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Topics - jerikojerk

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1
Quote
------- Loading game.so -------
not found at '/usr/local/lib'
not found at '/home/jerikojerk/.ufoai/2.4-dev/base'
found at './base'
Using RMA2 seed: 2 for <craft_crash_harvester>
Rerouted for RMA in   0.0s
checksum for the map '+ufocrash': 0
ufo script checksum 2276391518
-------------------------------------
Connecting to localhost...
********************
ERROR: Game Error: No spawnpoints for team 1
********************
Shutdown server: Server crashed.
Unload the game library
Used inventory slots after battle: 0
music change to Crystan-Geosphere04 (from Crystan-Geosphere03)
i git pulled today and then...


2
Discussion / base attack and civilian
« on: September 05, 2011, 12:50:46 pm »
Hi

i'm wondering why there is no civilian in base attack. i would love to have to defend my own worker and alien kill some of them i would have to do recruit replacement.

3
Newbie Coding / multiple definition in weapons_human.ufo
« on: September 02, 2011, 11:00:42 pm »
hi

i noticed that for human weapon there is redondant firemode definition (once in the weapon, once in the ammo). Which is the correct to use?
shotgun_micro_ammoshotgun2
rpg_incendiary_ammorpg
grenl_incendiary_ammogrenl
grenl_fle_ammogrenl
grenl_plasma_ammogrenl
thanks

4
Bugs prior to release 2.4 / alien fall down before being hit
« on: September 02, 2011, 10:12:07 pm »
Hi

for serveral weapon (plasma rifle, maybe rpg) the alien does the "dead" animation belore the bullet/plasma thing hit itself.

that is not realy a big bug but still... disappointing.

5
They must be rusty, there are some hole in the hull... how do you explain i'm able to see this alien ? (i discover it from the selected soldier... no move since).

6
Bugs prior to release 2.4 / mouse on geoscape not working anymore
« on: August 26, 2011, 08:55:48 pm »
Hi

i used to use the third button to zoom in and out the geoscape. it's not working on last "pull".  Right pannel "button" are working good.

->last changeFri, 26 Aug 2011 18:49:09 +0000

i'm sorry i can not provide a hash code for the version ... i got some local change in transfert.ufo file.

7
Feature Requests / alien translation
« on: August 16, 2011, 11:52:41 am »
hi

i was working on UFO-AI translation strings, what can be fun is to have a alien language for uo-ai... just think of automatic alien translation to ease this language maintenance.

it's only for the local on server ... what to use...   but .. that could be fun (and useless).

8
Discussion / formal authorisation to use licenced content
« on: August 13, 2011, 12:49:10 am »
hi

I would like to get a formal authorization to use portion of UFO-AI program and to redistribute it, including graphical and textual (translation) element. I will use them to build a online and personal ufo-ai guide hosted on one of my personnal web pages. (likely at  http://jerikojerk.free.fr/ufoai/ there is nothing now )

This web app will be free to use, but i'm realy reticent to publicly release  the code source to reduce security risk. I think it may not interfere with Ufo-ai licence cause i won't take any algorithm out of ufo-ai but only data/artwork/configuration files, but as i'm not sure, i prefer to get a written permission.

thanks

----
edit: I forgot to mention i'm not planning to put adds on those pages.
 

9
Bugs prior to release 2.4 / click less to transfert your cargo
« on: August 11, 2011, 12:25:45 am »
When we are on a transfert menu, as long the possibility to transfert all the 'items' (ie all alien material) by just clicking on the item name, you may be interested in this little mod that allow to transfert 10 items with just one click.

It's not enough good quality to be one day in the trunk version but you may use the attached file to replace ufoai/base/ufos/ui/transfert.ufo (in fact rename you original version to revert the change). This file is loaded at game start so restart the game.

it will add a button that selects 10 items by 10 items for transfert.

Internaly it's done by calling 10 times the ±1 procedure. So you can't use that to cheat on cargo count.

there is still a little bug regarding having grey/blue button when reaching the max value. I still looking at a way to fix that...

hope it will help.

10
Feature Requests / soldier becoming old...
« on: August 10, 2011, 01:09:49 am »
hi

i'm having a little thought... while soldier progress (i've almost a team of commander) they may become quicker, more accurate and soon but it will be fine to reduce the life points of soldier that get hit a lot ... so the more you use a soldier, the more probably he will die so you will have to refresh your troups.

i'm thinking of the equivalent of 2 points per grades, so it will become a big handicap if the soldier reach grade 12 ;) and when the alien comes with blasters...

11
Mapping / the new maps are not always "walkable"
« on: August 09, 2011, 01:08:50 am »
hi while you're hardly working on new maps to make them good looking, let me show you a little bug that appear sometime.

the river is not crossable, so i i didn't get top class snippers i would never have a contact with the aliens... and the party may have lasted for years...

is there a limit or something to stop the game if the payers get  no more amo and no possibility to use knifes?

12
Bugs prior to release 2.4 / the good old bug of aircraft in hangar
« on: August 08, 2011, 06:05:39 pm »
hi

there is a very old bug about aircraft when you click on the aircraft button in the base's menu. i did not report it earlier cause i thougt it's already known.

how to reproduce?
  • first you may have two bases with different aircraft available in each so it's more obvious (it may also work if you have the same aircraft in both base but displaying a stilleto instead an other stilleto don't make thing realy to observe).
  • so go to base "alpha" equiped by a a Starchaser (you're rich !!!) click on aircraft menu select the starchaser.
  • now go strait to the geoscape directly (important, if you scoll between bases it does not works)
  • now go strait to the other base "beta" where you have the stilleto... click aircraft menu and ... tadam ... you see a starchaser.
  • if you click on the stilleto name, your aircraft is back

i'm playing on ubuntu and compile the latest working copy.

13
Bugs prior to release 2.4 / uforadiant
« on: August 06, 2011, 02:44:36 pm »
Hi

i've got a simple question, i'm trying to use Uforadiant but i can find the executable file. i'm using the git version i did "make uforadiant" but i don't know where to look for the binary file.

regards

14
Newbie Coding / about documentation and techtree
« on: July 28, 2011, 08:51:32 pm »
Hi

i'm enjoying the game but there is a something that really annoy me, it's the lack of a browsable techtree. I found one opendocument in the source that looks like very incomplete so i want to make something else, sexier. Idealy i'm wanting to have something like what someone did for warzone.

I'm trying to read everything about the script (*.ufo), but i do not know if i will have write a parser from scratch (i'm a php boy) or if there is something already working that i can re-use.

so what could help me:
->if there are resources that are not at http://ufoai.ninex.info/wiki/index.php/Category:UFO-Scripts
->if the format used in the ufo script is well known, tells it to me cause i do not recognize it.

regards

15
Bugs prior to release 2.4 / save/load game issue
« on: July 11, 2011, 01:20:22 am »
i'm playing rev 872cba305079148305833e7ff6e85fd6a32d8c9e (don't you love git ?), i found a bug about the savegame.

Actually the generated xml tree does contain encoding issues some times (try playing french with "é","è"), not always i'm still trying to guess what must be the condition to have it happend.

There is also an issue that make when saving "flying" ufos. A node is often unvalid (xpath is /savegame/UFOs/craft[first]@missionid) for the attribute  missionid, can be not set or can be set with junk...

i guess correct value would be found at /savegame/missions/mission[last()]@id

i'm playing on ubuntu, if anyone can confirm...

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