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Messages - rynait

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Bugs prior to release 2.3 / Re: SVN issue
« on: August 06, 2010, 12:32:35 am »

well what i did, dumped out the project profiles and had it rebuild from working copy. Turns out what i had suspected.  somewhere probably on my end  the merge is corrupted...  (prior to dump, it attempted to merge entire upload making this essentially a version 2.4 rather than 2.3 updates.)

on the issue of compiling the map.   create a new lnk (or alias for linux/mac).  add on the end of compile_maps.bat  "/fast". What this command does, is to reduce the lightmap rendering to fewer instances. thus finishing compile your map faster. However the caveat is fewer 'day/evening' views.

This tradeoff is acceptable to me, because I have slower graphics (GoFX5200) and 1.6 mhz pentium 4 processor (this is a laptop). With the /fast my map is compiled must be more than a hour ... heck I did not time this but usually is finished after my dinner and evening news.



like i said earlier  came back after several month hiatus (feels like a year?), 

and noted this erratic behavior.  I got back in getting code-dirty, turns out the suggestions posted were wrong.  It is the video-graphic settings. the current video settings in static 2.3 has resulted in increased or excess processor time.

All you guys need to do is either configure for lower video settings or reconfigure the buffer (I recommend lower video settings).

using FPS or console log does not reveal this processor time problem.

To see this processor bogging is to use the Window Taskmanager and observe CPU use performance while running the game (sorry, I do not have solution for Linux or Mac).

Thank you,

Feature Requests / Re: Equip Soldiers - Weapons Categories and Skills
« on: August 02, 2010, 11:23:07 pm »

destructavator says...
Edit:  If we really wanted to make the game interesting, we could have text personnel files generated by the soldier's skills, explaining what a soldier is good at and what tests they performed poorly in.


Well I think that idea is nice (and give useful tip to configure the squad) but might be a problem for very easy campaign (getting alot of recruits), I suspect will generate a lot of soldier email?  However I have to stay quiet cuz have not started up the 2.4 version yet.


Bugs prior to release 2.3 / Re: SVN issue
« on: August 02, 2010, 11:13:05 pm »

Ah Mattn is the th2000 user over in SVN area. 

Well to answer a few issues... Since insult trip made toward me (i am trained programmer but is newbie with this game program), two years ago regarding on location/structure of a code;  I terminated that post and chose stay away from share/advise with the code (itself) with forum (not matter if new or different).

But this is about the SVN 2.3 build had 400 plus files added since rev 31041 (I updated twice, to 31068 and to 31088 according to SVN logs).

I see in above post, that this merge supposed to be for the properties only (resulting in forced compare first then upload the different file only) not upload everything, apparently somehow is messed up.


Bugs prior to release 2.3 / Re: SVN issue
« on: August 02, 2010, 09:07:10 pm »
Hello Geever.

Insults ('who hell are you') to me = gets no replies from me. I am not posting anything that can start flamewar.

SVN did download 200 files into my working 2.3 copy. What I did, reverted 2.3 working copy then compared the trunks. 

I wonder why can't you be polite, rather than insulting. (otherwise I repeat same thing I done in past,  promptly delete the entire post.)

Concerned R

Bugs prior to release 2.3 / SVN issue
« on: August 02, 2010, 08:40:21 pm »

I was using 2.3 build (not trunk) to update version 2.3.  Noticed that th2000 added 200 files to 2.3 build. I compared the differences between 2.3 build and the trunk. 

I found that majority of 200 is un-necessary and is probably 'for' 2.4 development version.
This eventually resulted in wasted space and time on downloading 200 files.

Will someone please tell th2000 not to combine 200 files.  Just add bug fixed file to the 2.3 build, the same way it was done with 2.2.1 build.

Concerned R


I should have clarified.  Was using the UFO-AI 2.3 as revisions progressed, mouse functions is working normal.

Later, I came back on and discovered 2.3 was released as stable, this is where the problem occurred. therefore has nothing to do with how old driver/video card is.

In fact because of other game i was playing on,  I updated the drivers.  and is OpenGL 2.0 compliant.



after updating to latest  in this case 31041 (if you had read previous posts on my codeblock error-realization).

adujusted option to what i thought is optimum (lowest settings (texutre, lighting to 1 etc...) and mouse still moving erratically after soldiers selections is made. that is i select   then move the green box to desired...  does not respond, becomes more erratic/jumpy with crosshair "is futher away" from the green box, in respect to desired speed/motion of the mouse in my hand. have to wait for the green box to "catch up".  >:(

Window XP sp3, 1.6mhz laptop with optical mouse. (hint is running in window mode) and when i mouse outside of the game window... is normal behavior.

can anyone advise on this quirk?  :)


Bugs prior to release 2.3 / codeblock reports compiling errors.
« on: July 23, 2010, 08:25:58 pm »
dont know if this is the right area.  

I downloaded the stable 2.3 from your website. I realized having mouse "slow" in battlescape. and did not presereve option settings.

I decided to go ahead and updated the static with SVN 31050.  I downloaded and installed latest codeblock (with Mutton's MinGW).

Ran the compiler and choked on 6 undefined reference, mostly CHRSH_ group (chargetbody, chargethead, chargenabilityskills, isteabdefrobot).

I did a search for those references and found those in shared.h (header) and reading the function code.

Realized I am behind with your coding schemas, because was not online for more than 8 or so months.

so letting dev's know about the errors.

edit: I looked elsewhere in different topics and realized where my problem started.  2.3 revs had stopped at 299xx and spordiac after that  (currently 31041.) Sheesh.. now i have to delete the SVN file  and create two.. the 2.3 version and the 2.4 version.


Discussion / Re: auto-renaming
« on: July 23, 2010, 04:35:21 am »

today i looking into the mods... and realized  *facepalm*

it is another remake game mod.


Discussion / auto-renaming
« on: July 22, 2010, 02:49:06 am »

sorry if this is repeat.  I just came back to UFO:AI and discovered 2.3 is stable  downloaded.  and I remember there was an auto rename soldier mod that uses something like f:60-69, F scripting.

I happen not to be able to find the forum or information.  Can anyone point me there. (I did search auto rename, soldier stat rename, solider rename and employee rename.)


Bugs prior to release 2.3 / shot down UFO and...
« on: January 19, 2010, 09:25:21 pm »

referring to r28169,

I noted new addition, when radar detected ufo, comes up with an "icon" of detected ufo. It feels similiar to a tab.

As usual, I saved, launched siletto to shoot that ufo down.  This one, Siletto successfully shot over sea, the icon remains on the geoscape screen.

I reopened my save and let ufo pass, just to see what happen when flys out or radar range, the icon disappears.

So must be a minor bug... Let me know if you need any attachments (naturally in SVN bug tracking).


Feature Requests / Re: The right to bear arms
« on: January 18, 2010, 01:46:15 pm »

addition to the comment about non-hangar base defense squaddies, 

I wanted to be able to select which one is first, second etc  ...  just like i select soldiers for the dropship mission.

Is this another planned WIP?


Artwork / Re: New models
« on: January 12, 2010, 02:22:12 am »

the radar tower looks nice, the your radome (ball) looks different, being based on pentagon shape giving less geometric "depth".

However suggest increasing some number of pentagon or use skin to stimulate the ball surface

here is a wiki of an geodesic radome.

I just happen to google for radome and found an "geometry" drawing of current radome manufacturer that might be useful. this web site has photograph of both pentagon based and triangular based (lot of details).


You should not be able to cover the Earth in 4 months. So I say it's okay.


that is definitely true.  with my approach on six bases with old revision... I build one base in two or three 'game' months.

this is because you need 100k to acquire land and entryway. then additional funds for individual buildings.

However with new revision constructing second base (in easy mode) took me three game-month of waiting to acquire the land and suffer "severe-fund manipulating" to include command, radar, powerplant, storage and defense. Not even enough credits to build living quarter.

(started playing with new revision), I am in fourth month... mulled over the figures and realized, adding Living quarters must happen approximately two more months.  that is alot longer to construct a minimum base (total of five game-months for a "minimum" base without hangar!!!) :o

 (only easy way... shoot down more ships in a month and sell 'alien-junk', generating extra revenue) :P


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