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Topics - maackey

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1
Bugs in stable version (2.5) / game crashes after enabling ui2 mod
« on: December 07, 2012, 06:20:47 am »
with the message "Error: Recieved signal 11." game crashes right when main menu should pop up, although not always. I get signal 8 if the crash is not instant.

Sometimes I get into the main menu, but then after loading a game I crash (not instantly, a couple times I was able to click on a base and see the new base UI)

The process is always the same:
run ./ufo -> game loads into basic UI
click options, click ui2, click activate mod
some times -> game restarts, loading text in different font, game crashes
other times -> game restarts, loading text in different font, main menu appears
click through to load game, game crashes some random short while afterwards

1st crashdump is from insta-crash game, second is when game crashed after loaded game

2
Bugs in older version (2.3.1) / Mission crashes when aliens die :(
« on: December 14, 2011, 05:50:54 am »
I was minding my own business, splattering some alien scum, when some big armored ork-nut comes to the window of a 2-story building on my left flank threatening to rip my guys and gals a new one. So naturally I let my explosives specialist hurl a grenade through the window to at least harm him for the next turn (all the rest of my troops spent all their TU's and shots on an armored Taaman who was still standing...) and the mission all of a sudden crashes.

I recall some aliens killing each other with friendly fire up there, so the ork-nut might have been standing on someone's body when the grenade came through... not sure though.

line 2762 of ufoconsole.log:
2011/12/13 23:21:55 [STATS] Chris (Tatu (Nitro) Takagi) kills alien (Morgh Uk Ohm Umhpf) with Snap Shot - Airburst of grenl_ammo
2011/12/13 23:21:57 ********************
2011/12/13 23:21:57 ERROR: Can't move, actor on team 7 dead
2011/12/13 23:21:57 ********************

attached is the rest of the log and save file, Is there any other file that would help fix this issue?

edit: added save file

3
Tactics / How do you defend bases?
« on: April 04, 2010, 04:39:24 am »
I just got unlucky enough the other day that a UFO found my base and attacked. I stationed my guys around the nearest entry points, and waited. One of my guys got vaporized from out of nowhere from two soon-to-be-roasted aliens, but after that I waited for ~10 turns and didn't see anyone. I got impatient and marched my guys outside where they found two aliens just dawdling. One was right next to the main entrance, and the other was behind the radar tower. I killed the one at the entrance the second I saw him (pistols are a lot more powerful than they look) and the second guy was just standing immobile under the radar tower as I worked my way towards him.

Is there something wrong with the alien AI that doesn't make them all storm the base? Am I just not patient enough and need to let them take some time to come down? I should also note that defending is especially tedious as reaction fire still does not work properly for me :-\

Also, a sneak preview of my slowly growing feature request list:
auto turret defense guns for the base would be really nice. Is it just a matter of there is no art content? or does somebody think they'd be unbalanced?

4
Artwork / mechs? other art contributions?
« on: April 02, 2010, 06:20:34 am »
I have some bipedal (and some quadropedal) mechs that I've modeled/textured/animated for another game, and was wondering if anyone wanted to perhaps use them as some sort of alternate ugv. If you have any specific ideas or concepts for a completely different UGV I could try and make that too. Even for something completely different, like guns or props or anything really. I've read the "models needed" a few times, but apparently a lot of things are already done, apart from humans, which I still feel I'm quite inadequate modeling/texturing/etc... so I'm not really sure what to start out on.

I also like to get requests because then when I inevitably fall behind, I have someone to remind me not to be lazy and finish what I was working on  ;D

Sorry I don't have an actual portfolio but here are some excerpts from my image dump:
http://img638.imageshack.us/i/iconz.png/
http://img205.imageshack.us/i/m82.png/
http://img17.imageshack.us/i/aegis.png/
http://img43.imageshack.us/i/blastwing.png/
http://img13.imageshack.us/i/m1color.png/
http://img410.imageshack.us/i/stormhqu.png/

5
Feature Requests / some features
« on: February 04, 2010, 04:28:30 am »
 - AUTOSAVE - a before and after mission slot would be ideal. I don't mind not having saves during the actual missions (as has been discussed before) But I too live in Florida, in an area with extremely sub-par power service. Compounded with the fact that I am often too lazy and not used to saving constantly (the only games i've played in the last 6+ months have been Rome Total War and Complete Annihilation -- the first autosaves every round and the second is a multiplayer rts [also open source btw]) I never remember to save and it frustrates the living hell out of me.

 - There should be an individual "End Agent Turn" button/key so they are taken out of the loop when tabbing through soldiers during your round.
 - Fire weapon should have a keybind -- press fire to bring up menu, 1-5 or whatever to select type of shot.
 - Mouse sensitivity slider
 - sound checkboxes for individual items (ie. one for effects and one for music)
 - tooltips vs cursor tooltips??? unfortunately there is no tooltip describing either  ;)
 - scripted tutorials would be a worthwhile endeavor imo - especially for people who have never played x-com.
 - an ingame keybinding editor would be slick. i personally don't mind editing the keys.cfg file, but I can imagine some would be put off by this.
 - Is there a tech tree/list of weapons anywhere? or would that show unwanted spoilers?
On that note, I was glancing through one of the multiplayer templates (i think thats what it was) and noticed some very strange stats on some of the weapons (ie. the shotgun having more range than a sniper!?) Is there a good table of those weapon stats somewhere too?

6
Bugs prior to release 2.3 / some bugs
« on: February 04, 2010, 04:12:49 am »
hi. just started playing the other day, and thought i'd share some of what I found.

2.3-dev x86_64 Linux DEBUG
nvidia 9800gtx (latest default drivers)
4 gig ram
2.4 dual core amd cpu

 - Textures are mismatched, some transparent as well. Sometimes they appear normal, most of the time not.
 - At my third "encounter" with the aliens in the campaign (setting just below standard) Really bad hang. Happened multiple times. (not sure if it will happen next time or not. wouldn't be surprised if it did)

attached are screens of both issues. (uhh, well, i reached the attachment limit -- but basically that last image in the top right corner would be the geoscape or the main menu if i pressed escape. The loading map screen flickered constantly between black/loading screen)

 - Assault Rifles have the aimed shot as a reaction shot type -- most other weapons have aiming disabled for reaction shots, no?
 - Reserve shots button should really be a toggle (instead of dropdown list) for weapons with <3 different fire modes. (I only noticed this on the rocket launcher, really -- but it was a pain to select the only option from a dropdown list every time i wanted him to be able to move+fire)
 - I really dislike the game automatically assigning TU reservations for crouch/stand.
 - If weapons do not have multi-shot reactions than the reaction should be an on/off toggle instead of a 3-way one (where the last option is superfluous)
 - when crouching the origin of the weapon does not change (so you'd get the same angle of attack whether standing behind the barrels/boxes or crouching -- which doesn't seem right to me)

 - When I pick up items (like the ones off of dead alien bodies) occasionally I just crash. nothing in the ufolog to suggest why either.
 - IRC says I'm not registered, program gives me no way to do so, I cannot logon as a guest.

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