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Messages - Kobold

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31
The new revision messed up. there is no way to finish any missions cause this bug happend everytime.
If i click on Finish round, that game crashed to desktop with error message.
This should be fixed with high priority.
here caps +log.

32
Windows / Re: Win32 Development Binary Installer Links
« on: July 13, 2010, 06:28:28 pm »
Game only, no Radiant, no sources
W2k support (Windows 2000)
no Admin right needed to install and uninstall
Will update the Official installer too

Full installer
ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe

Will update any installer >= 30387
ufoai-2.3-Update-30387-to-31015-Debug-pentium3-O1-sse-7z-small-win32.exe


You can install release or debug, even switch from debug to release or vis-versa

Watch out its not a dev release anymore
choose the right installpath!

Install over your current installation

Perfect timing Muton.
Thanks for the upload :)

33
Windows / Re: Win32 Development Binary Installer Links
« on: July 13, 2010, 06:18:29 pm »
If you're really keen I have a full build of 2.4 on my laptop, but at the moment it won't compress down (the Muton script fails if I tell it to 7z). I'm on 30999 I think. I'll build it again tonight and see if I can crush it down. Bearing in mind my internet connection barely hits 512k on a good day it might be a while before I can stick it somewhere.
Thanks for the response but im not intrested to play 2.4dev. im prefer a new installer (update or full) for 2.3. i just want to focus to find some bugs for 2.3.1

34
Windows / Re: Win32 Development Binary Installer Links
« on: July 13, 2010, 06:02:25 pm »
Will update any installer >= 30387
(fuel bugfix)
ufoai-2.3-Update-30387-to-30745-Debug-pentium3-O1-sse-7z-small-win32.exe
ufoai-2.3-Update-30387-to-30745-Release-pentium3-O1-sse-7z-small-win32.exe
hmm i think muton is to busy at the moment :(

so If anyone got the time to creat a installer from SVN. update or full doesnt matter, would be nice.

35
Windows / Re: Game lag - engine or windows 7?
« on: July 13, 2010, 05:57:05 pm »
Hi

I posted this yesterday, moved it and somehow it got lost. Anyway, my problem in a nutshell:

The game lags terribly on my system. I get about 5 fps on the city maps and when I zoom in I get about 20fps. Most maps between 10-25fps.

 I have a...

Pentium Core Duo 2.9
2Gb RAM
HD4890 Sapphire
Windows 7
latest drivers reinstalled after a total drive cleanup

Could it be windows 7, directx10? Or something else. Is it a bug?  ???

Also, when I enable multisample buffering the game crashes when I enter the tactical screen (it seems this is already covered in the bug tracking section, but just wondering).

Thanks!

And by the way, as I mentioned yesterday. TERRIFIC WORK!!! You people don't seem to have a life.  ;D I've been tracking the game's progress since last year and EVERY month had a mass of changes and enhancements.

Mr Life should disable GLSL shader for smother gameplay xD
it looks like your graphics card dont like opengl 3.0 and btw this game dont  support directx.

But watch out if you disable GLSL shaders you dont got no longer light reflections.

36
Bugs in older version (2.3.1) / 2.3 should go back to Dev
« on: July 10, 2010, 04:49:48 pm »
There are still alot bugs in the 2.3 rev 30745 stable (unstable version lol)
1. Today i fired some granates from granate launcher outside of the map.... random death for my save sniper. really awesome bug without any reason.
2. Crash to geoscape if i put some equipment from aliens to my soldiers equip its rare bug but it happen sometimes.
3. Buggy TU visual with plasma rifle, sometimes its show me i still got 16TU but i used them all.
4. game freezed on loading map Wood bungalow, happend random around every 4time for loading this map.
5. Aliens shoot against all possible walls.
6. Alien Reaction Fire activated though Walls (no Windows) if soldiers moved behind them.

37
Windows / Re: Win32 Development Binary Installer Links
« on: July 10, 2010, 01:02:11 am »
Hey Muton could you upload a new update for 2.3?

38
Bugs in older version (2.3.1) / Re: Alien AI
« on: July 09, 2010, 12:03:00 pm »
The RF code works for both sides the same way. And there is a test to hit in it.


im pretty sure its not the same way for both sides. just to let you know RF dont work with plasmarifle if i use it on my troops but on AI it works. RF works for AI almost to 100 percent not like my troops maybe to 70 percent and my RF dont works through walls like the AI.


So you more likely hit this bug: Reaction Fire - End Turn


i dont got a problem like Reaction fire - end turn and i dont play 2.4dev.

39
Bugs in older version (2.3.1) / Re: Alien AI
« on: July 09, 2010, 03:25:35 am »
Nope, that one is caused by fact that you might not have line of fire on their chest, but you can hit one of limbs. I killed an alien few times that way. But the aliens shoot even if there is solid wall...hmm, ufopaedia mentions that aliens have infravision, perhaps they see through wall so they think they can hit?

Today i played campaign again and i got 1 soldier in a house hide no window nothing and 1 soldier outside near the wall from the house and that soldier outside was spotted from a alien in line of fire. after i moved with my first soldier from room to room in the house, the alien start RF shooting on my soldier outside, but there was a big wall between the alien and my soldier. this damn alien shouldnt seen him moving but he did, the AI use a wallhack ><

btw that alien wasnt even looking to my moving soldier. buggy buggy buggy

At least if my soldiers got the RF like this aliens would be fair. i dont understand why a AI use a different RF as my troops!?

40
i played today the tropical map and i saw the changes in the new version about the harvester ufo, i cant enter the second floor in the ufo cause there are no longer stairs o.O
im a little bid confused, i though you fixed that ufo?
when this is expected that are no stairs to the second floor, the aliens cant spawn on the second floor at least?

i post here now 2 screenshots but the brightness messed up, so i inverted the colours from the screenshots...

41
Windows / Re: Quicksave in tactical missions
« on: June 29, 2010, 06:28:21 pm »
Thanks :)
I had to change viewing options to see those folders.

But anyway changing to different keys didn't fix anything. Quicksave in tactical mission still doesn't work.
that isnt a bug... you cant save in battle.

42
Bugs in older version (2.3.1) / Re: wrong TU visual in HUD
« on: June 27, 2010, 12:32:12 pm »
I also noticed that spotting things takes TUs.  Figured that was more realistic.  I assume the time is spent judging if it's a civilian or an alien.  I haven't had anyone die because of it so maybe that's why I'm impartial.
if you spotted a alien and it would took TUs for that, i got no problem with that. cause the command is hold on after you spotted a enemy and im not sure about that this would really take TUs for that. i only saw the problem with civilian people yet.

if you want to go to a enemy close as possible to get the highest percentage to hit the shot, if you spotted a civilian by walking to him and you cannot shot cause you lost TUs for that crap cause you cannot break the command. you think this is impartial?

43
Bugs in older version (2.3.1) / Re: wrong TU visual in HUD
« on: June 26, 2010, 04:06:27 am »
I doubt that.
The autostand feature is by dafault on (you can change it under options, gameplay) and the movement you describe here is exactly what autostand does.
The problem with the displayed TUs is, that it ignores the autostand option and calculates the TUs always as crouched movement.
ok the autostand TU visual is bugged... thats for sure, it sucks a little bid but it isnt a big deal to handle it ingame.

I have found another bug thats messed really up in some situations...
i dont know how to explain that cause it is a rare bug, i just saw it a few times:

I give my order to a soldier with 30TU (sniper) in walking mode,i just checked it would take 12TU for this turn... so i would have 18TU left for a precision shoot, but after he arrived he just got only 16TU left.... WTF WTF WTF where are my 2TU... i only can remember that he spotted a civilian in that turn. but there is no way to handle this really... after he spotted civilian he just get his action done, anyways if he spotted a fuck it wouldnt take any TU normally or im wrong? that is a instant death for some situations ingame.

if anyone could help me to fix that problem would be nice.

44
Bugs in older version (2.3.1) / Re: wrong TU visual in HUD
« on: June 25, 2010, 07:56:43 pm »
Do you have autostand enabled? If so, I think it tries to reserve enough points for you to stand back up or such. Not exactly sure what autostand is supposed to do (make you stand up when you walk to save tu's was my assumption, but I really have no idea).

Try disabling it and tell us what happens.

hmmm autostand...? i dont know what you talking about, i cant find this options. there are only 2 options: duck and stand up.
how i deactivate this option?

i dont know if my soldiers use this options.. to example: my already ducking soldiers want to move 30TU, he stand up and move to the point, he arrived and he goes down to his knees, but 3 TU left... this all happend automatical.

This is autostand? o.O

45
Bugs in older version (2.3.1) / wrong TU visual in HUD
« on: June 24, 2010, 08:27:28 pm »
i found out that my soldiers if they are crouch modus and i try to use all my TU's with 1 Turn... i cant use them with one command, i got allways 3TU's left.

To example my soldiers already in the creep-mode and i got 30 TU's to use... i send him to a wall and the HUD show me it would take  30TU's for that action... but its wrong, after he arrived, he crouches and i still got 3 TU's left... this happend in campaign modus.

I use Win32 2.3 official stable release on WinXP.

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