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Messages - Nightknight

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1
Linux / Re: make pk3 Error Message
« on: July 03, 2010, 04:24:57 pm »
[SOLVED]
As YY.Cherubim stated, this error seems to be caused by a break on the map building process.
The apparent solution is to delete and re start the installation process.
This seems to fix the
make[1]: execvp: /bin/sh: Argument list too long
make[1]: *** [base/0pics.pk3] Error 127
make[1]: Leaving directory `/home/yy/ufoai'
make: *** [pk3] Error 2

error.

2
Linux / Re: make pk3 Error Message
« on: July 03, 2010, 12:11:58 am »
Hello, I am compiling v2.4 and getting the following errors when I execute the 'make pk3' portion.  (I am running Ubuntu v10.04 64-Bit).  The errors are preceded by a massive screen dump (which fills my terminal's buffer) of files and their paths'. A small example follows:

textures/tex_buildings/carpet002_2.png textures/tex_buildings/stripebr_nm.png textures/tex_buildings/floor001.png textures/tex_buildings/sidewalk01_nm.png textures/tex_buildings/concrete002_nm.png textures/tex_buildings/t_wll_fnctrm_sgn2.jpg textures/tex_buildings/wall_ind02_nm.png textures/tex_common/trigger.png textures/tex_common/slick.png textures/tex_common/weaponclip.png textures/tex_common/ladder.png textures/tex_common/caulk.png textures/tex_common/hint.png textures/tex_common/lightclip.png textures/tex_common/nodraw.png textures/tex_common/error.png textures/tex_common/origin.png textures/tex_common/actorclip.png textures/tex_terrain/cold.jpg textures/tex_terrain/arctic.jpg textures/tex_terrain/mountain.jpg textures/tex_terrain/dummy.jpg textures/tex_terrain/grass.jpg textures/tex_terrain/desert.jpg textures/tex_terrain/wasted.jpg textures/tex_terrain/tropical.jpg
make[1]: execvp: /bin/sh: Argument list too long
make[1]: *** [base/0pics.pk3] Error 127
make[1]: Leaving directory `/home/yy/ufoai'
make: *** [pk3] Error 2

If anyone can enlighten me with what these errors are and how to fix these problems, I would certainly appreciate it.

Oh if it's of any consequence, during the map building process, I had to break out and resume.  I performed a similar set of commands as was in my last post here: http://ufoai.ninex.info/forum/index.php?topic=4975.0 and carried on with what ?appears? to be a successful build.

I am getting exactly the same problem.
Trying to compile Dev version of the game. Downloaded via SVN. Running Fedora 13.

3
Bugs prior to release 2.3 / Re: Ship Manufacture / Transfer Issue.
« on: September 03, 2009, 06:18:30 am »
Yes, It is.
Sorry I forgot to mention it.
Consider this as a solved issue.
Mods, feel free to delete this thread.

4
Feature Requests / Re: Defenses
« on: September 01, 2009, 12:39:31 am »
I got kind of lost. I thought the initial point was a complaint about being restricted to build 4 defensive systems in a base.
If I understand correctly, the point of the Base Expansion is to give the player more space to build. Yet the player will be somewhat restricted since the "Top" Level is the only one that can be used to support structures such as hangars or base defence systems (Which makes sense, since this is the "Exposed" part of the base)

Now, my humble suggestion is that 4x in-base defensive systems is just too much. Come to think of it. It occupies space that could be used for other useful facilities. Don't get me wrong, defence is not useless, it's essential, but there are other means to defend your base.

2x or 3x External SAM Sites around your base do help, too. The only thing strong enough to support 3X SAM Sites + 2 Laser Defence Facilities is a Harvester.
Maybe it would help if you expose what is your main concern. What do you want to achieve with base defences? Your goal is to shot down any UFO stupid enough to fly by it? Or your main concern is to avoid any chance of a UFO Attack? (Any chance of an UFO actually landing in your base)

5
Feature Requests / Re: Defenses
« on: August 31, 2009, 04:36:36 pm »
Greetings,

Sorry for interrupting your conversation, guys.
Speaking about defensive systems, Geever would It be possible (Do not know if it's planned, If it is don't pay me attention) to "upgrade" the external base installations? Specifically the "SAM Sites"?
About base defence systems, I find 2 laser batteries do suffice for the moment, Their range is a bit short but it's compensated by the RoF (Rate of Fire). Also, White_Cat, remember that too many Base Defence Systems give out your base location.
Maybe, Add particle beam weapons Defence? Electromagnetic Defence?

6
Feature Requests / Re: Reactionary fire hell
« on: August 30, 2009, 06:22:41 pm »
Greetings, Guys.

I've been in this situation too, it's not really fun sometimes since the odds are that half your squad is going to turn into grounded meat. I've noticed that, in the case you describe, the most "Exposed" Units (The ones directly facing the alien craft) have very little chances of survival as the Alien, packing dual Plasma Pistols, have massive amounts of reactionary and an accuracy that makes your sniper look like a rookie. And if it wasn't enough, we talk about more or less 4 aliens at mid range ready to reaction fire on anyone who dares to blink.
Sometimes nearby buildings can be useful, sometimes not.

About the "Locked up" Deployment (XCOM-UFO Style) I remember more than once sending a happy Marine out to check the area just to meet a gentle Snakeman and his gang camping outside of the ship. (I bet that that happened to some of you too)

I guess the best option would be to change the point where the Firebird lands. This would make the game a little more interesting since it would allow both sides (Human - Aliens) to set up a defense and a tactical layout. Considering the aliens have better stats, landing near a UFO almost ensures you that one of your units is gonna get stabbed to death by an alien popping out of nowhere with a Kerrblade.

An easier, cheaper, and maybe viable solution would be to make the aliens to not face directly at the Firebird at round one. Well, maybe one could be looking to the Firebird, but 4 aliens with dual plasma pistols and massive amounts of RF, not much fair.

7
Feature Requests / Re: Dual - Cooperative Research
« on: August 30, 2009, 06:05:07 pm »
Thanks, Geever! I know you told me to check that but I got distracted and forgot to check it. Have a nice one!

8
Feature Requests / Re: Dual - Cooperative Research
« on: August 30, 2009, 12:26:55 am »
I asked Geever about it and he told me it was implemented.
I don't know, however, how exactly it works.

9
Translating / Re: SPANISH TRANSLATION
« on: August 29, 2009, 04:41:32 am »
Greetings,

Another Report! :-)

Equipo / Equipamento /Equipamiento: Lanzagranadas
http://ufoai.ninex.info/wiki/index.php/Equipamiento/Armas_Primarias/Lanzagranadas_(es)

Notes
-The ussual changes: Classification / I&D.
-Translated the Grenade launcher ammo as "25mm TAI" (Termobárica de Alto Impulso) from 25mm HIT (High Impulse Thermobaric) Suggestions accepted.
-This probed to be a hard translation. Please do check it an point any errors. Feel free to modify ANY of my submissions for improvements. If you do, please comment your modifications.

10
Feature Requests / Re: Dual - Cooperative Research
« on: August 28, 2009, 04:40:54 pm »
Thanks for your reply.
That suggestion you made is really good. You accomplished to explain explain, in few words, what I am proposing.
As for Production time, I'm currently running "Revision: 25872" Of the game but I've not yet seen what you said.
What were you producing / with how many engineers / to achieve the 1 item per minute ?

11
Feature Requests / Re: Dual - Cooperative Research
« on: August 28, 2009, 03:04:30 pm »
There you've got a good point.
Maybe adding more "Researchable" things would help?
You made a good observation, most of the time Scientists sit around doing nothing. The most exploited guys in game (Particular case) are the "Workers / Engineers"

12
Feature Requests / Re: Dual - Cooperative Research
« on: August 28, 2009, 02:13:17 pm »
Greetings,

YEp Odie, but thanks for bringing up the Base Upgrade planned for 2.4 (I think). I did read the plans for it.
I also liked your other observation: "Advanced Labs" that could, maybe, hold twice the number of Scientists.
That (Adv Labs) would make my suggestion stronger. Imagine one base with 100+ Scientists working on a single project, while the other base, with other 100+ Scientists, just sits and watches doing nothing.

13
Bugs prior to release 2.3 / Re: Ship Manufacture / Transfer Issue.
« on: August 28, 2009, 02:05:56 am »
[Continues]

Through further examination of the Savegame, I've came to some fascinating discoveries.
Please note:
The savegame was made just after the Delivery mission was ordered. The Delivery consisted of a Single (1) Aircraft (Stingray) sent to occupy a single (1) available (Free) hangar.
Destination Base counts with: 1x Huge Hangar: Occupied / 4x Small Hangars: 3 Occupied (Stingrays) / 1 Free.

Discoveries:
If you sell 1 small ship (2 spaces free) of the "Destination" Base, the game won't crash, but you won't receive the "Delivered" Aircraft. - Status of crafts at "Source" Game will stay in "enroute to a new homebase" even after the pass of several ( ~10) gametime days.
If you sell 2 small ships (3 spaces free) of the "Destination" Base, the game won't crash, but you won't receive the "Delivered" Aircraft - Status of crafts at "Source" Game will stay in "enroute to a new homebase" even after the pass of several ( ~10) gametime days.
If you sell 2 small ships and 1 big ship of the "Destination" Base, you achieve the same (2 previous cases) outcome.
If you sell the 3 small ships: GAME CRASH. -- > ShipTransBug2
The following is also referent to the "Destination" base.
If you dismantle 1 Small Hangar you get "X does not have enough free space in hangars. Aircraft is lost!" message -- Transfer failed. - "Sent" crafts do not appear at "Source" base.
If you dismantle 2 or 3 Small hangars, you won't receive the Transfer Failed -- Aircraft Lost Message. - Status of crafts at "Source" Game will stay in "enroute to a new homebase" even after the pass of several ( ~10) gametime days.
If you dismantle the 4 small hangars: GAME CRASH ---> ShipTransBug3
The following is referent to the "Source" base.
If you dismantle 1 / 2 or all 3 Small hangars, game won't crash, and you'll receive the "Transfer Complete" Message.




14
Bugs prior to release 2.3 / Ship Manufacture / Transfer Issue.
« on: August 27, 2009, 11:35:38 pm »
Game Version:
Game obtaine: "svn co https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk"
svn info >
Path: .
URL: https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk
Repository Root: https://ufoai.svn.sourceforge.net/svnroot/ufoai
Repository UUID: 39b98707-f80d-0410-bc7e-c6b02f5409da
Revision: 25855
Node Kind: directory
Schedule: normal
Last Changed Author: tlh2000
Last Changed Rev: 25855
Last Changed Date: 2009-08-26 12:26:19 -0430 (Wed, 26 Aug 2009)

System Information:
OS: Ubuntu 9.04 "Jaunty Jackalope"
Kernel "2.6.28-15-generic"
GPU: nVIDIA Gforce 8800gt 512mb DDR3
lspci >01:00.0 VGA compatible controller: nVidia Corporation GeForce 8800 GT (rev a2)
Driver: NVIDIA Accelerated Graphics Driver (Version 180)
Arch: AMD64 - X86_64
uname -a > Linux Anastasia 2.6.28-15-generic #49-Ubuntu SMP Tue Aug 18 19:25:34 UTC 2009 x86_64 GNU/Linux

What happened before the bug occurred?
Problem with Aircraft Manufacture: Particularly the "Stingray - Interceptor"
Explanation: Base "Hefesto 3*" (50 Workers > 3 Small Hangars [Empty]) was in the process of producing N number of "Stingrays" to be transfered to the other bases.
The first 2 transfer were a success. After that I detected an anomaly: Aircrafts shown for "Sale"[Buy /Sell GUI] & In "Aircraft" [Aircraft GUI] did not match number of Aircrafts available to be transfered [Transfer GUI].
- Course of Action: Destroyed and Rebuilt the 3 Hangars at "Hefesto 3*"
- Next Batch of "Stingrays" produced. Transfered to Base X. Saved.
- Several game ours passed: CRASH.
Re-entered the game, loaded last savegame, press "Play", several game hours pass: Crash.
Ran game with "dbg": Results attached.
*/ Savegame contains the last savegame (Crash)
*/ Shiptransbug contains: Last lines of terminal / last lines of ufoconsole.log / results of be full.

[NEW]

For those willing to download and test the savegame.

Found a way to avoid the imminent crash, these are the steps to take.
-Upon game load DO NOT advance the time. (Do stay in "Pause" mode.)
-Enter base called "Ares 3"
-Sell one "Stingray"
-Go to Geo and advance the time.
Results: Game will not crash. The Transfer of the Stingray will be a success. Funny thing is that there won't be any Stingray waiting for you once you check the base.
 


15
Feature Requests / Re: Dual - Cooperative Research
« on: August 27, 2009, 08:57:36 pm »
Greetings,

Imposeren, I've now understood what you meant. Gunner, thanks for the explanation too.
About it unbalancing the game, it's a possibility. But remember that Research time for some topics have been -- greatly -- increased.
The "why" of my suggestion is because I noticed that some Investigations -- even with 90 scientists assigned -- take too much time to conclude.
Subjectively speaking, I own one base with 90 Scientist (Which is completely suicidal), and another one with 50. When I send the 90 guys to one project, the other 50 guys are "wasted".
Now, here is where your argument is fully valid:
The main purpose of yours proposition is to get work for all scientist. But I think that your method will slightly imbalance game.
since having 140 scientists assigned to a single project sounds really like an overkill. But please consider the following.
1 base with 90 Scientists (Which is an extreme case) means that you need 5x Living Quarters + 9x Labs on a 5x5 grid where, in the best case, you'll have only 1 block filled up with "rubber". If you slightly increase the research times, there would not be any problems.
About production times, The max you can reduce the production of an item is down to 1h.
Thank you for answering the post and sharing your ideas, discussion is good to reach the most optimal solution. :-)

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