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Topics - mor2

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1
Offtopic / UFOAI wepaon?
« on: November 05, 2010, 05:55:54 pm »
after that thread about weapon precision, i wanted to know what weapon are we using in UFOAI, so i took a quick look at a game screen shot, its bullpup alright and looks very familiar but i cant figure out exactly which weapon is it or based on, anyone knows?   

(and i dont think its russian, even thou i am a conspirator at heart and seen the red USSR armor and the 3stats coloring that coincidentally looks like their flag  ::) )

2
Discussion / UFO pedia
« on: November 03, 2010, 12:54:57 am »
i just looked at the ufoPedia screen and wanted to share a few things i noticed.

1. 2. 3.

1. does it really necessary to write all that stuff? to me it feels like clutter that force me to scroll each time.
2. cant we remove it, so the entry starts like this and add the signed at the end and all the clearance stuff on the main ufo pedia page (3)

4. 5.

4. transparency is nice but sometimes it just get in the way and ruine nice models we have, with noticeable clutter.
maybe we should change the background alpha a little or add some solid panel for the models?
5. why dont we use the full screen, some of our research art (alien base, etc) is so minimized that its barely seen, so we can see a panel that has no use (you cannot click it) and gives no relevant information at all, cant we stretch ufoPeda? so more of the art and text be visible?!

6. i would like to suggest again, that event will be added to the message options, simple text line in a log its not how you suppose to find out that your scientist had made a new breakthrough into the alien psyche, am i right?

3
Newbie Coding / what are the font types?
« on: November 02, 2010, 06:49:42 pm »

4
Bugs prior to release 2.4 / few visiual problems
« on: October 29, 2010, 02:53:02 am »
i finally returned home and finally had the chance to try the 2.4, as with 2.3 video setting are trial by error   :(

the worst part is that i can only change setting in the menu but i need to be in battle to know if there is something wrong but there i cannot fix it and need to comeback to the menu and more annoying is that the game reloads after each video setting change, cant we add an accept button to commit all the changes together, instead of draging me through the loading screen dozen times or so.

the biggest problem is the text alignment here on 1680x1050 and as shown on the screenshoot: http://i53.tinypic.com/oqh8w2.jpg
as before there was also the drop ship and all the actors appear black and some other objects getting screwed (making it into a nice borg universe :) ) but i bet that scaling back on shaders or other setting will probably fix that, one last problem was a weird case when someones hand was was shown before my inventory, it was partially hiding the gun  ??? but i couldn't reproduce the problem.

also here is the ufoconsole.log if needed (btw was it unreadable on the 2.3 version as well or only on the 2.4? notepad couldn't show anything intelligible)
Code: [Select]
------- video initialization -------
2010/10/29 02:04:05SDL version: 1.2.14
2010/10/29 02:04:05I: desktop depth: 32bpp
2010/10/29 02:04:05I: video memory: 0
2010/10/29 02:04:05I: Available resolutions:  1440x900 1400x1050 1360x1024 1360x768 1280x1024 1280x960 1280x800 1280x768 1280x720 1152x864 1152x648 1024x768 848x480 800x600 720x576 720x480 640x480 (18)
2010/10/29 02:04:05I: video driver: windib
2010/10/29 02:04:05I: setting mode 0
2010/10/29 02:04:05I: set multisample buffers to 4
2010/10/29 02:04:05I: set swap control to 1
2010/10/29 02:04:06I: 1680x1050 (fullscreen: yes)
2010/10/29 02:04:06I: got 8 bits of stencil
2010/10/29 02:04:06I: got 24 bits of depth buffer
2010/10/29 02:04:06I: got double buffer
2010/10/29 02:04:06I: got 8 bits for red
2010/10/29 02:04:06I: got 8 bits for green
2010/10/29 02:04:06I: got 8 bits for blue
2010/10/29 02:04:06I: got 8 bits for alpha
2010/10/29 02:04:06I: got 4 multisample buffers
GL_VENDOR: ATI Technologies Inc.2010/10/29 02:04:06
GL_RENDERER: ATI Radeon HD 4800 Series           2010/10/29 02:04:06
GL_VERSION: 3.3.10188 Compatibility Profile Context2010/10/29 02:04:06
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object 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_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform 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_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float 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_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float L_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control2010/10/29 02:04:06
2010/10/29 02:04:06using GL_ARB_texture_non_power_of_two
2010/10/29 02:04:06using GL_ARB_shading_language_100
2010/10/29 02:04:06GLSL Version: 3.30
2010/10/29 02:04:06using GL_ARB_framebuffer_object
2010/10/29 02:04:06max draw buffers: 8
2010/10/29 02:04:06max render buffer size: 8192
2010/10/29 02:04:06max color attachments: 8
2010/10/29 02:04:06using GL_ARB_draw_buffers
2010/10/29 02:04:06max supported vertex texture units: 16
2010/10/29 02:04:06max supported lights: 8
2010/10/29 02:04:06max texture units: 8
2010/10/29 02:04:06max texture coords: 16
2010/10/29 02:04:06max vertex attributes: 16
2010/10/29 02:04:06max varying floats: 64
2010/10/29 02:04:06max fragment uniform components: 1024
2010/10/29 02:04:06max vertex uniform components: 1024
2010/10/29 02:04:06max texture size: detected 8192
2010/10/29 02:04:06Warning: high resolution globe textures requested, but could not be found; falling back to medium resolution globe textures.
2010/10/29 02:04:06R_LoadProgram: 'world' loaded.
2010/10/29 02:04:06R_LoadProgram: 'warp' loaded.
2010/10/29 02:04:06R_LoadProgram: 'geoscape' loaded.
2010/10/29 02:04:06R_LoadProgram: 'combine2' loaded.
2010/10/29 02:04:06R_LoadProgram: 'convolve3' loaded.
2010/10/29 02:04:06R_LoadProgram: 'atmosphere' loaded.
2010/10/29 02:04:06R_LoadProgram: 'simple_glow' loaded.
2010/10/29 02:04:06SDL_image version 1.2.10
2010/10/29 02:04:07SDL_ttf version 2.0.10 - we need at least 2.0.7
2010/10/29 02:04:07...registering 10 fonts
2010/10/29 02:04:07Modified render related cvars
2010/10/29 02:04:24144 static models loaded
2010/10/29 02:04:49Change gametype to 'Campaign mode'
2010/10/29 02:04:49

5
Feature Requests / fuck realism, dont kill ma soldier ;)
« on: October 21, 2010, 06:33:00 pm »
i bet this was probably requested before a lot and probably denied a lot and still.

1. dont let my soldier die, with technology where we can invent lasers weapons and deisng working models and few other things in little tiny lab  in month !! we can assume to have enough tech to sustain our soldiers, make their recovery rate long... and make me pay for but dont let them die.
2. change the game structure and let us equip our own soldier, let us re arrange them and choose who will fight on base defense.
3. keep personal stats for soldier, rank does say it a much as 20 missions and 40 aliens dead.



6
Newbie Coding / UI Adjustments.
« on: October 20, 2010, 10:41:45 pm »
i decided to see what does it take to make UI Adjustments, i think it will be more productive if i know what we work with.

i have found and extracted  0pics.pk3 file, few questions:
1. hud vs althud?  and besides those two and UI is there any other relevant folders?
3. if i want to try new textures all i have to do is replace the originals? is there some kind of mod mechanic that i can place my file with different textures that will be loaded instead. (easier than working with 170MB file)
3. scripts? where they are located? C++? do i need to compile the game if i change them? if so anyway to compile only that section because compiling the whole game will send my laptop to early retirement  ::)

EDIT:
4. is there any documentation?

7
Discussion / second hand weapons?
« on: October 18, 2010, 10:24:19 pm »
just a quick question, what is the use of second hand weapon?

because up until know i found the second hand useless, mostly saving few points on taking stuff out, maybe if i use two sidearms i can save another few points on reloads  ???  (although its hard to imagine how this work in real life, those little sucker on auto has just as much recoil for one in each hand)  or is for something not yet implemented?

but i only recently started to play the game and still play on normal, so any help from those who has much more experience will be appreciated.

8
Feature Requests / few suggestions
« on: October 16, 2010, 05:15:46 pm »
1. add events, the current messaging system is fine for simple notifications but its lacking for major events, for example research completion shouldnt be another barely noticeable line, its should open a window with summery or link to ufoPedia and the base so you can set a new research objective (anyone who played hoi series will know what i mean), same goes for end of the month, there should be an event window that summarize what you gained, paid etc during the last month. 

it should add more to sense of progression,achievement and goal especially if that end of the month data be kept for at least month(to make a comparison last/current month) and maybe also accessible through some credits button.

2. its not necessary to place the alien/our ship on every map, for example the parking lot map 75% of it consist of the ships parked and roads, with the aliens always on the 6 floor and the fight always taking place on the firth floor...
the plaza with alien ship is beautiful but serves no tactical meaning, better drop it make the parking lot twice bigger with one more access point, add cars to use as cover (right now there is no cars but there is many ppl :-\) spread the aliens to make it hide and seek...

3. please avoid choke points where they serve no tactical need, for example in one of the oriental maps where the ships separated by a big building and wall with one square tile gate is annoying, considering that the alliens never leave their ship and even if they did they could never get there faster than me, so it just serves as annoyance in the first 4 turns where i just run back there.

4. when there will be a time please add more sounds for the aliens, its just more creepy to hear them, even if you know where they are.

5. the inventory button in the tactical view should also close it if clicked again.

cant seem to remember the rest of the stuff i thought before.

9
Discussion / Off-base Installations ?
« on: October 13, 2010, 08:23:05 pm »
i played few UFO games but i never seen the Off-base Installations yet, the problem is that not ufoOpedia nor right clicking gives an explanation about what they are.

so i googled it found this: http://ufoai.ninex.info/wiki/index.php/Proposals/Off-base_Installations

do they have an upkeep cost or should i spam them as much as i can to provide better support for my other forces
i seen they can be bombed, so i shouldnt deploy them to far away from base and what is the rule of the thumb when defending is 2 SAM Site enough to defend a UFO Yard?

and what does this means "All operations on ufo's will be modified by the distance of the base to the yard."  ?


thank, sorry for the noob questions.

10
Windows / no geo map shown
« on: October 13, 2010, 05:02:01 pm »
i am new to the game so, its possible that i just missed something but after i start the campaign, i get the menus and no map...

its not stuck since i can place my base (blindly) but the map doesnt show up, passing some time and playing with some video option changed nothing.

here i added a screenshot to illustrate the problem:
http://i51.tinypic.com/mhfvkj.jpg

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