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Topics - mikehg

Pages: [1]
1
Discussion / Target zone explanation?
« on: September 20, 2015, 02:12:56 pm »
Hello,

Very happy to see the pathfinding bug is fixed, so back to playing UFO:AI on 2.6-dev.

I just did a base defence, and after a few turns I 'spontaneously' lost the game - presumably because the aliens had occupied the target zone (power plant) for a certain number of consecutive turns or something?

I couldn't find any explanation in the wiki or the forums. Can someone let me know what's going on? (I realise the feature is under development, so am not expecting it to be fully balanced or set in stone).

Thanks.

P.s. incidentally, aside from the pathfinding bug, the biggest problem I've been having is the gamma not working (at least on Linux-64 with Intel graphics). Night missions are more or less unplayable unless my room is in close to total darkness. Would be amazing if someone could fix that  ;)

2
Discussion / Openhatch profile for new contributors?
« on: January 04, 2015, 09:03:54 pm »
I'm not affiliated with these guys or anything, I just heard about it through Pioneer Space Sim's forum.

It's a project seeking to matchmake between open source projects and potential contributors. Seems to be being talked about a fair bit at the moment, but I don't know how large an effect it really has.

Anyway, I've read that you guys are looking for contributors too, so I thought I'd mention it.

https://openhatch.org/

Cheers.

3
Mapping / Getting meshes from Blender to UFO Radiant
« on: June 04, 2014, 04:39:14 pm »
Hi,

I'm trying to make meshes in Blender, then import them into UFO Radiant 2.6-dev to use as map details, and not having a lot of luck.

I've found the script at src/tools/blender/export_ufoai.py, but I can't persuade that to work on recent Blenders (it seems from looking at the contents to be designed for Blender 2.4x, which isn't going far on Debian Testing... I suppose I might have to put Lenny in a VM)

I've also tried the Quake exporter built into Blender, but that crashes radiant.

Code: [Select]
**-DEBUG: release: "unnamed.map"
**-Message: Loading map from /home/mike/Blender/monument/cube.map
**-DEBUG: capture: "/home/mike/Blender/monument/cube.map"
**-DEBUG: textures capture: 'textures/'
Texture load failed: 'textures/'
**-DEBUG: textures capture: 'textures/tex_common/nodraw'
src/tools/radiant/radiant/brush/FaceShader.cpp:93
assertion failure: FaceShader::getFlags: flags not valid when unrealised
----------------
./uforadiant(_Z17write_stack_traceR16TextOutputStream+0x2d) [0x701393]
./uforadiant(_ZN24PopupDebugMessageHandler13handleMessageEv+0x6b) [0x6ea27f]
./uforadiant(_ZNK10FaceShader8getFlagsEv+0x6a) [0x801bce]
./uforadiant(_ZNK4Face8GetFlagsEv+0x22) [0x7ff9f4]
./uforadiant(_ZN5Brush8getFlagsEv+0x5c) [0x7e4288]
./uforadiant(_ZNK13BrushInstance21evaluateViewDependentERK10VolumeTestRK7Matrix4+0x74) [0x7f4d3e]
./uforadiant(_ZNK13BrushInstance15renderWireframeER8RendererRK10VolumeTestRK7Matrix4+0x2f) [0x7f53a3]
./uforadiant(_ZNK13BrushInstance15renderWireframeER8RendererRK10VolumeTest+0x65) [0x7f54c9]
./uforadiant(_ZNK17RenderHighlighted6renderERK10Renderable+0x84) [0x7b9582]
./uforadiant(_ZNK17RenderHighlighted3preERK5StackI9ReferenceIN5scene4NodeEEERNS2_8InstanceE23VolumeIntersectionValue+0x184) [0x7b970a]
./uforadiant(_ZNK14ForEachVisibleI17RenderHighlightedE3preERK5StackI9ReferenceIN5scene4NodeEEERNS4_8InstanceE+0xe3) [0x7bc4d3]
./uforadiant(_ZN13CompiledGraph3preERKN5scene5Graph6WalkerERKSt17_Rb_tree_iteratorISt4pairIK14ConstReferenceI5StackI9ReferenceINS0_4NodeEEEEPNS0_8InstanceEEE+0x5b) [0x72f801]
./uforadiant(_ZN13CompiledGraph17traverse_subgraphERKN5scene5Graph6WalkerESt17_Rb_tree_iteratorISt4pairIK14ConstReferenceI5StackI9ReferenceINS0_4NodeEEEEPNS0_8InstanceEEE+0x136) [0x72f9a4]
./uforadiant(_ZN13CompiledGraph8traverseERKN5scene5Graph6WalkerE+0x36) [0x72f3a8]
./uforadiant(_Z12Scene_RenderR8RendererRK10VolumeTest+0x6f) [0x7b97b7]
./uforadiant(_ZN5XYWnd4drawEv+0x49a) [0x7b6496]
./uforadiant(_ZN5XYWnd14callbackExposeEP10_GtkWidgetP15_GdkEventExposePS_+0x69) [0x7ae8bd]
/usr/lib/x86_64-linux-gnu/libgtk-x11-2.0.so.0(+0x12d4f5) [0x7f699c5294f5]
/usr/lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_closure_invoke+0x138) [0x7f699adc23b8]
/usr/lib/x86_64-linux-gnu/libgobject-2.0.so.0(+0x21d3d) [0x7f699add3d3d]
/usr/lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit_valist+0xaa9) [0x7f699addb6f9]
/usr/lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit+0x82) [0x7f699addbce2]
/usr/lib/x86_64-linux-gnu/libgtk-x11-2.0.so.0(+0x23d114) [0x7f699c639114]
/usr/lib/x86_64-linux-gnu/libgtk-x11-2.0.so.0(gtk_main_do_event+0x3e5) [0x7f699c528165]
----------------
zsh: trace trap  ./uforadiant

Does anyone have this working currently? What versions are you using?

4
Hello,

I'm new to the game, and playing through a 2.6-dev campaign at the moment - it's very good, so thanks to all involved. I'm quite near the start I think (July... obviously I don't know when the end is yet, so it's hard to be certain :) ), but I have noticed an exploit / wrinkle in the encumbrance system.

This is the background:

http://ufoai.org/wiki/Talk:Proposals/Strength,_Weight_and_Equipment

I use a lot of submachine guns as secondary weapons for my units with poor RF characteristics - snipers and explosives at this stage. SMGs are two handed weapons, which often means moving your soldier to where you want them, dropping their slow weapon on the floor, getting the SMG out and switching on RF. Next turn you put your SMG back in its holster, pick up your primary weapon and carry on (this whole dance costs around 8 TUs).

If this happens to drop you below the 'bonus' threshold of 20% max weight, you will be given ~twelve extra TUs per turn, and perversely you will move slightly faster. If you didn't get the secondary weapon out, the cost would go down to 4 TUs / turn, making this an exploit worth fixing IMO.

It seems to me if you recalculated the TU bonus / penalty as a percentage of remaining available TUs every time the character picked something up or dropped something, it would work better.

So for example if the character starts the turn with 32 TUs and their primary weapon on the floor, and they are below the 20% weight threshold, they gain 33% TUs for 43 total. If they pick the weapon up, the cost of picking up the weapon is deducted, the weight is recalculated to be over the threshold, and they lose the bonus (43 - 3 / 1.33 = 30). If they then move 20 TUs and drop the weapon again (9 remaining TUs), the weight is recalculated and they receive the 33% bonus for 12 remaining TUs.

I think (hope?) that makes sense... (though I guess you'd have to think carefully about rounding).

Cheers.

[edit - fixing figures]

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