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Messages - Havoc

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1
Windows / Re: Dev 2.4 versus 2.3.1 Difference Question
« on: January 08, 2011, 04:36:09 am »
I did use the search function, and got a lot of junk but not your post showing up.

After searching 10 pages of results then and nothing returning, searching the rest seemed pointless.


If it's necessary information I need for my job as software developer for proprietary hardware or if its highly necessary of a different nature, I'll spend more time searching.

However to find a simple answer to the question I asked here, a search should not take me 18 minutes or longer with no answer.

Regards,


Havoc.

2
Windows / Dev 2.4 versus 2.3.1 Difference Question
« on: January 07, 2011, 06:29:30 am »
What's the primary difference in functionality of 2.4 (alpha/beta version) versus 2.3.1?

I've read that 2.3.1 fixes reaction fire for certain weapons or weapon modes not firing reaction.  However, it has been hard to find any current 2.4.1 build changes data in detail.

If I wasn't far enough in the current game (2.3.0 on EXE version for mine), I'd go ahead and test 2.4 beta releases now.

Also, when will the newer chacter models, skins, and weapons sounds in that teaser video start to materialize into builds?

Regards,


Havoc.

3
Tactics / Re: What's your favorite weapon?
« on: July 04, 2010, 03:09:04 pm »
My favorite weapon combination/team setup is:

2 Laser Rifles, 2 Plasma Rifles, 1 Grenade Launcher, 2 Riot shotguns with Sabot, 1 Heavy Laser Gun or Machine Gun

Even with very tough skinned/armored aliens, I find this combination very effective.  Haven't gotten to the top tier weapons yet to say, but for majority of the game you come out good with this combination.

Hands down medium short to close combat weapon of choice is the shotgun with sabot rounds.  One soldier can drop two aliens easily with it, even the tougher aliens it has good success.


On regular terror missions and entrenched aliens, hit and run long range attacks of course work best.  Picks off the weaklings and the idiots while my close quarters and plasma rifle teams come in and hose them down dead.

Aliens were never really good at CQB, and I intend to make sure they don't succeed in CQB in SP.


4
Depends on the compiler, familiarity with interface, etc, etc. on how quickly I could get up to speed on building a new version.

I graduated from a 4 year program mostly with the typical skill sets and experience of a typical software developer.  (C++, VB.Net, Java, COBOL, Assembly, Oracle, Database Design & Management, etc.)

However, the systems programmer position I'm employed for is a proprietary programming language for proprietary hardware.  So the general public rarely or never knows about what we program in.  It would be nice to regularly use C++,C#, or VB.Net in my daily programming work, but I do what what they pay me to program in.

A lot of what we deal with is a lot of direct hex and binary string processing to communicate with hardware.

5
First off, this is the most recent build put out by Destructvator (ufoai_2_3Dev_r26804), so its not an old build I decided to resurrect and install/use.


I made certain before I installed this build release, that I deleted any folders or files left behind of the previous version I used the uninstaller on.

I'll do an uninstall and purge to make sure the folder is gone again and no "recycle binned" material is lying around regarding it.  Then reinstall.

Edit:

It seems doing a second uninstall from the newest version, then reinstalling fixed the harvester stairs issue so far. 

Not sure why or how this occured as every time I do an installation of an updated UFO build, I run uninstaller then every time I make certain that the application folder and its contents of the game are deleted.

6
I know it happened for Cape Town (Africa), Sweeden Industrial (Europe), and possibly Mexico.

The problem is it takes so long to get through a map properly without getting slaughtered at the beginning, so quickly going through them is quite difficult.

I'll start from the beginning and document each map that comes up for play and document each map that bugs up in the harvester.

I know for a certainty that its not just one map that's the problem.

7
The most recent development build (ufoai_2_3Dev_r26804.exe) has not solved the Harvester UFO stairs problem.  Every single mission I play, it ends up with one alien on deck 2 (floor 2) holed up.

The worst problem about it is my soliders do not do any reaction fire to it and get shot up rather easily.  I could stomach it if I could throw a grenade or two around there and nab em, but its consistently a real problem.

8
Tactics / Re: Tip of the Day
« on: April 04, 2008, 05:01:57 pm »
You see a threat, you stay in CQB formation and you have clear LOS with hostile and no threat to friendlies. You take the shot, no hesitation no second thoughts.

Hearing protection gets a lower priority when death comes racing at you from many directions.  That's an issue of fire discipline, weapons that are of extreme noise level tend to be kept out of CQB operations. (example, a .50 cal Barett Antimaterial Sniper rifle).



9
Windows / UFO Shootdown Mission crash
« on: April 04, 2008, 04:54:36 pm »
The screen displayed a green background with the words "todo" scrolling up after I won an "alien" terrorist attack mission and completed most of the research tree available regarding anti-matter, alien engines, and the fighter research.

Then game reverts back to the earth strategic view.  I go and shoot down another one of the alien ships, but when I did I noticed that information on "infection level" and max "infection" threshold was put either at the bottom of the earth strategic map or was in the research section.

I go and send the dropship to waste the alien scum and when the mission finishes, I get a C++ debug error that halts execution and forces the game to abort or it will crash.  I tested multiple saved versions to verify this was not an isolated event, and yes the same crash kept happening 100% of the time.


Has anyone else encountered this error before or have I played so far currently that the unfinished parts needed have not been done yet?


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