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Topics - blondandy

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Feature Requests / identified unidentified flying objects
« on: June 15, 2008, 08:19:15 am »
I was just playing a trunk campaign. My first unidentified flying object was spotted on the radar. It tells me that it is a Scout straight away. I probably should not know that until I have researched UFO theory (or something).

Offtopic / hacked or have they a sense of humour
« on: May 22, 2008, 11:27:32 am »
i was just on sourceforge. 2 categories for nomination leapt out:

-Most Likely to Be Ambiguously Accused of Patent Violation, and,
-Most Likely to Get Users Sued


Coding / modal dialogs from ufo2map
« on: May 16, 2008, 10:45:28 pm »
ufo2map throws up modal dialogs to complain, but only on the windows OS. (Sys_Error in cmdlib.c).

i have found this a bit annoying. when you leave your machine compiling all the maps, one has a problem, then all compiling ceases until you give it some attention.

would anyone object if i made windows do the same as the other OSes and just print to console?

svn praise cites tlh2000. i guess he will not mind.

Discussion / dedicated server
« on: May 03, 2008, 10:06:27 am »
I thought i might leave a dedicated server up.

the dedicated server console just stops responding (well, it displays, but never starts responding).

2.2.1 installer
win xp sp2

Coding /
« on: July 29, 2007, 09:21:31 am »
compilation of this dev-cpp project file is currently broken.
is it just for editing the campaign.ufo script?
has it worked recently?
could it just be deleted from the repo?

Mapping / rookie levelflag q
« on: July 25, 2007, 03:54:39 pm »
now that my first stairs work, i decided to promote myself to rookie.   :D

the top of the church tower never becomes visible. when i look at it using devmap. my levelflags are currently all over the place, but the top of the tower should be visible, i think. in UFO only the first 5 levels buttons are active, even though i added an experimental brush, with only level 8 set.


Mapping / mapping noob q. info_human_start
« on: July 18, 2007, 10:24:42 am »
This map (tile) is far from finished. I wanted to start looking at the pathfinding and stepons. when i use devmap or map to start it, there are no soldiers to walk around. what have i missed?

edit: (map in zip)

Design / new stun weapon
« on: July 12, 2007, 02:31:01 pm »
i suspect this will not be wanted for the storyline, but just in case anyone is interested.

a new stun weapon has been developed:

Mapping / pathfinding through gaps
« on: July 08, 2007, 09:41:51 am »
according to this
human-controlled actors can get through gaps of size 32 and aliens/civvies can get through gaps of 24.

to test pathfinding for human-controlled actors i have been force-starting multiplayer 1on1. this lets me take my guys around with no one shooting at them, so i can investigate pathfinding.

is there any way to do something similar to investigate pathfinding for aliens?

has no mention of differences in pathfinding for humans and aliens.

I have observed maps
where there are differences in pathfinding for humans and aliens.

this post has become rather long and rambling: symptomatic of my confusion, i fear.

Discussion / mouse buttons
« on: July 08, 2007, 07:26:38 am »
(for those who don't know) in the current development version the mouse buttons have been changed. the state now is

LMB: move
MMB: cancel aiming / move
RMB: turn without moving

LMB turn as standard, is the right way to go, methinks.

i (and a few others, I'd wager) are now in an adjustment phase were we try and turn with the MMB, leading to, erm, poor disposition of troops.

so, at last, here is my question/suggestion:
why is the MMB both cancel and move?
could it not just be cancel?

Feature Requests / new targetting height feature
« on: June 22, 2007, 11:31:23 pm »
(in trunk since r9217.)

some feedback

1. this is a great idea for a feature.
2.for direct-fire weapons it is a bit coarse. it would be nice to be able to attempt to squeeze a shot through any tight gap, not just be limited to 3 or 4 positions. how about hold down shift and move mouse to get analogue pitch & yaw adjustment to the shot?
3. for nades it is not quite right. the ability to adjust pitch and speed of projectile to any level (like scorched earth) would be best, though I cant think of a sensible way to control it right now. Anyhow aiming nades for a few different points on an enemy isnt quite the right way to do it.

I would like to have a go at patching this myself, but it will be months until I have the time: redecorating flat, selling flat, starting new job, ...

Coding / key bindings
« on: June 14, 2007, 11:11:45 pm »
I have been reading the code trying to understand how the keyboard input works for stuff like crouching, c.

I think Cmd_AddCommand is involved in buttons, and maybe more.
Key_SetBinding gets called when I use bind from the console.

here's the dumb question.
I cant see where the c key is bound to the standcrouch command.

I would be grateful if someone could outline the steps involved in wiring up a keystroke to a function. (maybe you could point me to some general tutorial on the web which describes how this sort of thing is done in c).

Artwork / NASA images
« on: June 10, 2007, 09:04:16 am »
just found out that NASA release loads of lovely pictures, and don't even copyright them.


useful somewhere? it could be made more green to fit existing colour schemes.

Tactics / AI abuse
« on: June 10, 2007, 08:26:22 am »
The AI is just shy. The aliens (assuming you are playing phalanx) will hide if you leave your soldiers looking at them during the alien round.

This means that (in a small way) you can control the enemy team. For example, it has been observed that on the dam map (dam01d) the AI will make its soldiers retreat into the building opposite your start location. This makes the final approach to the building tricky, as it is not possible to move from the nearest cover and get inside in one turn. Your troops are always injured (maybe killed) as they approach the last building.

So, if you ensure that the open ground in front of that building is not in any of your soldiers field of view at the end of your turn: the AI keeps its troops out in the open making it easy to shoot them.

One word of caution - you have to make sure you have RF angles covered, so they cant sneak up on you.

In a recent experiment, popi and I (coop2) found that we only had 2 enemy left (out of 8 ) in that small building. one was killed with a nade as we approached, leaving the last survivor panicking.

I have also used this tactic on other open maps (eg druglord).

If you want to keep your foes out in the open and easy to shoot, don't look at them!

Artwork / hospital icons wanted. (also discussion of hospital)
« on: June 09, 2007, 06:55:18 pm »
icon request
The consensus in IRC today was that the hospital menu is a bit too multicoloured. I suggest we use some nice bichrome icons (like Blywulf came up with for the research menu recently). Here are the categories needing icons (and my suggestion for an image - though please use something else if you have a better idea).
-currently being healed: drip stand (you know, bag of saline on a pole)
-heavily wounded: three blood drips
-slightly wounded: one blood drip
-surgery: a scalpel (or maybe cyborg parts - I think that is what this is about)

discussion of hospital
Most people on IRC thought it would be good to have troops automatically healed after a mission. I suggest that this should be optional, but the default option should be heal least injured first. Any thoughts?

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