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Messages - nick87720z

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16
My appologies - i just discovered, that option to get email notifications about replies is hidden by expander bellow. Usually i manually polled pages to see when reply appears, but it is somewhat encumbering.

This year i made manual compilation in sources in my dedicated dir at home - problem doesn't appear. I'm trying to understand, what caused it that time - my guessment is that script caused too high load for server.

17
Discussion / Re: Thermobaric ammo
« on: February 02, 2019, 01:05:16 pm »
I just better looked again about this weapon. Looks like, initial idea of first accurate fuel spreading before detonation is ineffective for infantry weapon, and Shmell uses different approach.

More exactly, translation for this article: https://en.wikipedia.org/wiki/Thermobaric_weapon
is named as - many variants, so i would write it as "volume/spatial detonation ammo/warhead", so game therminology could use something like VD, SD, and it is told to be usable only on big weapons, like missiles or bombs.

As for Shmell, there is wikipedia page, which doesn't even have english version - it is called Thermobaric explosion, but is more complicated than VD. However, it is less effective on open areas, as shockwave seems to play significant role in burning, and reflected waves improve it.

There is even hand grenade version, but in current gameplay it could be unsave, if thrown grenade detonates in direct site, as explosion radius should be very big.

Speaking about tech, i had idea of environment independent variant, where fuel and oxydizer begin to mix and react while still under shell. I'm not sure, wether it will really improve it.

18
Discussion / Some means about rail/coilguns and transport
« on: February 02, 2019, 09:21:42 am »
Some of my notes, i would like to share:

- New ammo unification for RL, railgun and coilgun.
It just looks strange, that newer antimatter nano-rocket ammo is proposed for older railgun, but not for more advanced coilgun. While RL looks unable to launch AM rocket of proper size (as rockets seem launcher only by engine without pre-acceleration), hybrid rocket looks suitable for anything, that can launch AM rockets, too. As for coilgun - it naturaly looks like infantry adaptation of ufo missile launcher. Since it has, according to description, highest caliber  than any human infantry weapon (bigger than railgun), would be essential to prefer it for micro-missile experiments. However, it doesn't mean, that it obsoletes railgun...

- It is strange, that railgun with its relatively lower caliber (lower than coilgun) has only 2 shots capacity. I remember 2.4 time, where it had 8 or 6 shots and even had assault weapon class. While it is naturally rather sniper, than assault, it should have obviously bigger ammo capacity than coilgun - its image showes changeable barell and clip, including obviously more than 2 shots. To better attenuate barell errosion, each next shot with same clip could have degrading damage, e.g. by 5 per shot. It could just subtract 5*<missing_shots> for current clip from max damage, if such thing is possible - thus, after 8 shots it will barely better than SR (only by precision), also decrement itself could optionally progress, e.g. by 1, begining e.g. from 4 or 3 (if evaluation of missing ammo shots is ever possible).

- Should not micro-rocket ammo be explosive? One time i tried skirmish with antimatter railgun ammo, at dam. After passing bridge and checkpoint building on its end, i noticed enemy, hiding behind bulding right in front of exit from bridge. I found it as ideal case for AM railgun. Though it did not kill hovernet, it clearly pierced both walls. According to description, AM rockets are really frag explosive. Applying this property to initially piercing ammo, it could create splash damage at hit point, on both sides of pierced wall, and fletchette-like shot behind of wall (consisting of both rocket and wall fragments, each with slightly different damage).
  Btw, even for solid AP sniper shots, wall piercing damage could completely convert to weakened original shot with difference going to wall fragments behind. Of course, it would depend on wall material - metalic walls (e.g. gates) would generate much less shrapnel, but it could have light fire damage.
Specially for coilgun/railgun solid slugs, hitting metal surfaces and probably alien armor, it could create blinding effect at hit point (though i'm not sure, wether carbon nanotube plate can generate same amount of flash as metal plate).

- Is it ok, that ufo armor may be penetrated by human coilguns? Railgun is initially researched in response to alien infantry armor, but ufo armor should be way taughter (in tactical HP scale may be 200 for harvester and even higher for later - not transport). It may be fun or not, but it is possible to eliminate last  usually badass survivors in corrupter just by staying under proper side section with one or more men seeking via IR googles and coilgunner shooting through floor. I'm not sure though, how ufo armor is scaled to tactical gameplay.

- In above case is ok, there could be some interesting way of intentionally damaging ufo engines (for studied ufo), thus turning possible harvest/terror mission into crash site if mission is aborted (though happiness impact could be same for first aborting, before conversion is happened). Though i usually don't agree such resolution (for alien base 1 abort is enough to turn complete all-extatic state into begining or worse, at standard hardness).

19
Discussion / Recovering transport from alien base
« on: February 02, 2019, 07:46:58 am »
When transport once appeared, i tracked it carefully under some magnification (to fit continent to screen), then sent aircraft to exact location (not just to radar range). I managed to ambush it before transport took out (i noticed it previous time, since i waited too long with 2-3 aircrafts constantly in area, as i tracked disappearance location not enough exactly).

As i can see, alien base has just one transport dock. If transport is meaned to be in base during capture, it probably should be recovered as usually done with any land mission.

20
Discussion / Re: What if alien plasma tech used metalic hydrogen
« on: January 30, 2019, 05:23:27 pm »
I haw some ideas, how it could appear in story.
(btw, i understood, why it would not even be considered as something worthing for story, as only in 2017 they where able to get stable solid sample, which was lost when test installation broke due to immense pressure, and it is unknown, wether it still lies somewhere in lab or degraded).

Earth:
During research of took down alien FTL vessel new proposal is mailed from dr. Konnor - he proposes to give new try for long forgotten research for metalic hydrogen creation. Previous attempts to get metalic hydrogen where too expensive to rely on its usage - resource for gear, used for process, was very pour, as even diamond with thin aluminium oxyde layer was destroyed after first successful attempt. But as soon as alien materials are capable to withstand necessary pressure, cost should decrease drastically. Once technology is mastered, it should provide much safer alternative to antimatter - both for fuel and weapon application.

After reasearch (makes available MH production units):
New unit for MH production is developed (or could be done in separate research, unlocked by this one). It is completely automated and requires only one worker per unit to maintain it working (of course, he must have a workplace in factory). Unit itself must be produced, costing among others some amount of alien materials. The single unit is able to produce 100g of MH per day (i just guessed these digits). It is more expensive, than known fuel in current use, now available for our own production, and while our powers are limited, it needs careful application. There are ideas about enhanced rocket engine, capable to use MH granules as fuel. Also just like antimatter, it is good to be used as explosive part in weapons.

Why aliens still did not introduce it on battlefield? Probably, they really worry, that less developed enemies, they usually target, may easily reproduce this tech, unlike to what is used in plasma and particle weapons, we already discovered, and keep it for really bad days. It is very possible, that our squads will face it at alien home, used agains them in worst ways.

Alien homeworld:
It seems, aliens don't have problem with production of any details from MH. New types of grenades and projectile weapons are discovered, used by aliens.
Alien MH grenade: much more powerful than previous variant, dealing both heat and concussive damage.
Needler MH ammo:
- slightly thicker needles with MH core
- Each needle is as dangerous as single shot from plasma weapons.
Gardian needler:
- uses MH as part of coils, reliably secured from possible sparks and external heat.
- shoots less amount of them, but more accurately.
- secured by fingerprint scanner. On attempt for unauthorized use MH coils will be detonated, resulting in formidable explosion, more powerful than grenade (just like multi-tool like weapon in 5th element :)).

21
Discussion / Re: Cameras in parking garage
« on: January 28, 2019, 03:15:36 pm »
Still actual.

Playing version:
commit dffd7956b8fa3ad49d2c2fbaf71afff445a90b84
Date:   Mon Jan 7 01:09:04 2019 +0100

First time i had two rooms - outside and inside, and i kept man in each. Second time (right now) i have only one (inner), and i exactly could notice taman by IR googles in 6 or so tiles from camera outside of rear stairs block, on 3rd floor, while man still was in security room. Even facing directly to screens doesn't help (but i remember, it worked some long time ago - i don't even remember, was it 2.6 or 2.5, when i first discovered this feature).

22
I heared about this matter type many times, but only not long ago it attracted me - mostly by its possible metastability and by amount of energy, accumulated in it. One real-world guessed usage for it - is spacecraft fuel. It is currently as experimental as stable and usable fusion reactors - there was one probably successful experiment, when microscopic amount of this stuff was created between pikes of adamant press with hardened surface, which existed only subtle amount of time. The only reason, why it was proved success, is sudden change in sample appearance, including transparency and reflection.

In game.
Aliens have stable production of metalic hydrogen for their needs. Their tech allows them even to mine raw hydrogen from gas giants. Due to this, water decomposition is probably obsoleted for them - so, they are unlikely to be interested in decompositing earth water. Though are they...

I'm not sure, wether idea of metalic hydrogen will fit into storyline, as plasma grenade reasearch report already tells, that grenade contains a hydrogen amount and accumulates energy for its heating. It would probably required separate research for metalic hydrogen production - it even would be in same relation to plasma weapon as animatter relates to ufo engines, with only difference that this topic should appear after first plasma tech research and be a prerequisite for production.

23
Discussion / Re: Base defense not working?
« on: January 20, 2019, 11:02:52 am »
Did you check all their settings?
Just for personal opinion, i prefer to defend it by soldiers, as they get nice experience without need to hurry for civilian protection (several AR snapshots give more experience than long burst).

Edit: Uh, i remembered my first experience of using SAM inside base with ufoai-2.4. When i set it to attack only ufo, attacking base, it did not work, so i had to set it to attack everything.

24
Discussion / Thermobaric ammo
« on: January 07, 2019, 02:20:05 pm »
This type of ammo is usually used in big ammo, such as missiles or bombs. Smallest implementations includes rocket launcher missiles.
Even if this ammo type is unsuitable for most treat handling missions, it could be very useful during alien base/carrier assault, as there is noone, but aliens.
And probably going to be exceptionally useful at aliens home.

Besides of relatively big RL ammo, 20mm sniper rifle ammo as well as coilgun adaptation.
Also ammo could be splited into fuel-only and fuel+ oxydizer implementations.
- First is conventional type, relying on atmo properties.
- Second may be specially useful for extraterestrial cases or others, when there is unclear, wether destionation air supports fire. While seemingly less powerful, it could get advantage by using specially picked oxydizer, especially fluorum-based.

As for effect in tactical gameplay - such ammo should create blast wave of pretty big radius, but it need support for fuzzed epicenter. Ammo detonation may be implemented as hybrid of smoke, fire and concussive damage.
- First explosion creates fuel cloud in same manner as smoke grenade;
- Resulting fuel field explodes itself with much greater strength after some fracture of second. Each tile generates own explosion, whose waves are summed, resulting in powerful shockwave, spreading in notorious distance beyond fuel cloud;
- Each original cloud tile generates very small cloud of very aggressive gas, which deals fire damage and some sort of smoke damage; if created from versatile fuel+ox ammo type, it should have increased toxic damage.

This ammo type is expected to knock down most aliens in pretty wide area, if not kill them.
Smoke may be enhanced to have increased blinding or/and smoke effects (smoke should dissipate quicker).

Edit (09.01.2019)

Would be wrong to compare fuel-spreading explosion to smoke grenade, as according to sound, smoke grenade works rather by quickly sinking smoke into air through holes. This first explosion should probably do some knocking damage at least to unprotected targets (without shockwave-safe armor).

Yet my proposal about per-tile independend explosions seems to be wrong, as in real case there should be single detonation wave, producing single strong shockwave outside of fuel cloud, as well as mentioned above fire and high pressure inside.

25
Hello there again. While watching forum for new discussion about development, i stoped attention on this page:
https://ufoai.org/wiki/Music_and_sounds

It attracted me by listing usually freeware software. Not so numerous however.
Page is last modified in 2010 (can't remember, wether i have seen ever this game that time, but that was peak of active learning of linux audio software for me). Many things were changed then, when more and more of this stuff became available for other OS.

While i'm not so skilled at composition practice, i could take part in extending of this article.
My current questions to community:
- Does anyone use this stuff, or composers of ufoai tracks rather prefer commertial branded tools instead?
- Do we need ever more compositions ever? While this page has link to TODO section about music/audio stuff, that section is actually empty. Or is it related only to world sounds?
(my assumption, that still could get improvisation, as well as more music styles - including for more contries).

I made short research in last week, which is still not completed. What is done for now, is simple check for info update about known open-source tools, all of which are initially created for linux, but are cross-platform, and support most important "industrial" standards, such as VST/AU and ASIO. My goal now is to test, how much integrated and easy to maintain resulting production environment will be. Below is first draft if this list of what i could find available for download. Now it just needs to be tested.

I'm going to test it under wine, but i stucked into problem of simply running executables...
While it is always recommended to have wine supporting 32-bit (while 64-bit could be optional), last windows versions are 64bit, we have 64-bit skype, and open-source crossplatform software is usually built for 64-bit as well. But reality appeared harder. Some things are not built for 64-bit, and most, if not all, existing 64-bit versions of most audio software, i have ever stored (including vlc, smplayer, soundfont editor, libreoffice... all that i use under linux) fail under wine64 as if if run under wine32 or wine64 runs 32-bit versions. Some are claimed to be hybrid versions (asio4all installer also fails to run).

Now i need to rebuild all for both 64/32bit, so 32-bit windows versions could be tried. For now i wait completion of big upgrade, after which i can get to rebuild wine with its deps (will keep only necessary features, like audio, video, with disabled printer/textures support).
Would be appreciated if anyone else try it as well.

Note, that some tools in list go under interesting distribution license: while code is open (you may just download or clone from git and build it), ready to use binary installers (no matter of what OS) are commercial, but price is either low or even may be varied by purchaiser. This is about Ardour. Just visit its download page and you well see, what i'm about. However, just for test, demo version should be enough (usually demo restrictions don't affect features). Such license is really good way of monetization: while it is open, non-devs (anyone, who unable to build from source) are motivated to donate by money.

About expected software list. For overview, we have these possible building blocks:
- Ardour: sequencer (Reaper replacement),
- ZynAddSubFX/Zyn-Fusion: pure-synth type virtual instrument plugin (those, composed of oscillators, modulators, filters, etc),
- LinuxSampler: modern sampler, supporting sf2, sfz and extended gig variant (supports scripting as in kontakt),
- DrumGizmo: drum sampler plugin with several free banks, whose size is more than 1Gb each,
- Hydrogen: drum machine (dedicated sequencer),
- Carla: modular environment, similar to NI Reaktor, which supports several formats of processing plugins, yet has embedded support of sampler banks,
- Audacity: digital sound wave editor - just because must have (it is already in article)
Below are secondary tools, that could be useful for environment:
- JACK Audio Connection Kit: modular audio environment with both native and ASIO interfaces;
- Catia: nice graphical patchbay tool for jack, which probably could be replaced by carla, shipped in Cadence software suite by falktx.

Also, this list might be extended with free/opensource plugins, built for windows either in VST or LV2 formats.

For samplers some list of good free instrument banks may be added. While for hydrogen and drumgizmo enough much banks are concentrated in one place, those for linuxsampler are usually spreaded. Of course, it is not going to be clone of existing forums: just a compact list.

For many of these links to video or other tutorials are available.

 _________________________
/   Verbose descriptions  \
===========================
Ardour: Digital Audio Workstation and sequencer (see website info about distribution).
Quite mature sequencer and digital audio workstation.
It may be downloaded as source code, demo version or bought in ready to use form. Price is not fixed - you decide, how much to pay (pay more to get some optional bonuses). Think about it rather as required donation (really, without donations project would die).
   Platforms: Win, Mac, Linux
   Website: https://ardour.org/
   Plugins: AudioUnit, VST, LV2, LADSPA

ZynAddSubFX or Zyn-Fusion:
Great "pure" software synthesizer, providing dozens of sound parameters (some of them may be automated).
Zyn-Fusion - commercial version with redesigned user interface (promised to become open one time).
   Platforms: Win (+VST), Mac (+VST), Linux
   Website: http://zynaddsubfx.sourceforge.net/, http://www.kvraudio.com/forum/viewtopic.php?t=268277

LinuxSampler, QSampler: Virtual instrument synthesizer, using sampled instruments.
Maximum instruments size is not limited by RAM.
   Platforms: Win (+VST), Mac (+VST, +AU), Linux
   Website: https://www.linuxsampler.org/
   Formats: gig, sfz, sf2

Hydrogen: Drum machine sequencer, using sampled instruments in own format.
Drum sampler.
   Platforms: Win, Mac, Linux
   Website: http://www.hydrogen-music.org/, https://github.com/hydrogen-music/hydrogen, https://sourceforge.net/projects/hydrogen/

DrumGizmo: Sampled drum synthesizer. Available as VST plugin. Several very HQ banks are available with size >1Gb. Windows version is tested in Reaper and Cubase.
   Platforms: Win (=VST), Linux:
   Website: https://www.drumgizmo.org

Audacity: Multitrack digital sound wave editor.
   Platforms: Win, Mac, Linux

Carla: Modular virtual studio, capable to load external instrument plugins, as well as virtual instruments, supported by linuxsampler.
    Platforms: Win, Mac, Linux
   Website: https://kxstudio.linuxaudio.org/Applications:Carla
    Integration: ASIO (Jack Router)

Draft notes about environment structure
---------------------------------------
For now i have just few notest about that.
- Applications, supporting ASIO, may be connected all each to other via JACK Router. They are unlikely, however, to have MIDI channels, so each component in jack environment must have some sequencer mean.
  - While carla provides LV2 plugin in linux, but i did not discover it in windows/wine yet (not before i can try Ardour demo in wine). Without this - still possible to use it with any plugin sequencer, if any available, so audio from Ardour still could be passed through it.
- LinuxSampler, unlike usual plugins, loads in single instance, while VST plugins refer to its single instruments.
- JACK may be configured to use real ASIO backend, like asio4all, but according to documentation, it is now not via GUI.
Still very possible, that ardour disro uses own jack instance.

26
Something changed in build sequence since my last try. According to docs - maps need to be built by make maps, and only if above script is not used. This time, when i ran "make ufo2map", it make everything - including all, maps, lang, pk3.
Is it because, that downloadable maps are older than sources?

Fetched sources from git nearly in May 08.

27
Feature Requests / Re: Gas masks
« on: May 10, 2018, 11:55:29 am »
Can't remember, did i see last reply... probably it was last feature, i ever wrote about :)

I thought, how head defenses design could change since time. If, according game, IR googles could be compactified down to looking like regular glasses (may be few bit thicker), then gas defenses also would change. The fact, that glasses in gas masks may be blurred by wearer breath, might have some solutions.

For single full-face mask - there could be splitter, separating in-mask space to isolated chambers so, that breath will not touch glasses. Additionally, to prevent breath break-through, eye chamber could have own air entry from filters and valves in separator, allowing air direction only from eyes towards mouth/nose.
With such design problem of glasses perspiration would not even appear.

Yet, in previous reply i did not assume ability to wear IR googles above full gas mask. Is it possible really?
I have seen some more or less modern screenshots and posters from other games, where night vision device is mounted on head, but with device itself looking rather like binocular, and is able to rotate up/down. Which seems to be not designed to have good FOV - i doubt, that it can reach 45° - may be 30°.

Ufoai's IR google look assumes they would have pretty good FOV. Probably more than 45°. But how good such glasses are above mask? Or should not this case have exception, keeping in mind, that there are already enogh game assumption, like e.g. scaning working only by manual trigger? (the last - too strange approach to be expected, before i figured it out)

28
When i run this script it doenloads maps, but ends with python traceback, caused by this error:
Code: [Select]
building file list ...
895 files to consider
./
bunker.bsp
     27,734,916 100%   61.01MB/s    0:00:00 (xfr#1, to-chk=893/895)
city_train.bsp
     15,610,744 100%   19.26MB/s    0:00:00 (xfr#2, to-chk=892/895)
corrupter_crash.bsp
     19,233,944 100%   17.13MB/s    0:00:01 (xfr#3, to-chk=891/895)
dam.bsp
      9,583,008 100%   37.00MB/s    0:00:00 (xfr#4, to-chk=890/895)
excavation.bsp
     18,164,888 100%   31.38MB/s    0:00:00 (xfr#5, to-chk=889/895)
........<tldr; to not exceed max 20 000 chars>.......
village2/vil_b2x4_mart01.bsp
      7,460,868 100%    4.93MB/s    0:00:01 (xfr#829, to-chk=32/895)
village2/vil_b2x4_station01.bsp
      4,838,900 100%    6.18MB/s    0:00:00 (xfr#830, to-chk=31/895)
village2/vil_craft_drop_firebird.bsp
        535,608 100%  681.95kB/s    0:00:00 (xfr#831, to-chk=30/895)
village2/vil_craft_drop_herakles.bsp
        460,720 100%  558.91kB/s    0:00:00 (xfr#832, to-chk=29/895)
village2/vil_craft_drop_raptor.bsp
        483,916 100%  549.50kB/s    0:00:00 (xfr#833, to-chk=28/895)
village2/vil_craft_ufo_fighter.bsp
      3,404,996 100%    3.08MB/s    0:00:01 (xfr#834, to-chk=27/895)
village2/vil_craft_ufo_scout.bsp
      3,143,828 100%    9.06MB/s    0:00:00 (xfr#835, to-chk=26/895)
village2/vil_mp1.bsp
        444,796 100%    1.14MB/s    0:00:00 (xfr#836, to-chk=25/895)
village2/vil_mp2.bsp
        444,796 100%    1.08MB/s    0:00:00 (xfr#837, to-chk=24/895)
village2/vil_mp3.bsp
        444,796 100%    1.03MB/s    0:00:00 (xfr#838, to-chk=23/895)
village2/vil_mp4.bsp
        444,796 100% 1019.65kB/s    0:00:00 (xfr#839, to-chk=22/895)
village2/vil_p2x2_garden01.bsp
      1,700,132 100%    2.41MB/s    0:00:00 (xfr#840, to-chk=21/895)
village2/vil_p2x2_playground01.bsp
      1,671,464 100%    1.90MB/s    0:00:00 (xfr#841, to-chk=20/895)
village2/vil_p2x2_playground02.bsp
      1,821,260 100%    1.91MB/s    0:00:00 (xfr#842, to-chk=19/895)
village2/vil_p4x4_fountain01.bsp
      7,984,912 100%    6.26MB/s    0:00:01 (xfr#843, to-chk=18/895)
village2/vil_sc_ne01.bsp
        390,116 100%    1.54MB/s    0:00:00 (xfr#844, to-chk=17/895)
village2/vil_sc_nw01.bsp
        421,436 100%    1.36MB/s    0:00:00 (xfr#845, to-chk=16/895)
village2/vil_sc_sw01.bsp
        389,608 100%    1.21MB/s    0:00:00 (xfr#846, to-chk=15/895)
village2/vil_sh1x1_01.bsp
        378,836 100%    1.13MB/s    0:00:00 (xfr#847, to-chk=14/895)
village2/vil_sh_01.bsp
        443,780 100%    1.26MB/s    0:00:00 (xfr#848, to-chk=13/895)
village2/vil_sh_02.bsp
        475,128 100%    1.27MB/s    0:00:00 (xfr#849, to-chk=12/895)
village2/vil_sh_03.bsp
        456,320 100%    1.15MB/s    0:00:00 (xfr#850, to-chk=11/895)
village2/vil_st_east01.bsp
        412,140 100%  969.83kB/s    0:00:00 (xfr#851, to-chk=10/895)
village2/vil_st_north01.bsp
        414,124 100%  839.04kB/s    0:00:00 (xfr#852, to-chk=9/895)
village2/vil_st_north02.bsp
        435,172 100%  851.65kB/s    0:00:00 (xfr#853, to-chk=8/895)
village2/vil_st_south01.bsp
        414,124 100%  786.81kB/s    0:00:00 (xfr#854, to-chk=7/895)
village2/vil_st_west01.bsp
        411,996 100%  762.01kB/s    0:00:00 (xfr#855, to-chk=6/895)
village2/vil_sv1x1_01.bsp
        377,788 100%  676.94kB/s    0:00:00 (xfr#856, to-chk=5/895)
village2/vil_sv_01.bsp
        445,660 100%  756.90kB/s    0:00:00 (xfr#857, to-chk=4/895)
village2/vil_sv_02.bsp
        620,012 100%  952.01kB/s    0:00:00 (xfr#858, to-chk=3/895)
village2/vil_sv_03.bsp
        468,040 100%  699.95kB/s    0:00:00 (xfr#859, to-chk=2/895)
village2/vil_sv_04.bsp
        669,228 100%  952.69kB/s    0:00:00 (xfr#860, to-chk=1/895)
village2/vil_sx_01.bsp
        475,344 100%  619.76kB/s    0:00:00 (xfr#861, to-chk=0/895)                                                                                                                            [ ok ]
map-get version 0.0.5.0
http://ufoai.org/maps/2.6
Local ufo2map information:
* version_from_binary: None
* version_from_source: None
* hash_from_source: 255076719a0cc938f747bce2c3f484d9
* version: None

Traceback (most recent call last):
  File "contrib/map-get/update.py", line 198, in <module>
    main()
  File "contrib/map-get/update.py", line 195, in main
    upgrade(repository)
  File "contrib/map-get/update.py", line 94, in upgrade
    data = download(repository + '/UFO2MAP')
  File "contrib/map-get/update.py", line 44, in download
    f = urllib2.build_opener().open(request)
  File "/usr/lib64/python2.7/urllib2.py", line 429, in open
    response = self._open(req, data)
  File "/usr/lib64/python2.7/urllib2.py", line 447, in _open
    '_open', req)
  File "/usr/lib64/python2.7/urllib2.py", line 407, in _call_chain
    result = func(*args)
  File "/usr/lib64/python2.7/urllib2.py", line 1228, in http_open
    return self.do_open(httplib.HTTPConnection, req)
  File "/usr/lib64/python2.7/urllib2.py", line 1198, in do_open
    raise URLError(err)
urllib2.URLError: <urlopen error [Errno -3] Temporary failure in name resolution>
According to log, it downloads all maps at least from first list.
I can't understand even, what url: data = download(repository + '/UFO2MAP').
Yet can't find such error text neither at form nor bugtracker.

runing with python 2.7

29
Texture resolution:
i have choices up to 8192, but if i set it to 2048 or higher, after reload it drops to 1024 without reason, with only this feedback in log:
Code: [Select]
max texture size: detected 8192
...but using 1024 as requested
Lightmap brightness: silently, can't even find in log something related

30
Feature Requests / Mounted weapon points inside transport
« on: October 20, 2017, 12:51:41 pm »
This was supposed to be reply for thread about Pilot' support at battlescape, both more logical and probably acceptable.

Few preexisting turrets, may be with some shielding, may be added at transport's cargo doors. For firebird this would mean one turret per side, like in blackhawk heli, for hercules - one turret behind. Still no idea to propose about predator: could it have crew turrets retractable, embedded in transport's bottom and deployed from pilot's console (for game - already deployed in battle begining).

Turret could have mounted heavy laser (maybe twin), rapid-firing (think automatic) grenade/rocket launcher, heavy needler with reduced dispersion, some heavy MG. I remember this already discussed, but that was about turrets, spreaded over battle field.

Some random soldiers should be spawned on turrets as gunners at battle begining. Those, with both hands free, may get precision/speed bonus over those, with one hand busy.

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