulated result is that the surviving PHALANX soldiers have fled?
Do you get the dead aliens' equipment? Your dead soldiers' equipment?
Hmmm...

>>*Don't you think ground sams should shoot a bit faster?
The rate of fire seems alright to me, but it might require tweaking later on.
I think you'll also get better SAM-like installations, later on in the game.

>>*Anti-Matter is going the way of XCOM, only yielded from alien craft ...
This is a good point, and it's been made before.
Also, note the that basic idea itself contains a major contradiction:
You need anti-matter to shoot UFOs out of the sky, but you need UFOs to land unharmed, for the anti-matter...

>>*Is there any way you can recreate the RTS way of XCOM 3 or Ufo Aftermath?
I'm not a developer, nor an authority of any kind, but I'm 100% the answer is a definite NO.
Forget about it (unless, of course, you can code it and the devs want it in their game).

>>*Tropical UFO seems to be very buggy :(
Also a known issue, and fixed in one of the 2.3.1 branches (IIRC).
Search around, you'll find the link.

8
Discussion / Re: Alien language -- one for all you geeks
« on: November 18, 2010, 10:49:35 pm »
... I can throw up on things and ...

I just don't understand - Why would you want to throw up on things..?
Maybe it's just me, not being a native English speaker and all...
 :P


9
Bugs in older version (2.3.1) / Re: Raptor dropship @ +City map
« on: November 18, 2010, 10:14:50 pm »
I didn't mention it due to this forum's name - This is on v2.3 stable release,
so obviously I don't have the most up-to-date version.  =)

About the specularity - I've just learned something new today! (had no idea what it was until I've looked it up right now, and still I understand it vaguely).
My colors might be "off" because I played around with the nVidia Display Optimization wizard, and I don't think I've done a great job about it.
It's my entire display that looks a bit weird...

I'm wondering - is it only the map textures that look washed out to you, or is it also the HUD?
If it's in the HUD as well then I don't see a reason to blame it on the map.

(Anyway we're quite off topic right now)

Thanks for fixing it so quickly!



10
Bugs in older version (2.3.1) / Re: Thrown Monomolecular Blade
« on: November 18, 2010, 05:14:08 pm »
One more thing:
I just thought of "what happens when you throw the blade, and MISS?".

IMO thrown melee weapons which miss should be resting on the ground, where they can be picked up again.
This should apply to combat knife, kerrblade, monomolecular blade, plasma blade, and anything else if I've missed it.

I still haven't tested it,
but if it's of any interest to anyone, tell me so, and I'll post my findings on this thread.

11
Bugs in older version (2.3.1) / Raptor dropship @ +City map
« on: November 18, 2010, 05:07:39 pm »
When starting the +City map, if the dropship is a Raptor,
the first soldier has a strange initial position (under one of the engines)
which doesn't allow him\her to move (in ANY direction), unless crouched.

So this is not a bug in the code, but a (probably) unintentional "bug" in the map design, hence should be fixed.



12
Bugs in older version (2.3.1) / Thrown Monomolecular Blade
« on: November 18, 2010, 04:57:25 pm »
When killing an enemy with a thrown mono-molecular blade,
the blade itself and the dead enemy's equipment disappear.

I think there are in fact two separate bugs here:
  • The blade disappears, probably because it's coded as having a single round (when thrown), and is deplete-able, exactly like the plasma blade.
  • The enemy's equipment disappears instead of appearing over its body.

(I've opened a ticket on the bugtracker).

13
Discussion / Re: A protest about installations.
« on: November 17, 2010, 03:19:28 pm »
Good point, but (IMO) only while the disassembly times are so long.
I believe that would be changed in the future, when addressing other game balance issues.
Even with the current long disassembly times, I still have enough antimatter for whatever I need.
On the other hand, 90% of my engineers are working on disassembling UFOs, and there isn't a single engineer who's left unhired.
So my example is probably not the best.

BTW, your post really made me laugh.  =)
Thanks for that!

14
Discussion / Re: How Do You Launch Interceptors When...?
« on: November 16, 2010, 10:44:39 am »
Hello Greyhawk.
Here's how you do it:

  • Select the base with the aircraft that you wish to launch.
  • Open the Aircraft menu.
  • In the aircraft's Description tab click the Start Aircraft icon (blue-ish "box and arrow" icon), to the left of the text "at home base".
  • Go back to geospace, and select the aircraft that now hovers over the base.
  • If the aircraft's context menu pops up (with options such as "go back to base"), close it.
  • Left click anywhere on the geospace, and the aircraft will fly to that location, providing it has enough fuel for the job.

See the attached image, if you can't find the Start Aircraft icon, on the Aircraft menu.
Happy scouting!  =)

If any developers are reading this:
Is this method of launching interceptors planned to be changed in the future?
I think this process is not very intuitive; It makes more sense to replace it with:
  • Double-click anywhere on the geospace.
  • If there's a clickable object under the cursor, behave normally (as if "left-clicked").
  • Otherwise, show a menu with the list of all available aircraft to send to the spot.
  • Alternatively, show a menu of "what would you like to do?", with buttons for "Send aircraft here", "Create installation here", (and any future additions).

I vaguely remember some discussions about disallowing double-clicks and right-clicks, or something, but what was eventually decided?

15
Discussion / Re: Most advanced technology in v2.3
« on: November 15, 2010, 09:23:26 am »
Great, thanks. =)

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