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Topics - weekendwarriora1c

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Design / Proposed storyline.
« on: May 21, 2010, 04:08:51 am »
Winter said there had not been any other storylines proposed, so I thought I'd write one up.

Radio broadcasts by humans are detected at light speed delay by deep perimeter probes in the void near Capella, transmitted to early-warning systems.  

Initial mission sent to originating point to establish information feeds and initial understandings of originating life.

Diplomat type arrives in mid 1930s, disguises himself as a human and makes contact with the government of the US.  The only country UFOs ever seem to land in.

U.S Government establishes Olive Branch, a deeply classified intelligence organization tasked with studying and understanding the alien.

The Taman diplomat works with classified government scientists for twenty years to create a common language interface.  His name is Khel'Anask Bhavrade.  Human personnel refer to him as "Bob."

Upon completion of their exchange of understanding, the alien offers humanity the terms of a peace agreement, as he is authorized to negotiate it.

The contract is a conditional surrender agreement, placing control of humanity under the Taman empire.  In six-hundred pages of interstellar legalese.

Command of Olive Branch is passed from Intelligence to military control, and the organization is re-branded PHALANX/Shift Light, under the command of USAF SAC commander Curtis LeMay.

Humanity, unbeknownst to Bob, had previously determined the location of the diplomat's main support vessel, and his smaller craft.  Both use invisibility mechanisms which hide them from ordinary detection, but regular transmissions allowed them to be found.

The government annexes the desert surrounding the main vessel and uses a "routine" nuclear test to destroy it, severing the Taman's FTL communications link.

Former Olive Branch agent in charge, Richard Newton is assigned to head the research effort of the smaller vessel.  The government moves it for study to a newly established research facility near Groom Lake NV.  They use development of classified spy planes as a cover for the more secretive activities.

The Taman diplomat is imprisoned in a facility in New York.  Complaints of nightmares among staff from Bob's psychic output and mental distress force his relocation to a facility with better shielding.

The Three-Mile Island nuclear facility served as a cover for an extensive and well-shielded underground facility until an unrelated industrial accident brought excessive attention to the site in 1979.

Also in 1979, a mistake by a research technician at the Groom Lake facility caused a core detonation within the remaining Tamun vessel, code named "Step Sister."  The explosion resulted in the complete destruction of the vehicle, along with electromagnetic damage to nearly all of the facility equipment, and an EMP wave sufficient to disable a prototype aircraft flying in the area.  

Bob was relocated to a much smaller, decommissioned Titan-2 missile base outside of Denver CO.  This base, ostensibly passed into the hands of private citizens, and was renovated into a secure data backup facility.  This cover allowed the continued presence of security and employees in the facility, though under a civilian shroud.

Phalanx, under the guise of the CIA, turned control of the Groom Lake facility over to the Air Force, removing all research from the facility.  Some items were stored in salt mines owned by cover corporations, some were moved to Colorado, to a front company with an extensive underground complex in Denver.

In 2003, a Taman Light Scout Cruiser arrives stealthily in Earth space, and a mixed assault team is dispatched to recover Khel'Anask from prison.  Casualties among ground security forces and Phalanx support staff at the facility are very high, an incendiary device inside the complex of tunnels ensures little remains of the equipment as the team leaves.  Attempts to intercept the landing craft before takeoff, and to destroy the cruiser in orbit, fail.

With the failure of Phalanx to prevent the rescue of their prisoner, and to prevent the escape of the Taman craft, the operations oversight committee decides to shut Phalanx down.  Without a hostage, any renewed negotiations with the Taman will be in preparation of outright war, and secrecy will no longer be necessary.  

In 2037, Phalanx is only a memory in the hazy minds of a very few retirement-villa-dwellers.  A Taman Heavy Carrier Group arrives in Earth space and begins broadcasting to the planet an intention to subjugate human population under the control of the Taman empire.  

This is a good point to tell you a little something about the Taman empire.  The Taman are a peaceful, harmonious race, as only a highly empathic race can be.  Some three hundred and eleven years before, their planet was invaded by a greatly violent and constantly-warring race; Ortnoks.  The Taman were swiftly and brutally subjugated, and they became part of the Ortnok empire.  The Ortnoks themselves, having already taken control of the other two intelligent species from their own planet, were now instigating interstellar conflict.  For a race of warriors, the lack of resistance of the Taman was unsatisfying.  

You might wonder how the Taman came to call the empire their own in the face of this violence.  By violence, as it happens.  The Ortnok believe in hand to hand fighting as the superior method of determining superiority in their hierarchy.  And it was by a direct challenge, from the leader of the Taman faction, to the emperor himself, this transition was begun.  The Taman leader, Tell'Aran Suor, proceeded to punch the Emperor straight in his nose.  The Ortnoks were shocked and dismayed to find that this attack caused Emperor Khchothok's head to explode from the inside.  In a clearly unarmed combat, the Taman took over control of the empire.  To this day, a Taman has only to shake his fist at an Ortnok warrior to put the fear of Tell'Aran Suor into it.

It goes without saying (though I am going to say it anyway) that Tell'Aran was not some martial arts mystic, channelling the power of his essence.  Nor was he a psionic master, using the power of his mind.  In reality, he had simply caused Khchotkok's teeth to be filled with explosives during the last twenty years, as the Taman introduced dentistry to their conquerors.

Thus it was that a Taman commander captained the Heavy Carrier Sesstaran, and ruled with an iron fist the Taman, Ortnok and Shevaar officers under his command.  The Sesstaran was escorted by two smaller carriers, six destroyers and a small fleet of support vessels.  The Taman did not make war, historically.  It was a lesson learned from the Ortnok, and generally carried out in Ortnok fashion.  A challenge was issued, purely Ortnok in origin.  Terms of war were negotiated; a Taman addition.  The return of Khel'Anask Bhavrade to Taman had sent a ripple through the command ranks of the empire.  Humans, as it turned out, were somewhere between the Taman and the Ortnok, in terms of general intelligence and ability to control themselves.  The Taman called humanity World-Burners, for their willingness to use highly destructive weapons on their own planet.  This made the Taman feel a general sense of unease and disquiet, the way one feels put off upon meeting someone who defecates where they eat.

The documents being sent to the planet detailed the terms of war, and called upon the commander of Phalanx as the human representative in the discussions.

Khel'Anask himself served as the representative of the Taman Empire, and determined that the meeting would be held in a human population center.  This was presented as a sign of good faith, though in reality he hoped humans would be less likely to nuke them.  They landed in Mumbai to meet with the human representative.

Unfortunately, as you'll remember, Phalanx had not had an active membership for three decades.  The last commander of Phalanx, Lt. Gen. (ret.) Ambrose Howard, was summoned from the golf course and immediately reactivated, the oldest active-duty officer in US history.  Of course, it didn't all play out so nicely.  General Howard's retirement had been forced, and a quiet disgrace.  He was not happy about the reactivation, and only agreed to it at the chance to be face to face with Bob once more.

They met in Mumbai, at a park in the city.  Crowds of humans gathered to watch this historic meeting, carefully watched by rings of U.N. soldiers.

Unfortunately, Ambrose and Bob remembered each other quite well, and Bob's ability to speak the language quickly caused the situation to degenerate.  This was when General Howard shot Khel'Anask in the chest with a .45 caliber 1911 pistol.  Things swiftly grew worse for the humans at this point, as the Ortnok honor guard expressed mild dissatisfaction by firing plasma rifles and dispersing grenades into the crowds gathered around King's Circle.  Pitched battle ensued between the U.N. forces and the Taman guard, with the humans in retreat.  Heavy armored vehicles rolled from the Taman drop ships, encircling the park even as the last living humans fled.  Once the site was secured, the heavy ground weapons began retaliatory fire into the city, leveling buildings and ending human life where possible.  Robotic search and destroy tools were deployed, forcing back the circle of human influence, ostensibly to preserve the safety of the Taman officers.

"I hope the little fucker bleeds out and gets ate by an Ortnok," General Howard was heard to say as their fleeing vehicles sped to safety.

And so, to make what is already a long story short, Taman reinforcements and human military forces began to clash in the city, both pouring in to contain the other.  It was not until Khel'Anask awoke from his wounds that the inexorable advance of the Taman forces came to a halt.

Without any warning toward their enemies, the invaders retreated to their drop ships and left Mumbai.  Future negotiations were done via remote communications.  Despite the "misunderstanding," Khel'Anask continued negotiating with General Howard and an agreement regarding the allowable methods of war was reached.  

I should like to clarify that Khel'Anask, and Taman in general, are not cowards.  Nor are they eternally forgiving.  Khel'Anask clearly understands human thinking, and understood the cost of expanding a ground invasion.  Despite the Taman's best anti-air defenses, it might have been possible for the humans to get a nuke through and wipe out the invasion force on the ground.

Khel'Anask had no concern that this war will be lost.  The agreed-upon terms were simple.  Ground forces would be kept to twelve persons or less, including dropship or aircraft crew, and conflict would be limited to small-scale engagements between Phalanx personnel and Taman.  Intervention in the conflict by military personnel, other than those already present during a fight, would signal violation of the agreement, and that nation's capitol would be placed under direct fire by naval assets in orbit.  Following the capitol, repeat offences would meet with punishment inflicted upon population centers in decreasing population until there were none left.  The deployment of biological, chemical, nuclear and anti-matter weapons was prohibited.

One wonders why humans would agree to such terms.  They had no reliable ability to punish the Taman for transgressions, and their own weapons, on a one-to-one basis, were far inferior to their enemy's.

Khel'Anask explained that he had no desire to destroy valuable subordinates, only to prove their superiority.

General Howard explained that the Taman anti-matter weapons carried by the destroyers could crack the planet in half.  He had this on reliable authority, tortured from Bob decades before.  The Taman were dealing from a position of strength, and could dictate the terms.  Howard told the U.N. to be happy there were terms.  

And so begins the UFO:AI battle.  Phalanx, recovering from thirty years of oblivion, under the command of a resurrected Lt. General, who looked as though he might need another resurrection any day now.  Manpower and equipment slapped together in days after the agreement, reopening the old headquarters base in Denver, to the surprise of a startled Dave and Busters staff in the building above ground level.  This base would serve as the inviolate headquarters for Phalanx, much as the Sesstaran was inviolate, by the agreement they'd made.

In this story line, the story would end with either the fulfillment of the Taman objectives, capturing key personnel and locations, or the capture of the Sesstaran by human forces.

Rather than a complete destruction of the alien race and the total end of the story, I think it would be better if it was just the end of the present threat, and a victory for humans.  Bigger and better things to follow.

*edited:  I never notice typos until later.

Tactics / What's your favorite weapon?
« on: May 19, 2010, 02:05:15 am »
My favorite:  The Grenade Launcher

Discussion / Reaction fire... perhaps a middle ground?
« on: May 19, 2010, 01:05:38 am »
Since I switched from the stable build to dev, reaction fire has changed considerably.  In the stable build, you can use RF to advance units under cover, as you would expect to do in a tactical situation, by covering an approach with a machine gun or sniper rifle, and letting the other units run (expend all TU) to the next cover.  This made tactical sense to me, and meshed with my view of CQB.

I understand that there were complaints that the aliens would keep shooting at you if your soldiers ran in the open.  I understood this to be normal behavior of aliens trying to kill you, this shooting "bug."  It seems it was "fixed" in the new version.

Since I started running the dev version, reaction fire doesn't work.  Where a soldier carrying a machine gun should be able to lay down a field of fire to keep the aliens' collectively alien heads down, apparently this task is now assigned to men with pistols only.  This is where I lightheartedly suggest equipping a machine gun that doesn't require a hand crank to start firing.

If people complain about aliens firing at them while they are out of cover, might I suggest implementing something in the game that would allow you to create cover where needed?  I'm not sure what we'd do there.  Some sort of thick, yet airy substance that could block sight, maybe.  Maybe we could deploy it on the battlefield by hand-wait, better yet, by throwing some sort of hand-carried device that can place this substance... this... "smoke," where it could be most useful?

I've seen suggestions about inverting the TU-counting of reaction fire, and I agree.  All reactions should begin when the soldier sees the alien.  If it's a full-auto machine gun spray, then the next reaction shouldn't take place until 25 TU of alien movement has passed.  If it's a shotgun or a grenade launcher fire, it should be immediate.  The following round would follow the normal rules.

It is absolutely ridiculous that a character with a pistol is more useful in defense than a machine gun.  That's what a machine gun is for.  That's what it does.  Feeling bad about that thing you did that one time?  Can't take it any more?  That's what a pistol is for.  Trying to defend an alleyway from a marauding band of aliens?  That's where you use the machine gun.

Bugs prior to release 2.3 / [30045] - Game crash upon item loot.
« on: May 18, 2010, 07:20:58 am »
I killed an alien.  Upon looting the corpse, there was a plasma rifle and a plasma pistol.  When I looted the rifle, it showed up as a pistol in my inventory.  I looted the remaining pistol and the game crashed.

2010/05/18 00:00:31 ==== InitGame ====
2010/05/18 00:00:31 SV_AssembleMap: Sequential map assembly in 1 ms
2010/05/18 00:00:31 CM_LoadMap: "-farm/f_ +craft_drop_firebird +craft_ufo_harvester +field_c +stables_a +farmhouse_c +field_c +farmhouse_a +barn_a +barn_b +filler_l_b +filler_m_b +filler_m_b +silo +wind +silo +filler_m_a +filler_l_a +filler_s +filler_s" "-8 -24 0 -40 8 0 -40 -40 0 -8 -40 0 16 -40 0 0 -8 0 -40 -8 0 -16 -8 0 16 -24 0 32 -8 0 32 -24 0 32 -40 0 32 16 0 0 24 0 16 24 0 24 24 0 0 32 0 24 32 0 32 32 0"
2010/05/18 00:00:32 Rerouted for RMA in   0.0s
2010/05/18 00:00:32 checksum for the map '+farm': 570846731
2010/05/18 00:00:32 ufo script checksum 342681221
2010/05/18 00:00:32 Created AI player (team 0)
2010/05/18 00:00:32 Created AI player (team 7)
2010/05/18 00:00:32 -------------------------------------
2010/05/18 00:00:32 Connecting to localhost...
2010/05/18 00:00:32 connection attempt from loopback connection
2010/05/18 00:00:32 load material file: 'materials/farm.mat'
2010/05/18 00:00:40 added light, ambient=0.476837
2010/05/18 00:00:41 Starting the game...
2010/05/18 00:00:41 Dustin.Loftis has joined team 1
2010/05/18 00:00:41 music change to David02 (from van_geoscape)
2010/05/18 00:00:41 music change to MarineAlienRaid (from David02)
2010/05/18 00:00:42 (player 0) It's team 1's round
2010/05/18 00:00:42 Dustin.Loftis has taken control over team 1.
2010/05/18 00:03:47 Team 1 ended round
2010/05/18 00:03:47 Team 7's round started!
2010/05/18 00:03:55 [STATS] alien (Zmolukk Zt Hrmokuk) kills civilian (a c) with Aimed Shot of plasrifle_ammo
2010/05/18 00:03:57 Team 7 ended round
2010/05/18 00:03:57 Team 0's round started!
2010/05/18 00:04:05 Team 0 ended round
2010/05/18 00:04:05 Team 1's round started!
2010/05/18 00:06:50 Team 1 ended round
2010/05/18 00:06:50 Team 7's round started!
2010/05/18 00:06:59 Team 7 ended round
2010/05/18 00:06:59 Team 0's round started!
2010/05/18 00:07:09 Team 0 ended round
2010/05/18 00:07:09 Team 1's round started!
2010/05/18 00:08:33 Not enough TUs left for activating reaction fire.
2010/05/18 00:10:28 Team 1 ended round
2010/05/18 00:10:28 Team 7's round started!
2010/05/18 00:10:34 [STATS] alien (Zrokk Kkr Kraukk) kills Dustin.Loftis (Uttamesh Laurens) with Full-Auto of plasrifle_ammo
2010/05/18 00:10:45 Team 7 ended round
2010/05/18 00:10:45 Team 0's round started!
2010/05/18 00:10:49 Team 0 ended round
2010/05/18 00:10:49 Team 1's round started!
2010/05/18 00:12:21 [STATS] Dustin.Loftis (Aman Song) kills alien (Zmolukk Zt Hrmokuk) with 3-Round Burst - Airburst of grenl_ammo
2010/05/18 00:13:18 Can't perform action - not enough TUs!
2010/05/18 00:13:20 Can't perform action - not enough TUs!
2010/05/18 00:13:25 Can't perform action - not enough TUs!
2010/05/18 00:14:07 Team 1 ended round
2010/05/18 00:14:07 Team 7's round started!
2010/05/18 00:14:16 Team 7 ended round
2010/05/18 00:14:16 Team 0's round started!
2010/05/18 00:14:23 Team 0 ended round
2010/05/18 00:14:23 Team 1's round started!
2010/05/18 00:18:07 Team 1 ended round
2010/05/18 00:18:07 Team 7's round started!
2010/05/18 00:18:07 [STATS] alien (Zmuknesk Np Zlrok) kills civilian (b c) with Burst of plaspistol_ammo
2010/05/18 00:18:10 [STATS] alien (Zrokk Kkr Kraukk) kills Dustin.Loftis (Vitaliy Groisman) with Full-Auto of plasrifle_ammo
2010/05/18 00:18:14 Team 7 ended round
2010/05/18 00:18:14 Team 0's round started!
2010/05/18 00:18:21 Team 0 ended round
2010/05/18 00:18:21 Team 1's round started!
2010/05/18 00:18:35 [STATS] Dustin.Loftis (Magdalena Prabhu) kills alien (Zrokk Kkr Kraukk) with Full-Auto of smg_ammo
2010/05/18 00:19:00 ********************
2010/05/18 00:19:00 ERROR: Game Error: Could not find item in inventory of ent 5 (type 2) at 12:1
2010/05/18 00:19:00 ********************
2010/05/18 00:19:00 Shutdown server: Server crashed.
2010/05/18 00:19:00 ==== ShutdownGame ====
2010/05/18 00:19:00 music change to van_geoscape (from MarineAlienRaid)

From a base in the Middle East, I focused on bases in South America and Alaska, and each time I loaded a game while focused on that base, the geo screen would zoom, pan and tilt wildly, and seem to strike a particular point past which it could not go.  At this point, it would bounce back and forth until I exerted control with the mouse.

I've noted that the unit numbers across the top of the screen grey out upon death in an order that doesn't correspond to the unit that actually died.  i.e. Some dead units are blue, some live units are grey.

Discussion / Prone position?
« on: May 17, 2010, 07:32:52 pm »
Is it a complicated matter to add a prone position in the tactical portions of the game? 

Besides a use in reducing target size and providing a much better firing platform for characters, it could provide an alternative for civilian behavior.

When entering a zone with mixed uninfected humans, aliens and human hive members, and no obvious distinction between them, it would be normal for PHALANX operatives to suspend human rights and treat all non-PHALANX personnel as hostile.

Would it be complicated to create a combat interaction allowing you to spend TUs and put a civilian on the ground, bound and blind-folded and possibly chemically restrained?  The inclusion of hypodermics, bean-bags and other nonlethal responses might provide another layer of planning and tactical consideration to the game.

Humans, both infected and otherwise would be processed and released, or researched and executed, as the case may be.  Perhaps additional research will allow the development of an antidote, or an innoculation, or an exploding cortex bomb that would kill a PHALANX member before the infection can take them over.  Not that you'd want that.

Bugs prior to release 2.3 / Cannot load 5 of 6 save games.
« on: May 16, 2010, 08:55:26 pm »
I tend to save games in series, so I have checkpoints to go back on in case of corruption or a mistake that's more than just one save ago.

Here's the whole console output, in case it helps.

---- filesystem initialization -----
Adding game dir: ./base
Added packfile ./base/0base.pk3 (8 files)
Added packfile ./base/0maps.pk3 (533 files)
Added packfile ./base/0materials.pk3 (45 files)
Added packfile ./base/0media.pk3 (10 files)
Added packfile ./base/0models.pk3 (1774 files)
Added packfile ./base/0music.pk3 (50 files)
Added packfile ./base/0pics.pk3 (2874 files)
Added packfile ./base/0shaders.pk3 (26 files)
Added packfile ./base/0snd.pk3 (266 files)
Added packfile ./base/0ufos.pk3 (98 files)
Added packfile ./base/0videos.pk3 (1 files)
Adding game dir: C:\Users\Dustin.Loftis\AppData\Roaming\UFOAI/2.3-dev/base
using C:\Users\Dustin.Loftis\AppData\Roaming\UFOAI/2.3-dev/base for writing
executing default.cfg
executing config.cfg

----- network initialization -------
libcurl/7.16.4 zlib/1.2.2 initialized.

------ server initialization -------
added 7 maps to the mapcycle

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.14
I: desktop depth: 32bpp
I: video memory: 0
I: Available resolutions: 1920x1080 1768x992 1680x1050 1600x1200 1600x1024 1600x900 1440x900 1360x768 1280x1024 1280x960 1280x800 1280x768 1280x720 1176x664 1152x864 1024x768 800x600 720x576 720x480 640x480 (20)
I: video driver: windib
I: setting mode 0
I: set swap control to 0
I: 1920x1080 (fullscreen: no)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 0 bits for alpha
I: got 0 multisample buffers
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
using GL_ARB_texture_non_power_of_two
using GL_ARB_shading_language_100
GLSL Version: 1.20 NVIDIA via Cg compiler
using GL_ARB_framebuffer_object
max draw buffers: 4
max render buffer size: 4096
max color attachments: 8
using GL_ARB_draw_buffers
max supported lights: 8
max texture units: 4
max texture coords: 8
max vertex attributes: 16
max texture size: detected 4096
...but using 2048 as requested
Using low resolution globe textures as requested.
R_LoadProgram: world: Fragment info
0(102) : error C5041: cannot locate suitable resource to bind parameter "eyedir"

R_LoadProgram: 'warp' loaded.
R_LoadProgram: 'geoscape' loaded.
R_LoadProgram: 'combine2' loaded.
R_LoadProgram: 'convolve3' loaded.
R_LoadProgram: 'atmosphere' loaded.
R_LoadProgram: 'simple_glow' loaded.
SDL_image version 1.2.6
SDL_ttf version 2.0.9 - we need at least 2.0.7

------- sound initialization -------
SDL_mixer version: 1.2.8
... requested audio rate: 44100
... driver: 'dsound'
... audio rate: 44100
... audio channels: 2

------- input initialization -------
0 possible joysticks
no joystick found.

----------- parse scripts ----------
51 script files
47 ui script files
Shared Client/Server Info loaded
...108 items parsed
... 32 damage types parsed
... 79 map definitions parsed
... 29 equipment definitions parsed
... 10 inventory definitions parsed
... 22 team definitions parsed
executing keys.cfg
music change to van_theme (from PsymongN3)
CL_LanguageInit: language settings are stored in configuration: en
SDL_ttf version 2.0.9 - we need at least 2.0.7
...registering 10 fonts
142 static models loaded
====== UFO Initialized ======
Priority changed to NORMAL
Found 8 processors
Only use one core
Switch grab input off
]debug on
Change gametype to 'Campaign mode'

--- save subsystem initialization --
added base subsystem
added research subsystem
added campaign subsystem
added hospital subsystem
added market subsystem
added employee subsystem
added aliencont subsystem
added aircraft subsystem
added installation subsystem
added ufostores subsystem
added production subsystem
added messagesystem subsystem
added stats subsystem
added nations subsystem
added transfer subsystem
added alien base subsystem
added xvirate subsystem
added messageoptions subsystem
Campaign data loaded - size 4466984 bytes
...techs: 201
...buildings: 19
...ranks: 16
...nations: 8
...cities: 457

Loading savegame xml (size 41615)
Loading savegame
...version: 4 version: 2.3-dev
...xml Size: 498335, compressed? y
Error: Failure in loading the xml data!
Unknown command "game_timestop" - wasn't sent to server
Shutdown gametype 'Campaign mode'

Discussion / The best of the best of the best. Sir. With honors.
« on: May 16, 2010, 05:15:02 am »
Peace has reigned for so many decades among the various nations of Earth that the average foot soldier has never seen combat, and a general deterioration of skill afflicts soldiers to an all-time low.  Okay. 

We'll assume that there has been no cold war, no rebellion, no organized crime, no terrorism and is in short a human utopia from which no worthwhile tactical or military skill could spring forth.  Great.

Oh, and no sharpshooting, Olympic, target practice, hunting or general handling of firearms which might generally teach an individual which end goes where.  No problem.

Even the best of the best, the elite, soldiers sent by UN member nations as the last best chance of defeating this alien menace, are men and women whose weapons handling skills are characterized by words like "mediocre" and "average."  (Which would imply they rank poorly even in this future of pointless and worthless soldiers.)  Fine.

An elite PHALANX sniper can miss an enemy while firing from a standing, unsupported position from four-hundred yards with a scoped, high-power rifle.  Understandable. 

This same sniper can somehow put this same round through the back of another elite PHALANX soldier, requiring the weapon be pointed THREE FEET in the wrong direction.  Now we're stretching belief.

That this grievously wounded, elite PHALANX soldier, with less discipline than I would expect from a member of a high school marching band, would then fire a grenade at the sniper, just takes this whole situation into the realm of comedy.

Is it possible to have a six-pack attachment we can place in our inventory, to round the experience out?  Perhaps the dropship could be replaced with a still-running 76 pickup truck with big mud tires?

Bugs prior to release 2.3 / Repeating sound clip in +farm map.
« on: May 16, 2010, 04:29:51 am »
"Today, after two years of difficult negotiations, all three forces have finally signed the peace contract.  More tonight at eleven."  Static.

This sound effect is in a constant loop, and is not affected by the volume adjustments for sound effects or music.  This is my first post, so I don't know what to post or if there's an easier way: I just posted the loaded items from the console.

I'm running the latest dev build in the Windows forum for today.

Partial DXDiag Output:

 Operating System: Windows 7 Professional 64-bit (6.1, Build 7600) (7600.win7_gdr.100226-1909)
           Language: English (Regional Setting: English)
System Manufacturer: OEM
       System Model: OEM
               BIOS: Phoenix - AwardBIOS v6.00PG
          Processor: Intel(R) Core(TM) i7 CPU         920  @ 2.67GHz (8 CPUs), ~2.7GHz
             Memory: 12288MB RAM
Available OS Memory: 12280MB RAM
          Page File: 7950MB used, 16606MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 11
DX Setup Parameters: Not found
   User DPI Setting: Using System DPI
 System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
     DxDiag Version: 6.01.7600.16385 32bit Unicode

Display Devices
 Card name: NVIDIA GeForce 7800 GTX
       Manufacturer: NVIDIA
          Chip type: GeForce 7800 GTX
           DAC type: Integrated RAMDAC
         Device Key: Enum\PCI\VEN_10DE&DEV_0090&SUBSYS_035010DE&REV_A1
     Display Memory: 2536 MB
   Dedicated Memory: 504 MB
      Shared Memory: 2031 MB
       Current Mode: 1920 x 1080 (32 bit) (60Hz)
       Monitor Name: Generic PnP Monitor
      Monitor Model: SAMSUNG
         Monitor Id: SAM0503
        Native Mode: 1920 x 1080(p) (60.000Hz)
        Output Type: DVI
        Driver Name: nvd3dumx.dll,nvd3dum
Driver File Version: 8.17.0011.9621 (English)
     Driver Version:
        DDI Version: 9Ex
       Driver Model: WDDM 1.0
  Driver Attributes: Final Retail
   Driver Date/Size: 1/11/2010 23:03:33, 11862120 bytes

Sound Devices
            Description: Realtek Digital Output (Realtek High Definition Audio)
 Default Sound Playback: Yes
 Default Voice Playback: Yes
            Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0889&SUBSYS_10DE0175&REV_1000
        Manufacturer ID: 1
             Product ID: 100
                   Type: WDM
            Driver Name: RTKVHD64.sys
         Driver Version: 6.00.0001.6029 (English)
      Driver Attributes: Final Retail
            WHQL Logo'd: n/a
          Date and Size: 1/19/2010 18:42:22, 2242720 bytes

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