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Messages - dp

Pages: [1] 2 3
1
Mac / Re: OSX installers
« on: June 06, 2014, 04:47:15 am »
It launches ok for me in 10.9.3, so the problem I reported may be unique to 10.8.5.

2
Mac / Re: OSX installers
« on: June 03, 2014, 10:31:33 pm »
Is this build meant to be compatible with OSX 10.8.5? It crashes on launch for me.

3
You may be right. As I said, what you proposed would be better than what we have now.

4
Quote
it could be a simple drop menu above the soldier inventory, with buttons to "save", "save as" and "delete" custom templates.
If the only supported type of template was a complete set of equipment, it could be as simple as what you describe.

I was thinking of something more versatile that would allow the creation of subsets (e.g., left belt 1, left belt 2, right belt 1, etc.) that can be combined to create other subsets (belt 1, belt 2, etc.) that, in turn, could be combined with various backpack and headgear templates to create complete equipment templates. Creating an easy-to-use GUI for that would require careful thought and might be onerous to code.

But your simpler proposal would be a good starting point and would certainly be better than what we have now.

5
Feature Requests / Re: Default gamma is too low
« on: April 23, 2012, 11:30:56 pm »
That problem (need to reset gamma after a crash) occurs in OSX, too. But I was asking whether the mismatch between the UFOAI window and others is a function of the hardware vs. OS.

6
Feature Requests / Re: Default gamma is too low
« on: April 18, 2012, 08:43:57 pm »
Is this truly a hardware issue, or an OSX vs. Windows (and what about Linux?) difference?

7
Feature Requests / Default gamma is too low
« on: April 18, 2012, 07:30:02 pm »
I see there have been posts about gamma problems going back several years, but it appears nothing has changed.

On my current-generation 13" MacBook Pro (Intel 3000 graphics), I have to increase the game's gamma to roughly 75% of its maximum setting to see things adequately, even during daytime. I don't mind that, but it causes all my other windows to be washed out until I quit the game or lower the gamma. This is a nuisance.

I suppose there's no way to have a custom LUT for the game (but maybe I'm wrong?), but surely the game's images can be matched better to the other windows. None of my other apps present this problem.

8
Bugs prior to release 2.4 / Re: Minor automatic resupply bug
« on: April 15, 2012, 09:32:25 pm »
Ah, yes. Sorry -- I forgot myself and spoke from a user's perspective rather than a programmer's!   ;)

9
Bugs prior to release 2.4 / Minor automatic resupply bug
« on: April 15, 2012, 07:47:30 pm »
Soldiers get resupplied with ammo & Medikits automatically, if I've purchased sufficient spares beforehand. However, if I check the soldiers first, realize something is short, and THEN purchase the additional items that are needed, automatic resupply doesn't work. I must move the items into the soldier's belt or backpack manually.

10
The data-structure design seems simple enough (offhand, I think a hybrid linked lists + trees structure would be the way to go), but I can see how getting the GUI right would require careful thought.

Ideally, it would be possible to create multiple left-belt and right-belt templates, combine them in differing ways to create multiple belts, create multiple backpacks and combine those with belts to create multiple "wearables," etc. A poorly thought-out GUI could make all of this more trouble for the user than the current approach.

11
The idea of allowing users to create equipment templates was first proposed in 2006, according to the Sourceforge tracker. It's an excellent idea that would greatly reduce the tedium of re-equipping soldiers, one item at a time, every time a soldier must be replaced due to injury. (For me, this is necessary before almost every mission. I rarely send injured soldiers on missions or am able to Medikit everyone to 100% before the end of each mission.)

But the tracker shows it's assigned to "Nobody/Anonymous." Is this simply because no one has volunteered to take it on? I can understand that it's not as important as fixing bugs, or perhaps as fun as adding other planned features, but it would improve the game's playability a lot, in my opinion.


12
Tactics / Re: Soldier's view of battlescape?
« on: April 12, 2012, 05:37:13 pm »
Thanks for the clarification.

It was a nice feature but not essential, and I can imagine how it added many possibilities for bugs.

13
Tactics / Re: Soldier's view of battlescape?
« on: April 12, 2012, 06:02:19 am »
Quote
When we load the map, the overlay on the map (cause we are in first person point of view)
I can't find a command that gives me a first-person view -- that was my main topic. I seem to remember it was possible to see the scene from each soldier's first-person perspective, at some time in the past.

The only view I find now is third-person (or "God's-eye") view, which I can pan, rotate, and zoom to view the soldiers, battlespace, etc.

14
Tactics / Soldier's view of battlescape?
« on: April 11, 2012, 06:08:01 pm »
I've been playing the OSX 2.4-dev recently after being away from the game for awhile.

I seem to remember that there used to be a way to view the battlescape from each soldier's perspective. But I can't find a command for that in the Key Bindings, or anywhere else. Is my memory faulty, or was this feature dropped?

BTW, I *finally* realized that the "HUD" is the user interface for the battlespace. I think "HUD" is a misleading name because -- for those familiar with real-world HUDs (and HMDs) -- it implies a display for the soldiers (like the NVGs), used mainly for aiming weapons.

15
Mac / Re: OSX installers
« on: February 01, 2012, 04:21:51 am »
MD5 on new upload checks.

This one plays the intro music and shows the splash screen. Progress bar gets to 100%...and then it crashes.

Console log makes no mention of intro.ogm:

2012/01/31 22:16:29
----- network initialization -------
2012/01/31 22:16:29 libcurl/7.23.1 OpenSSL/1.0.0g zlib/1.2.5 libidn/1.22 initialized.
2012/01/31 22:16:29
------ server initialization -------
2012/01/31 22:16:29 added 8 maps to the mapcycle
2012/01/31 22:16:29
----- console initialization -------
2012/01/31 22:16:29 Console initialized.
2012/01/31 22:16:29
------- video initialization -------
2012/01/31 22:16:29 SDL version: 1.2.15
2012/01/31 22:16:29 I: desktop depth: 32bpp
2012/01/31 22:16:29 I: video memory: 0
2012/01/31 22:16:29 I: Available resolutions: 1280x800 1152x720 1024x768 1024x640 800x600 800x500 720x480 640x480 (8)
2012/01/31 22:16:29 I: video driver: Quartz
2012/01/31 22:16:29 I: setting mode -1
2012/01/31 22:16:29 I: set multisample buffers to 0
2012/01/31 22:16:29 I: set swap control to 0
2012/01/31 22:16:30 I: 1024x768 (fullscreen: yes)
2012/01/31 22:16:30 I: got 8 bits of stencil
2012/01/31 22:16:30 I: got 24 bits of depth buffer
2012/01/31 22:16:30 I: got double buffer
2012/01/31 22:16:30 I: got 8 bits for red
2012/01/31 22:16:30 I: got 8 bits for green
2012/01/31 22:16:30 I: got 8 bits for blue
2012/01/31 22:16:30 I: got 8 bits for alpha
2012/01/31 22:16:30 I: got 0 multisample buffers
GL_VENDOR: Intel Inc.2012/01/31 22:16:30
GL_RENDERER: Intel HD Graphics 3000 OpenGL Engine2012/01/31 22:16:30
GL_VERSION: 2.1 APPLE-7.14.52012/01/31 22:16:30
GL_EXTENSIONS: GL_ARB_color_buffer_float 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_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp 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_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 2012/01/31 22:16:30
2012/01/31 22:16:30 Activate texture compression for Intel chips - see cvar r_intel_hack
2012/01/31 22:16:30 Disabling shaders for Intel chips - see cvar r_intel_hack
2012/01/31 22:16:30 Set max. texture resolution to 1024 - see cvar r_intel_hack
2012/01/31 22:16:30 found GL_ARB_multitexture
2012/01/31 22:16:30 found GL_ARB_texture_compression
2012/01/31 22:16:30 using GL_ARB_texture_compression
2012/01/31 22:16:30 found GL_ARB_texture_non_power_of_two
2012/01/31 22:16:30 using GL_ARB_texture_non_power_of_two
2012/01/31 22:16:30 found GL_EXT_texture_filter_anisotropic
2012/01/31 22:16:30 found GL_EXT_texture_lod_bias
2012/01/31 22:16:30 found GL_ARB_vertex_buffer_object
2012/01/31 22:16:30 using GL_ARB_vertex_buffer_object
max vertex buffer size: 1048575
2012/01/31 22:16:30 found GL_ARB_fragment_shader
2012/01/31 22:16:30 found GL_ARB_shading_language_100
2012/01/31 22:16:30 GLSL version guaranteed to be supported by OpenGL implementation postfixed by vender supplied info: 1.20
2012/01/31 22:16:30 found GL_###_framebuffer_object
2012/01/31 22:16:30 using GL_ARB_framebuffer_object
2012/01/31 22:16:30 max draw buffers: 8
2012/01/31 22:16:30 max render buffer size: 8192
2012/01/31 22:16:30 max color attachments: 8
2012/01/31 22:16:30 found GL_###_draw_buffers
2012/01/31 22:16:30 using GL_ARB_draw_buffers
2012/01/31 22:16:30 max supported vertex texture units: 16
2012/01/31 22:16:30 max supported lights: 8
2012/01/31 22:16:30 max texture units: 8
2012/01/31 22:16:30 max texture coords: 8
2012/01/31 22:16:30 max vertex attributes: 16
2012/01/31 22:16:30 max varying floats: 60
2012/01/31 22:16:30 max fragment uniform components: 4096
2012/01/31 22:16:30 max vertex uniform components: 4096
2012/01/31 22:16:30 max texture size: detected 8192
2012/01/31 22:16:30 ...but using 1024 as requested
2012/01/31 22:16:30 Using low resolution globe textures as requested.
2012/01/31 22:16:30 disabled shaders because they failed to compile
2012/01/31 22:16:30 SDL_image version 1.2.12
2012/01/31 22:16:31 SDL_ttf version 2.0.11 - we need at least 2.0.7
2012/01/31 22:16:31 Modified render related cvars
2012/01/31 22:16:31 glsl shutdown
2012/01/31 22:16:31 disabled shaders because they failed to compile
2012/01/31 22:16:31
------- sound initialization -------
2012/01/31 22:16:31 SDL_mixer version: 1.2.12
2012/01/31 22:16:31 ... requested audio rate: 44100
2012/01/31 22:16:35 ... driver: 'coreaudio'
2012/01/31 22:16:35 ... audio rate: 44100
2012/01/31 22:16:35 ... audio channels: 2
2012/01/31 22:16:35 ... loaded ogg vorbis support
2012/01/31 22:16:35
------- input initialization -------
2012/01/31 22:16:35 0 possible joysticks
2012/01/31 22:16:35 no joystick found.
2012/01/31 22:16:35 Allocate 3 megabytes for the ui hunk
2012/01/31 22:16:35
----------- parse scripts ----------
2012/01/31 22:16:35 54 script files
2012/01/31 22:16:36 ...  0: extension
2012/01/31 22:16:36 ...  1: headgear
2012/01/31 22:16:36 ...  2: right
2012/01/31 22:16:36 ...  3: left
2012/01/31 22:16:36 ...  4: backpack
2012/01/31 22:16:36 ...  5: belt
2012/01/31 22:16:36 ...  6: holster
2012/01/31 22:16:36 ...  7: armour
2012/01/31 22:16:36 ...  8: floor
2012/01/31 22:16:36 ...  9: equip
2012/01/31 22:16:36 51 ui script files
2012/01/31 22:16:40 Shared Client/Server Info loaded
2012/01/31 22:16:40 ...109 items parsed
2012/01/31 22:16:40 ... 28 damage types parsed
2012/01/31 22:16:40 ... 32 equipment definitions parsed
2012/01/31 22:16:40 ... 10 inventory definitions parsed
2012/01/31 22:16:40 ... 22 team definitions parsed
2012/01/31 22:16:40 executing keys.cfg
2012/01/31 22:16:40 Warning: Empty description for UI keybinding: hudinv.bt_exit (i)
2012/01/31 22:16:40 Warning: Empty description for UI keybinding: hud_alt.showinventory (i)
2012/01/31 22:16:40 Warning: Empty description for UI keybinding: hud_mini.showinventory (i)
2012/01/31 22:16:40 Warning: Empty description for UI keybinding: ahudinv.hideinventory (i)
2012/01/31 22:16:40 Warning: Empty description for UI keybinding: hud_nohud.showinventory (i)
2012/01/31 22:16:40 Warning: Empty description for UI keybinding: radarwindow.closeradar (HOME)
2012/01/31 22:16:40 Warning: Empty description for UI keybinding: radarwindow.closeradar (KP_HOME)
2012/01/31 22:16:40 Warning: Empty description for UI keybinding: radarwindow.closeradar (h)
2012/01/31 22:16:40 UI_SetKeyBinding: node "sequence.next" not found.
2012/01/31 22:16:40 music change to van_theme (from PsymongN3)
2012/01/31 22:16:40 s_language has no value
2012/01/31 22:16:59 150 static models loaded

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