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Topics - gerald

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1
Bugs prior to release 2.3 / dissapearing aliens
« on: September 09, 2009, 01:23:54 pm »
thx god (and devs :P ) actor bug seems to be gone :) great thing thx for that :) i saw weird thing,so aliens sometimes appear just near my soldiers even if soldier looks in side from they come and have clear pov.
another thing is about ships fighters and scouts have much antennas and things like that sometimes aliens are invisible standing near even if top of that antenna is tiny  weird a bit so sometimes u see em thru much bigger ship parts

2
Bugs prior to release 2.3 / no free inventory space...
« on: August 24, 2009, 01:24:33 pm »
wpMins:(128, 128, 0) wpMaxs:(143, 135, 3)
Shifted wpMins:(120, 128, 0) wpMaxs:(135, 135, 3)
Tile bounds: (120, 128, 0) to (135, 135, 3)
Source bounds: (128, 128, 0) to (143, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h01 in   0.0s
Rerouted for RMA in   1.0s
checksum for the map '+ufocrash': 3180836840
ufo script checksum 2405305234
Not enough spawn points for team 0
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/ufocrash.mat'
music change to PsymongR3 (from van_geoscape)
Starting the game...
gerald has joined team 0
(player 0) It's team 1's round
gerald has taken control over team 1.
music change to PsymongR5 (from PsymongR3)

Com_AddToInventory: No free inventory space!


ver 25745 it happened when both my dropship was on action one was returning from terror mision another landed at crashed ufo then i got crash to desktop with such stuff.

another thing bout electro lasers i used it got messag ealien succesfully stunned,but in mission summary alien still count as dead,and was dead exactly so no added to live aliens in my containment.

3
Bugs prior to release 2.3 / save games
« on: August 21, 2009, 07:07:03 pm »
are save games of different builds compatible or should i start new campaign ?
so i downloaded an older than 25557 and trying it out

4
Bugs prior to release 2.3 / game crash on landing at downed ufo
« on: August 19, 2009, 12:14:00 pm »
music change to karlmacklin_geoscape (from ufo2)
Calling subsystems
...subsystem 'base' - saved
...subsystem 'campaign' - saved
...subsystem 'hospital' - saved
...subsystem 'market' - saved
...subsystem 'research' - saved
...subsystem 'employee' - saved
...subsystem 'aliencont' - saved
...subsystem 'production' - saved
...subsystem 'aircraft' - saved
...subsystem 'messagesystem' - saved
...subsystem 'stats' - saved
...subsystem 'nations' - saved
...subsystem 'transfer' - saved
...subsystem 'alien base' - saved
...subsystem 'xvirate' - saved
...subsystem 'installation' - saved
...subsystem 'messageoptions' - saved
XML Written to buffer (626181 Bytes)
==== InitGame ====
********************
ERROR: SV_AddMapTiles: Impossible to assemble map 'oriental' with assembly 'medium'

********************
music change to van_geoscape (from karlmacklin_geoscape)
Calling subsystems
...subsystem 'base' - saved
...subsystem 'campaign' - saved
...subsystem 'hospital' - saved
...subsystem 'market' - saved
...subsystem 'research' - saved
...subsystem 'employee' - saved
...subsystem 'aliencont' - saved
...subsystem 'production' - saved
...subsystem 'aircraft' - saved
...subsystem 'messagesystem' - saved
...subsystem 'stats' - saved
...subsystem 'nations' - saved
...subsystem 'transfer' - saved
...subsystem 'alien base' - saved
...subsystem 'xvirate' - saved
...subsystem 'installation' - saved
...subsystem 'messageoptions' - saved
XML Written to buffer (626103 Bytes)
SV_Start: Server is still running - call SV_Stop before
==== ShutdownGame ====
==== InitGame ====
Could not spawn the map
Wrote config.cfg.
Shutdown gametype 'Campaign mode'
Cmd_RemoveCommand: messagetypes_click not added
Cvar 'mn_uprequirement' wasn't found
Cvar 'mn_upmetadata' wasn't found
Wrote keys.cfg

ver 2.3 dev  25557 game crash when landing at downed fighter win xp system.

5
Feature Requests / about realism
« on: August 18, 2009, 02:01:29 am »
not sure if it should be in that topic if no pls move
whats weird for me is how much Tu's aliens have and just from start saw many time as aliens shoot reaction fire 5-6 shoots well i know they uber dangerous and stuff but as for me kinda too uber as for first mission another thing:2 my solds stood few meters away from doors they look at doors taman come thru doors armed with kerrblade they shoot wounding him twice and he come easily to em and kill one...well things like that happenned in x com and other such games but never just from start i wont compare or so dont take me wrong just wanting to know if that thingy in ver 2.3.3 is balanced already or it will be done in future and one more thing on map with farm are fences aliens seem to be same height as humans at least tamans they shoot easily thru that wooden fences while my soldiers have 0 chance to shoot through is that about plasma weap going thru that and my bullets or lasers nope?

6
Feature Requests / armour effectivness
« on: August 15, 2009, 03:42:48 pm »
dunno if its only mine feeling but i found nano armour not so more protective than normal combat armour even think hours spending on researching and producing that should give better effect are there any heavier types of armour ?

7
game often switch to geoscope,mainly when i end my turn i've got then message about refuelling fighters wchich shoot ufo they landed in base long ago so proly sumfin wrong...

8
Feature Requests / changing colour of aiming stats info
« on: August 14, 2009, 11:58:34 pm »
i got today a lil fight in polar region and white stats about aiming percentage was totally invisible on the snow i think will be nice option to change colour in such situations

9
Feature Requests / alien air crew casualties and numbers
« on: August 14, 2009, 03:37:22 pm »
from research its known alien fighter carry 3 person crew,well if we already know a bit bout that ship our radars identify that and we shoot it down i think will be more realistic to meet 3 poor armed pilots no as it is now 5 well armed alien soldiers,so fighters usually no carry passangers :)
otherwise craft identification help only aerial fight,maybe its not so important but it was nicely done in x com when downed ufo,s got also some casualties in crew

10
Bugs prior to release 2.3 / save tu for reaction fire
« on: August 13, 2009, 06:56:30 pm »
ello i finally got dev version running all going ok untill i use option save tu for reaction fire from battle menu then game crash to windows sometimes appear tooltip about whats that option sometimes just crash immediately also in first mission was unable go upstairs weird so only on one building others worked fine

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