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Messages - jerikojerk

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31
Bugs prior to release 2.4 / Re: the good old bug of aircraft in hangar
« on: August 27, 2011, 04:42:58 pm »
yes
the correct ufo is always drawn on the GUI.
But there is now a but about the "soldier tab" i mentionned on my previous post. you have to click on one other tab (ie equipment) to make it appear

32
They must be rusty, there are some hole in the hull... how do you explain i'm able to see this alien ? (i discover it from the selected soldier... no move since).

33
Bugs prior to release 2.4 / Re: the good old bug of aircraft in hangar
« on: August 27, 2011, 10:50:10 am »
well i'm sorry i found a regression.

go in a base were you have dropship and interceptor. if your hangar "preselect" an interceptor in the hangar (see above) and you switch to dropship then the soldier tab does not appear. if you switch back to interceptor soldier tab appear.

34
Bugs prior to release 2.4 / Re: the good old bug of aircraft in hangar
« on: August 27, 2011, 10:20:55 am »
yes it works thanks.

i also observed that if you select the 3rd aircraft in your hangar and then switch base, you will also have the 3rd aircraft selected in the new base. if you don't have 3, no bugs  ;D.

35
Bugs prior to release 2.4 / mouse on geoscape not working anymore
« on: August 26, 2011, 08:55:48 pm »
Hi

i used to use the third button to zoom in and out the geoscape. it's not working on last "pull".  Right pannel "button" are working good.

->last changeFri, 26 Aug 2011 18:49:09 +0000

i'm sorry i can not provide a hash code for the version ... i got some local change in transfert.ufo file.

37
Bugs prior to release 2.4 / Re: the good old bug of aircraft in hangar
« on: August 21, 2011, 10:38:35 am »
Hi

the bug is back.

Select go to geoscape, find base "Delta Amazonie" (brazil) select  "Dragon 2" go strait to geoscape go to base "alpha-one" and open aircraft menu. you will see dragon instead of my stinger.... this time  I will attach the savegame....

the last commit i have is at 2011-08-20 14:11:02



38
Discussion / Re: My Save Game fails to Load (2.4)
« on: August 18, 2011, 01:07:58 am »
is that possible to produce a stilleto in a base that don't have a interceptor hangar???

In french there is a saying telling that who is capable of the best thing is also capable of normal thing... so i alway asked myself why interceptor does not fit in the dropship hangard.

39
Feature Requests / alien translation
« on: August 16, 2011, 11:52:41 am »
hi

i was working on UFO-AI translation strings, what can be fun is to have a alien language for uo-ai... just think of automatic alien translation to ease this language maintenance.

it's only for the local on server ... what to use...   but .. that could be fun (and useless).

40
Discussion / Re: Help out if you compile with the latest repository
« on: August 16, 2011, 01:43:47 am »
Quote
just download the attached file
which one?

41
FAQ / Re: Sniper rifle as accurate as a slingshot!
« on: August 15, 2011, 11:04:53 am »
i guess after a crash, aliens are wounded.... and now i've played a little with the game i'm having snipper with 36 TU. 2 rounds, and it keeps increasing. you have to "train" your soldier making them fire kill a lot.

42
i never see a militarian changing affectation with is own package.he always uses this battalion equipment... so here it's base equipment... looks good.

(for research stuff, i've got 1 base with 7  labs. that's enough..., but i'm still i disagree your idea.)

43
Discussion / Re: Another use of the new Stiletto Model
« on: August 15, 2011, 10:07:22 am »
there is an other way. Just i fix the saracem that is ugly and the only interceptor that don't fit in an interceptor hangar.

44
the real missing feature it's to allow construction next to unfinished building BUT with a penalty (the building may not start to construct before... let say.. 90% of the next building is finished). So you can design you base once and don't have to suffer micro-management.

45
Discussion / Re: formal authorisation to use licenced content
« on: August 13, 2011, 10:58:51 am »
@H-Hour, so, It's the worse situation cause releasing a game that run on a PC and a documentation software that runs on hosted server is really different in terms of security risks. Player computer may not access WW web, i will do...

Let say that i'm not seeing the game as the addition of several individual artwork but as consistent piece of work with at least enough unity to create a new distinct artwork that loose its meaning if only looked on the texture level. The best proof is that the textures and artwork are constantly changing (+90% of commits) but we always recognize the game. So i think this should do because i'm not trying to copy the rifle texture to remake an other rifle in an other game, but i'm trying to copy the 'feeling' of having a soldier carrying a rifle in the game, so i just need current copyrights-holder of the game authorization. Does not sound convincing? the problem is that you will have to refer to a local country law to know if it's acceptable.

What i will do, is to have a lazy approch an provide a contact form to request removal of content that is causing problems. I guess it will do a fair enough use for this form no being used.

---
t i'm not planning to do something rely extraordinary... i've almost did a browsable techtree, i will then implement a tool to compare weapons like the one on ufoai/contrib/script/generate_comprehensive_weapon_table.py with little more pragmatic approch then maybe a tool to comment base layout or something for UFO or whatever... maybe mods that were discussed on the forum ... if i'm still having the time.


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