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Messages - Malick

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31
Feature Requests / Re: new feature
« on: August 14, 2008, 03:13:08 pm »
I would expand on this idea a little bit :

- Ability to call out civilians : a soldier can call civilians, so that any survivor will try to reach his positin, within reasonable time limit. Which means, a civilian on the other side of the map would not risk his neck to regroup with a calling soldier. May have counter effects, like revealing position or simply attracting any AI unit, aliens included.

- Ability to push a civilian : for example, when he/she blocks the path, would be good to be able to swap position with a friendly unit, with TU cost. No more stupid civ blocking the doorway or stairs.

Malick

32
Hi guys !

I've been away quite some time and I'm very glad to the way and shape UFO:AI takes. The proposed UI are quite nice, can't wait to see all of them graphically illustrated, as it's easier to visualize.

In the latest build I downloaded (rev 18128 or something), I see the air combat interface is being worked on, nice ! Would be nice to have more space for written information to be displayed, sometimes (in 1280*1024 resolution), some words overlap in the geoscape. I can't grab a screenshot right now. 1> reduce font size, 2> increase available text area.

Regarding other potential bugs: I always have troubles loading textures the first time I run the game. In soldier equip screen and on battlescape, all units and objects (not map related) are either white or wrongly texturized. I have to quit and reload to get back to normal. Any idea ? Driver related or OpenGL issue ?

The tiling of the screen in battlescape is slightly off. Of course, I don't have a screenshot to explain. But the HUD is divided in lower, upper, left and right pictures, with transparency in the middle (at least, I guess). Where the HUD pictures joint, there is a littlle black line (1 or 2px wide), maybe because the pictures are not exactly joining. Same thing in GeoScape, but less visible. Still in 1280*1024.

Thank you for continuing development for this excellent game. I know you are all putting a lot of your free time into this and you all deserve a huge aknowledgement of your dedication and talent.

(Off Topic : is there any PayPal account affiliated to UFO AI dev team ?)

Malick


33
Discussion / Edit name button missing in 2.1
« on: April 17, 2007, 11:14:47 am »
Hehe I also used to spend quite a lot of time renaming troops in a way that pleased me.

That way, I could "emulate" a better hierarchy structure, with names starting by Team Name (like Alpha, Bravo, Charlie according to their overall level), and function in the Team. I ended up with names like :
Alpha/Team Leader
Alpha/Sniper
Alpha/Medic
etc...

Quite useful, actually ;) I mean, beside being funny :p

Malick

34
Feature Requests / Sluggish FPS on WinXP
« on: April 17, 2007, 11:09:38 am »
That's "interesting" MeatwaD... I wonder how you found this out. Anyway, I'll try this trick when I get home.

Is it because the primary weapons model are wrongly loaded in video memory ? I noticed that the soldier arming screen (in aircraft menu) lags like hell only for primary weapons, not for secondary/misc/armor. Seems like a weapon in particular causes lag. Didn't have time to find out which one exactly.

How many polys in each weapon, BTW ? I don't really believe this could come from this, because other demanding games (e.g. Oblivion, Armed Assault, STALKER, FEAR) seem to work fine for most of us.

Malick

35
Feature Requests / Sluggish FPS on WinXP
« on: April 06, 2007, 12:00:04 pm »
Well, after some testing this night, it appears that after a while (30 minutes) everything gets back to normal.

What happens : the game works fine, except when 3D objects are on screen (soldiers model in personel screen or battle map) and the GPU fan turns berserk (GF7900GT 256Mo, it heats even more than for Oblivion). The first two maps were sluggish, as well as all screens involving soldiers model, and then everything went fine after maybe 30-40 minutes of play. No explanation about this, I didn't change anything.

NB:The black texture map bug has been solved by removing the UFO directory in Application Data.

I'll try tonight to see if this bug repeats itself and I'll tell you more about it.

Malick

36
Feature Requests / Disappearing map textures(invisible black map.)
« on: April 05, 2007, 08:01:51 pm »
Exactly the same problem here. After a while (and installing/uninstalling), the 3D map gets all dark. AND is still awfully slow (4 fps).

I do believe it's an openGL related problem, but I really don't see how I can solve it for now... Any help would be appreciated !

Malick

37
Feature Requests / Sluggish FPS on WinXP
« on: April 05, 2007, 03:48:12 pm »
Hi all !

First of all I am very nicely surprised to see UFO AI reach such a level of development. I want to thank the dev and all the people that helped them working on this.

The game installs and runs nicely. Except one thing : once I get in 3D maps (or affecting soldiers to a craft, where the soldiers and weapons model appear on screen), the game gets so laggy that it's unplayable. Usually, I have a steady 50 frames/sec but as soon a 3D model appears, that gets down to 4-6 frames...

I have an AMD4600 X2 with WinXP SP2, 2Go DDRam and nVidia GF7900GT. What do you think could be the problem ?

Otherwise, I love all the new (and old) features. Very very good job !

Malick

38
Design / UFO interceptions
« on: June 05, 2006, 09:59:57 pm »
Regarding pilots' skills, here is a quick list of possible ones:

+ Maneuver/Dogfight - how good is the pilot to place his aircraft in good position when pursuing an enemy
+ Guided Weapons - determines how the pilot handles weapons such as missiles, modifying precision (hit ratio), range and rate of fire.
+ Unguided Weapons - same thing, for guns
+ Fuel Management - the pilot may know how to optimize his aircraft range
+ Speed - in the same fashion, he may know how to get the best out of his aircraft's propulsion system

When a pilot is forced to eject, the player could be given a choice:
a - let him handle the situation and hope he'll be able to come back.
or
b - go and get him.

If the player choses (a), the program checks if the downed pilot is in friendly or unfriendly territory. If he is in friendly territory, he will get back to his base, but after xx days, depending on distance to his home base. If he is in un-friendly territory, he has y% chance of coming back, depending on the level of "unfriendliness" of the region towards Phalanx.

If the player choses (b), the program checks for the region friendliness. In friendly territory, success should be automatic. In enemy territory, a mission is generated, where human opponents should try to capture/kill the pilot or secure the crashed aircraft. Number and level of the enemies could depend on the level of "unfriendliness" of the region.

The CSAR mission could happen this way: the enemy's objective is to (in order of priority) capture the pilot alive, seize as much of the crashed aircraft as possible or kill the pilot. On the other hand Phalanx objectives are: save the pilot, keep the enemy from getting sensible technology, either by blowing the wreck or by blowing the enemy  :P  

The mission could then have different outcomes, like, you managed to destroy the wreck, but lost a valuable pilot. Or, you managed to save your pilot, but enemy forces were pressing you so hard you couldn't get to blow the wreck.

Note that this principle may be applied to crashed UFOs, with an alien rescue mission that can get in your way if you do not act quickly enough.

Brainstorming :D

Malick

39
Mapping / a lot of updated maps are in svn now
« on: June 05, 2006, 09:18:09 pm »
Compiling the maps one by one (with cmd, then telling ufo2map to compile each file) or with perl (compile.pl) I get a lot of messages like:

Code: [Select]
Entity 0, Brush xx: Mixed Face Contents

That happens for most of the maps, so far. Is it something to care about, doc ?

Malick

40
Mapping / a lot of updated maps are in svn now
« on: June 05, 2006, 06:57:26 pm »
Hehe, yeah, I still have problems...

I copied the base\maps directory under ufo2map\maps. The command line I enter under WinXP is:
Quote
ufo2map maps\*


which returns an error:
Code: [Select]
Entering (...)\maps\villagen.ump
ParseEntity: { not found
GetLastError() = 0


Or is it something different ? According to the wiki, I should enter
Quote
ufo2map maps\mapfile*

which means that I have to do that for each file ? (if "mapfile" stands for a map file real name)

I'm looking for a way to compile all the maps.

Malick[/code]

41
Mapping / a lot of updated maps are in svn now
« on: June 05, 2006, 05:13:56 pm »
Hi !

I just managed to compile all the new sources, but I still don't get how to compile maps with ufo2map.exe... If I could compile the maps, I could give you a little feedback.

Malick, number 1 dumbass  8)

42
Coding / compile requirements
« on: June 05, 2006, 03:38:28 pm »
OK, I'm a dumbass :D

Managed to get it to work, I didn't enter the correct URL in TortoiseSVN... Should have read the manual ! Thanks anyway.

Malick

43
Coding / compile requirements
« on: June 02, 2006, 03:41:48 pm »
No luck, same error message...
I may have to check the configuration and firewall.

Malick

44
Coding / compile requirements
« on: June 02, 2006, 03:34:13 pm »
Raaah

I get this message each time I try to import/check out the source files:

Code: [Select]
Error: PROPFIND request failed on '/viewcvs.cgi/ufoai/ufoai/trunk'  
Error: PROPFIND of '/viewcvs.cgi/ufoai/ufoai/trunk': 200 OK (http://svn.sourceforge.net)  


Malick

45
Coding / compile requirements
« on: June 02, 2006, 01:55:25 pm »
Hi,

As I'm quite a noob in compile related problems, I'd like to know if there is a way to download the latest source files at once, not downloading each revised file one by one from svn... Or am I missing something here ?

BTW, I'm under WinXP with C++ Builder 6

Malick

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