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Messages - noob

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1
Tactics / Re: Alienbase?
« on: November 11, 2011, 03:00:26 am »
Quote
mm if to look date of translations on wiki i think it should be, also based on part of codes i looked think this depends from increasing of alien interest, try to speed up global time and ignore alien ships for 5-6 monthes, me personally waited for 99% of researches till aug 16 2085 until first destroyer ships appeared, for you it can be different.. jan-may 2085 or something like.


Wooooo but... that is a game over for sure. I do it for only one month, and i lose the game.

So, i will play to that moment.
ye it's still hardcore even on standart difficulty for normal players.. because game actually done for former x-com fans..
y can for example to shoot all ufos during one month and sell lots of stuff to have money and good relationships with nations to 'survive' more than one month also y will need at least 6-7 bases with all 'SAM Sites' to reduce probability of decreasing nations hapiness.

2
Tactics / Re: Alienbase?
« on: November 10, 2011, 11:46:26 pm »
I think that found the alien base must be from interrogation of the aliens. May be capturing an officer, just like x-com. If our soldiers have ranks, why not the aliens? something simple; troop, low-rank officer-high rank officer, and maybe commander.
nope it's not, you need 10 live aliens only for Odd Behaviour research and 3 for Alien mind.
actually this alienbase problem based on probability of it's detection
there is not actually 'trigger' in code to detect it, its depends on multiple parameters:

first y need to have it to be built, it depends on alien interest value which increase in time exponentionally by specific formula, when you will see first supply ships than one base definitely created, after that starts to work periodic check on base detections from  CP_CampaignRun function which calls static void CP_CampaignFunctionPeriodicCall, so if by simple language its dynamic check depends on actually stealth value which updates by probability during some period of time, not specificly setted date... more xvi infection less probability for nations (divided by 2) to detect alien base, more supply ships and longer aircraft stays in base area or base in radar range(multiplier 0.4) higher chance to detect it, the most effective way for detecting base is to 'see' by aircraft supply ship landing, it decreases stealth value by 5.0, actually i think problem is in too big decreasing factor for player aircrafts and maybe too high original value, also possible this value for alien bases not saved propetly in savegames...

Code: [Select]
alienBase_t* AB_BuildBase (const vec2_t pos)
{
alienBase_t base;
const float initialStealthValue = 50.0f; /**< How hard PHALANX will find the base */

OBJZERO(base);
Vector2Copy(pos, base.pos);
base.stealth = initialStealthValue;
base.idx = ccs.campaignStats.alienBasesBuilt++;

return (alienBase_t*)(LIST_Add(&ccs.alienBases, (const byte *)&base, sizeof(base)))->data;
}

static void AB_UpdateStealthForOneBase (const aircraft_t const *aircraft, alienBase_t *base)
{
float distance;
float probability = 0.0001f; /**< base probability, will be modified below */
const float radarratio = 0.4f; /**< stealth decreases faster if base is inside radarratio times radar range */
const float decreasingFactor = 5.0f; /**< factor applied when outside @c radarratio times radar range */

/* base is already discovered */
if (base->stealth < 0)
return;

/* aircraft can't find base if it's too far */
distance = GetDistanceOnGlobe(aircraft->pos, base->pos);
if (distance > aircraft->radar.range)
return;

/* the bigger the base, the higher the probability to find it */
probability *= base->supply;

/* decrease probability if the base is far from aircraft */
if (distance > aircraft->radar.range * radarratio)
probability /= decreasingFactor;

/* probability must depend on DETECTION_INTERVAL (in case we change the value) */
probability *= DETECTION_INTERVAL;

base->stealth -= probability;

/* base discovered ? */
if (base->stealth < 0) {
base->stealth = -10.0f; /* just to avoid rounding errors */
CP_SpawnAlienBaseMission(base);
}
}

/**
 * @brief Update stealth value of every base for every aircraft.
 * @note Called every @c DETECTION_INTERVAL
 * @sa CP_CampaignRun
 * @sa UFO_UpdateAlienInterestForOneBase
 */
void AB_UpdateStealthForAllBase (void)
{
base_t *base = NULL;
while ((base = B_GetNext(base)) != NULL) {
aircraft_t *aircraft;
AIR_ForeachFromBase(aircraft, base) {
alienBase_t* alienBase;

/* Only aircraft on geoscape can detect alien bases */
if (!AIR_IsAircraftOnGeoscape(aircraft))
continue;

AB_Foreach(alienBase)
AB_UpdateStealthForOneBase(aircraft, alienBase);
}
}
}

void AB_BaseSearchedByNations (void)
{
const int daysPerWeek = 7; /**< delay (in days) between base stealth update */
float probability = 1.0f; /**< base probability, will be modified below */
const float xviLevel = 20.0f; /**< xviInfection value of nation that will divide probability to
* find alien base by 2*/
alienBase_t* base;

/* Stealth is updated only once a week */
if (ccs.date.day % daysPerWeek)
return;

AB_Foreach(base) {
const nation_t *nation = MAP_GetNation(base->pos);

/* If nation is a lot infected, it won't help in finding base (government infected) */
if (nation) {
const nationInfo_t *stats = NAT_GetCurrentMonthInfo(nation);
if (stats->xviInfection)
probability /= 1.0f + stats->xviInfection / xviLevel;
}

/* the bigger the base, the higher the probability to find it */
probability *= base->supply;

base->stealth -= probability;
}
}

if (!RS_MarkStoryLineEventResearched(ALIENBASE_DISCOVERED_TECH))
Com_DPrintf(DEBUG_CLIENT, ALIENBASE_DISCOVERED_TECH" is not marked as researched\n");
else
Cmd_ExecuteString("addeventmail alien_base_discovered");
}

Quote
This list is available at 2.3.1 version? i canĀ“t research the black signaled.
mm if to look date of translations on wiki i think it should be, also based on part of codes i looked think this depends from increasing of alien interest, try to speed up global time and ignore alien ships for 5-6 monthes, me personally waited for 99% of researches till aug 16 2085 until first destroyer ships appeared, for you it can be different.. jan-may 2085 or something like.

Quote
Don't CHEAT, please!

-geever
i'm trying  :)

-noob

3
Tactics / Re: Alienbase?
« on: November 10, 2011, 02:39:07 am »
Code: [Select]
debug_listalienbase
debug_alienbasevisible
but game need to be builded in debug mode
i guess maybe this should go to faq or somewhere on wiki
also be sure you reseached all techtree and last stuff like:

Quote
PBW Rifle
The Alien Body
Live Alien
The Enemy On Earth
XVI Census
A New Twist
The Alien Mind
Odd Behaviour
Alien Communication
The Universal Serum

4
Tactics / Re: Alienbase?
« on: November 07, 2011, 01:14:01 am »
having same problem :)
maybe its some kinda of time limit?
for example wait end of year after all research project completed or what is setted in src?

2.4-dev last

looked code.. i guess it's this:

Code: [Select]
/**
 * @brief Start XVI spreading in campaign.
 * @note This is called when 'a new twist' technology is discovered.
 */

void CP_StartXVISpreading_f (void)
{
int i, numAlienBases;
const campaign_t *campaign = ccs.curCampaign;

/** @todo ccs.XVIShowMap should not be enabled at the same time than
* CP_IsXVIResearched(): ccs.XVIShowMap means that PHALANX has a map of
* XVI, whereas CP_IsXVIResearched() means that aliens started
* spreading XVI */
ccs.XVIShowMap = qtrue;

/* Spawn a few alien bases depending on difficulty level */
if (campaign->difficulty > 0)
numAlienBases = 3;
else if (campaign->difficulty < 0)
numAlienBases = 1;
else
numAlienBases = 2;

for (i = 0; i < numAlienBases; i++)
CP_CreateNewMission(INTERESTCATEGORY_BUILDING, qfalse);
}

but i dont see any functions which call this stuff..

chris, i think we can try this:
Code: [Select]
static const cmdList_t game_commands[] = {
{"cp_start_xvi_spreading", CP_StartXVISpreading_f, "Start XVI spreading"},

5
Bugs prior to release 2.4 / 2.4 ending
« on: November 04, 2011, 06:35:56 am »
Is there any ending implented in current 2.4-dev revision?
or after researching all game will just go on..

6
Coding / codeblocks compile warnings
« on: October 28, 2011, 10:55:13 pm »
Quote
||=== ufo, windows ===|
C:\Games\UFOAI\src\client\battlescape\..\renderer\r_image.h|111|warning: 'libintl_printf' is an unrecognized format function type|
C:\Games\UFOAI\src\client\battlescape\..\cgame\cgame.h|91|warning: 'libintl_printf' is an unrecognized format function type|
C:\Games\UFOAI\src\client\battlescape\..\cgame\cgame.h|152|warning: 'libintl_printf' is an unrecognized format function type|
C:\Games\UFOAI\src\client\battlescape\..\cgame\cgame.h|153|warning: 'libintl_printf' is an unrecognized format function type|
C:\Games\UFOAI\src\client\battlescape\..\cgame\cgame.h|188|warning: 'libintl_printf' is an unrecognized format function type|
C:\Games\UFOAI\src\client\battlescape\..\cgame\cgame.h|213|warning: 'libintl_printf' is an unrecognized format function type|
C:\Games\UFOAI\src\client\battlescape\..\cgame\cgame.h|217|warning: 'libintl_printf' is an unrecognized format function type|
C:\Games\UFOAI\src\client\battlescape\..\cgame\cgame.h|218|warning: 'libintl_printf' is an unrecognized format function type|
C:\Games\UFOAI\src\client\battlescape\..\cgame\cgame.h|219|warning: 'libintl_printf' is an unrecognized format function type|
etc
its ok or something wrong with codeblocks 10.05?


7
Discussion / Re: Optimization bug connected with language file
« on: October 18, 2008, 12:54:46 am »
he did it, he did it!

Speed up Cyrillic text by caching result of line wrapping (big change)
Should also fix Chinese line breaking
m_node_text.c: Break MN_DrawTextNode loop early if possible; this stops geoscape from walking through entire message history on every frame.
m_node_text.c: Interface change to R_FontDrawString when using scroll windows: y is now at top of scroll window
r_font.c: Support for truncating lines instead of wrapping (not used yet)
Speed summary Cyrillic: intro sequence went from 4 fps to 50; ufopedia went from 12 fps to 50; geoscape went from 4 fps to 12
Speed summary English: geoscape went from 7 fps to 12; others were already at 50 fps.

congratulation to all russian fans  ;D problem is fixed now

8
Discussion / Re: Latest real-world weaponry
« on: September 09, 2008, 12:05:48 pm »
ak-101 and higher is also non bad weapon.. all russian army rearmed to them in 2006 as i remembered =)
also there are many ak-74 modifications.. AKS-74UB, AKS-74N.. etc
http://en.wikipedia.org/wiki/AK-101
btw
http://en.wikipedia.org/wiki/AK-107
is looking quite cool too =)

some photos
http://www.sinopa.ee/sor/bo001/bo04av/bo04av03/04ak107/ak107.htm
http://community.webshots.com/photo/fullsize/1513252331015913979bbEwEu

9
Discussion / Re: Optimization bug connected with language file
« on: September 04, 2008, 12:43:34 pm »
found patch for utf 8 buy/sell menu(this bug is still present in current revision)

here it is(bug):
https://sourceforge.net/tracker/index.php?func=detail&aid=1782007&group_id=%20%20157793&atid=805242

patch:
http://sourceforge.net/tracker/index.php?func=detail&aid=1909729&group_id=157793&atid=805244

why nobody from programmist applied it? tested it on revision 15497 (it works)

10
Artwork / Re: New default soldier model
« on: July 06, 2008, 01:54:39 am »
its a problem.. i dont know how to use photoshop to create textures.. so maybe somebody else would like to make it, i can texture this in 3dsmax if ill have it

11
Artwork / Re: New default soldier model
« on: July 06, 2008, 01:10:28 am »
its separeted :)
only need to add bip bones and animation..
ill do it if model is ok for you =)

12
Artwork / New default soldier model
« on: July 06, 2008, 12:38:44 am »
Some time ago decided try to create new default model of Phalanx soldier for this project... (btw i am not professional modeller, just noob but..) ok

here are two versions, ill upload them in .max format if youll like it:

soldier without armour

soldier with armour...


anybody interested in it?

13
Discussion / Re: Optimization bug connected with language file
« on: June 25, 2008, 03:03:10 pm »
found maybe a solution of problem...

http://www.balooga.com/dokuwiki/doku.php?id=lispbuilder-sdl-ttf

interesting moments:
http://osdir.com/ml/games.enigma.devel/2006-10/msg00019.html

quatation:
"It looks like SDL_ttf accesses the font for every displayed cyrillic
character again and again. If you look at the SDL source SDL_ttf.c:
static FT_Error Find_Glyph( TTF_Font* font, Uint16 ch, int want )...."

14
Discussion / Re: Optimization bug connected with language file
« on: June 24, 2008, 09:22:41 pm »
tried console command
> fontcachelist

when fps begin decreasing got this in console

Code: [Select]
]fontcachelist
Font cache info
========================
...font cache size: 1024 - used 45
...1 collisions for f_smallP8P3Q
...overall collisions 1


when i started a game(heavy decrease of fps in main history dialog first) and after it tried this command:
Code: [Select]
=P> (PP5P;P8QP0P9Q
...13 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
=P> (PP5P;P8QP0P9Q
...12 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
=P> (PP5P;P8QP0P9Q
...11 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
=P> (PP5P;P8QP0P9Q
...10 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
=P> (PP5P;P8QP0P9Q
...9 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
P> (PP5P;P8QP0P9Q
...8 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
P> (PP5P;P8QP0P9Q
...7 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
P> (PP5P;P8QP0P9Q
...6 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
P> (PP5P;P8QP0P9Q
...5 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
P> (PP5P;P8QP0P9Q
...4 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
P> (PP5P;P8QP0P9Q
...3 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
P> (PP5P;P8QP0P9Q
...2 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
P> (PP5P;P8QP0P9Q
...1 collisions for f_small2084 P$P5P2 21, 06:00: P!QQ
P> (PP5P;P8QP0P9Q
...overall collisions 106492

in different menus after starting game its different, for example this
Code: [Select]
5Q
...1 collisions for f_verysmallP P5QP?QP1P;P8P:P0
...1 collisions for f_smallPQP1P5Q
...1 collisions for f_big100000 P:Q
...1 collisions for f_smallCan't transfer (click for more info)
...1 collisions for f_bigP5P4P8P=QQP2P5P=P=P0Q P;P8P=P8Q P>P1P>Q

 QP5P1P5 P?P>QP5
...1 collisions for f_menuP!P=P0Q
...1 collisions for f_bigPP>P2P0Q P1P0P7P0
...1 collisions for f_smallP-P;P5P:QQ
...overall collisions 555

tried mem_stats
Code: [Select]
]mem_stats
Memory stats:
    blocks size                  name
--- ------ ---------- ---------- --------
# 1     10       960B ( 0.001MB) Common: Alias system
# 2   1441    138304B ( 0.132MB) Common: Command system
# 3      0         0B ( 0.000MB) Common: Collision model
# 4    836     73632B ( 0.070MB) Common: Cvar system
# 5     16  16218720B (15.467MB) Common: File system
# 6   5774    382048B ( 0.364MB) Generic
# 7      0         0B ( 0.000MB) Network
# 8      0         0B ( 0.000MB) Server: Game system
# 9     21      1344B ( 0.001MB) Server: Generic
#10   2267    183840B ( 0.175MB) Client: Local (per game)
#11    539     41248B ( 0.039MB) Client: Generic
#12    665    314496B ( 0.300MB) Client: Menu
#13     36      2336B ( 0.002MB) Client: Sound system
#14      0         0B ( 0.000MB) Client: IRC system
#15      0         0B ( 0.000MB) Vid: Generic
#16      7   9961920B ( 9.500MB) Vid: Image system
#17      0         0B ( 0.000MB) Vid: Light system
#18    778  60516960B (57.713MB) Vid: Model system
----------------------------------------
Total: 18 pools, 12390 blocks, 87835808 bytes (83.767MB)

btw strange thing with console fonts in some commands their discription is looking like this, not in english "P5P4P8P=QQP2P5P=P=P0Q P;P8P=P8Q P>P1P>Q"

15
Discussion / Re: Optimization bug connected with language file
« on: May 05, 2008, 06:46:49 pm »
i am still hoping somebody from programmist dev team will start do this
Quote
[open] Switch over from SDL_ttf to SDL_pango to allow markups and better i18n support
so much time was gone since this topic appeared....  :)

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