Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DarkRain

Pages: [1] 2 3 ... 50
Discussion / Re: Network lobby needed
« on: February 20, 2020, 04:33:14 am »
While it is possible to self publish a game on steam, one needs to pay a $100 fee per game published (or so the steam docs about the end of greenlight said last time I heard of that), so I don't really think it's worth it (or even feasible) in this case.

What if you set the language in the console? <Shift>+<Esc> To open the console, then type set s_language en, <Esc> to close the console

Also could I see the new ufoconsole.log after trying to set the language manually (either from console or arguments)?  May shed some more light on what is happening.

From the log:
2019/04/09 10:08:32 Could not find locale with id ''
it seems it can't read the system's locale, and I assume it is not loading the translation files because of that, try running with
Code: [Select]
ufo.exe +set s_language en (or your preferred language code) and see if that helps

I'm semi-around as well, and yes we are always taking volunteers... if anyone shows up :)

I'll try to reproduce these here, but if you could upload the ufoconsole.log (and maybe some screenshots) generated the next time one of these bugs happens, it could help us track the problem down.

Feature Requests / Re: Variable Smoke Persistence
« on: March 06, 2018, 02:37:16 am »
Actually this would be just as easy as proposed if anyone really wanted to implement it: We don't spawn a single "smoke volume" but several smoke particles -one on each map 'tile'- each particle already has its own timer for despawning, so it would be pretty simple to just randomize said timer for each particle when the smoke field is spawned.

BUT do note that -due to the way the partilces overlap the adjacent 'tiles'- it will be very difficult to see which smoke 'tiles' have despawned when they despawn in the middle of the smoke field. Potentially leaving the palyer's units without cover in the middle of the smoke, when they visually appear to be covered by said smoke, would be BAD IMO.

Edit to clarify: The visibility system is aware of the smoke particle edicts, so one of them despawning will indeed make that tile visible, but other smoke particles in-between might still block visibility from/to that tile anyway.

Since the game crashed hard the log is cut short, so no error message, could you upload the savegame?

FAQ / Re: State of UAI ?
« on: November 21, 2017, 12:52:30 am »
SDL (which we use) has some problems when running fullscreen on non-native resolutions (that is: different from your desktop resolution), you can try two things:

1) You can use a custom resolution to match your desktop's: Start the game with the following parameters: +set vid_mode -1 +set vid_width 1600 +set vid_height 900 (you can also find the configuration file and edit the values there)

2) If you want to use a different resolution you can try to use the "true fullscreen" mode: While running the game Hit [ALT]+[ENTER] to go to windowed mode, then hit [CTRL]+[ENTER] to go to "true fullscreen"

Or, of course, you can try to play in windowed mode (you might want to enable mouse grabbing with [CTRL]+[G] if you do)

FAQ / Re: State of UAI ?
« on: November 15, 2017, 02:14:28 am »

Welcome back :D

About your questions:
- There is *an* end, but it is not *the* end we have planned for our story line, and as such the currend ending is kind of anti-climatic
- It should be, as always help is welcome :)
- It will be done when it is done, again help is welcome
- Changelog

Well, that's odd, it works fine for me.

Artwork / Re: A question about MDX files
« on: September 11, 2017, 05:17:46 pm »
It should be in the game's directory, also on windows SDL will redirect the console output to stdout.txt and stderr.txt

Ugh, more event bugs... I'll see what I can do...

The particle related bug is probably caused because the client could not spawn the particle - See the "Could not spawn particle: 'green_smoke'" messages (it probably hit the max particles) which IIRC causes the client to get rid of the corresponding LE, but the enttity was spawned correctly on the server, thus when the server tells the client to do something with the particle the client crashes with a LE_NotFoundError

I'll need to go hunting for the other ones, unfortunately these event bugs can be quite elusive...

Discussion / Re: setting up a target, green or red
« on: June 03, 2017, 04:08:49 am »
But we do have:
Code: [Select]
g_combat.cpp:38:#define MAX_WALL_THICKNESS_FOR_SHOOTING_THROUGH 8Which is used at g_combat.cpp:1061 when a shot goes through an obstacle, so the game does care about thickness, just in a buggy way apparently.

Windows / Re: "Could not find version string for script files."
« on: June 02, 2017, 04:35:57 am »
Taht's odd

----------- parse scripts ----------
0 script files

Could not find version string for script files
Apparently the game can't find the script files (0 script files) but

Added packfile ./base/0ufos.pk3 (136 files)
The pk3 containing the scripts was added successfully, don't know what the problem might be, but you could try to unpack the scripts and see if that works:

Extract the contents of 0ufos.pk3 to <ufoai dir>\base\ufos, you might need to create the 'ufos' directory as it most likely doesn't exist, pk3 files are simple zip files, so just about any archiving utility should be able to extract the contents.

I'm not a windows user, but I recall that windows doesn't like it when you modify program files/directories, so if you installed UFO:AI to the default location you might need to jump some hoops before windows will let you change things, if that's a problem you might try to put the extracted files into C:\Users\byron\AppData\Roaming\UFOAI\2.5\base\ufos instead

Discussion / Re: Research: focused or spread out?
« on: May 10, 2017, 05:18:02 pm »
As far as I can tell the game doesn't implement diminishing returns on research, so in theory researching 3 projects one after the other with all your scientists will take the same time as spiting your scientists proportionally among them, but in the former case you'll have the results of the first two projects sooner.

Pages: [1] 2 3 ... 50