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Messages - Stedevil

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It's a wiki after all. Feel free to add any corrections you can think of ;)

Sure, I can nuke all of it and start from scratch. But I don't know if current keys an methods are "stable" or things are intended to soon change.
Also, what is the difference between 2.3-dev and 2.2.x? Maybe the page is correct for 2.2.x and I should just do a new page for 2.3?

There is a bug here, because I also noticed, just as joe davis, that rebinding kp_7/Home REQUIRES manual editing (deleting) of the HOME entries in keys.cfg (a file you are warned not to edit manually...)

All other keys I tried work well with a simple rebind, but KP_7 needs to be manually nuked from the cfg file before your own new setting will "take". That is broken behavior.

PS is horribly out of date to the point of the instructions not working at all.

BTW I use the following custom keys that I believe (with numlock off) is quite a bit saner default than what the game has now. Whom to talk to for trying to get something like this to be the default?

// manually rem the 2+2 openradar lines from keys.cfg before next restart of the game.
bindbattle KP_HOME "+turnleft"
bindbattle KP_PGUP "+turnright"
bindbattle KP_END "+turndown"
bindbattle KP_PGDN "+turnup"
bindbattle KP_INS "+zoomin"
bindbattle KP_DEL "+zoomout"
bindbattle KP_PLUS "levelup"
bindbattle KP_MINUS "leveldown"
bindbattle KP_ENTER "actor_next"
bindbattle KP_SLASH "actor_nextalien"
bindui KP_5 "hud.openradar"
bindui KP_5 "althud.openradar"
bindui KP_5 "radarwindow.closeradar"
//* kp * not usable currently
bindbattle UPARROW "+shiftup"
bindbattle DOWNARROW "+shiftdown"
bindbattle RIGHTARROW "+shiftright"
bindbattle LEFTARROW "+shiftleft"

Discussion / Re: Reaction Fire in 2.3 Build 28632
« on: March 14, 2010, 01:47:39 am »
compared to 2.2 its not that RF is broken in 2.3 its just been dumbed down to the point of uslessness

That is not true. For quite a while the new way it's implemented was actually broken as well, leading to no reaction fire ever, from any side. I know, because I was the one complaining about it long and loud enough for the devs to realize it was not just the change in behavior 2.2 to 2.3 that made me think it did not work. It actually did not work at all. ;)

PS I also agree that, while the old way was bad, the new way it's intended to work is not 100% optimal either (BTW the new way is not yet fully implemented, and likely wont be before 2.3, unless we users voices change the devs opinion that it really needs to get a proper fix).

A few suggestions I've been thinking about to be better solutions

A) Make 1st RF shot happen after 0,5x "TU-cost-of-visible-opponent", 2nd after 1,5 "TU-cost-of-visible-opponent", etc...
This would make it possible for both sides to "step out into line of fire + quickly jump back behind cover" but rarely "step out, shoot, jump away".

B) Make RF always take place after a delay of eg >10TU of opponent movement.
This would allow small/medium firearms snapshots & throwing grenades while ducking in and out of cover. This would sort of mimic the real world possibility that one just quickly stick an arm out around a corner and toss a grenade or fire off a round without really stepping out in full view.

Bugs prior to release 2.3 / Re: simultaneous auto fire in alien turn?
« on: March 14, 2010, 01:26:17 am »
Are you putting reaction fire to "snap fire" (= 1 shot) or to 3-round burst?

Bugs prior to release 2.3 / Re: No enemy in a UFO crash site.
« on: March 14, 2010, 01:23:48 am »
Release of 11 mar 2010 (i don't know number of release)

"svn info" will let you now the release. But do svn up && make to latest. BTAxis was just adding some randomness to amount of aliens on the map and I think there was some small bugs initially that should be fixed now. So check if it still happens with latest revision.

For me, getting a new build was not enough. Had to manually delete all my maps, svn up and build all maps again.

PS On the side topic of no "v" view any more. It was very handy for getting a on the ground view of the terrain. Hills etc is quite hard to really get a good understanding of exactly how much they hide when you can't get a view parallel to the ground. Topdown and other angles available makes it very much of a guessing game.

Bugs prior to release 2.3 / Re: Reaction Fire?
« on: March 12, 2010, 12:54:21 pm »
RF was fixed at some point before 28860. Working fine now. :)

It should be easy to track down the error, because I'm using svn 28860 for the last week or so and have no problems what so ever to damage aliens in the first turn. So something in 28861-69 breaks things.

Discussion / Re: Reaction Fire in 2.3 Build 28632
« on: March 12, 2010, 12:21:12 pm »
Don't know which revision fixes it but for sure in svn 28860 RF works again. In 287xx something I playyed before it was broken. So update to a newer build. :)

Discussion / Re: When will be the next release?
« on: March 12, 2010, 12:09:17 pm »
Seriously they need to bring up the latest version so that we can download. It has been about 2 years! Come on!

The latest development version is always online. I was playing the "alpha" 2.3 version already 1,5 years ago. Instead of just complaining, why don't you download the dev version and help fix bugs? That is more constructive. :)

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