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Messages - DarkRain

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16
Tactics / Re: base invasion on campaign
« on: May 10, 2017, 05:11:45 pm »
As I said, these all recent additions, I'm pretty sure the only mission objective in 2.5 was the breakable gate in the fueldump map, so no holes in power plants and no blowing up reactors, antimatter or command centres.

As for the hole itself: the above-ground walls of the power plant don't reach the map tile's border so even if the hole ends facing the edge of the map there will still be a walkable corridor for the aliens to reach it.

17
Windows / Re: Fake fullscreen resolution on dual-monitor setup.
« on: May 01, 2017, 03:55:15 pm »
SDL2 (or at least the version we are using) seems to have all sorts of problems handling full screen mode... see bug #5309 SDL2 recommends the "fake full screen" method.

You can try to switch to "true full screen" with Ctrl+Enter and see if that works for you (first go into windowed mode, then press Ctrl+Enter to go to "true full screen") — you might need to enable mouse grabbing (Ctrl+G)

18
Translating / Re: German translation
« on: April 30, 2017, 02:07:17 am »
Re BeastXXL's translation: it was e-mailed to Mattn a while ago, he posted it to an issue (#33) on github.

About uppercase letters: that's a style guideline, for obvious reasons proper grammar trumps style, so as geever said, write proper German first, worry about style guidelines only on the cases where it doesn't goes against the language rules.

19
Tactics / Re: base invasion on campaign
« on: April 30, 2017, 01:53:17 am »
Mission objectives are a recent addition (aside from the fuel dump map) so it is possible the versions you were playing before had none.

The number of turns that a mission target has been occupied is counted at the start of the relevant team's turn

There is a bug (#5375) which causes breakable objects — like the breakable wall covering the hole in the power plant — to often appear invisible depending on certain conditions, the wall is there, but it is not rendered correctly, still, it will stop characters and weapons fire until it is broken, two turns after the aliens occupy the area just outside the hole.

20
Tactics / Re: base invasion on campaign
« on: April 28, 2017, 05:28:01 pm »
SPOILERS!! (Did you try to complete the mission already?)


Well IIRC there are up to to four objectives for the aliens: one outside and one inside of the power plant, one inside the antimatter storage and one inside the command centre.

But only the ones inside are victory conditions: once the aliens reach the inside of any of those buildings you have three turns to get there before the aliens either: overload your nuclear reactor, breach your antimatter containment (yes, either of those will blow up your base) or destroy your command centre (you'll lose the mission)

The other objective outside the power plant completes in two turns, and will grant the aliens access to your base by blowing up a hole in the wall.

You don't have a mission target in base defence missions, and even if you had wiping out the enemy means instant victory despite any objectives pending (the same applies to aliens)

21
Sounds and Music / Re: Music Technical Assistance
« on: April 12, 2017, 04:09:37 pm »
Case sensitive file system, not the first time it causes problems with a mod, glad you could solve the issue :)

22
Sounds and Music / Re: Music Technical Assistance
« on: April 10, 2017, 07:06:33 pm »
What are the contents of the new *.pk3 files? I'm assuming the new music/sound files keep the exact same names as the originals, also I should have been clearer but the log we are looking for is the file named "ufoconsole.log"

23
Linux / Re: Can't compile source with Arch Linux
« on: April 06, 2017, 07:44:53 pm »
Yes, I saw you tried that above, what I wanted to know was if the error is the same as without the parameter. From the looks of it, the game library  is linking to a lua library that doesn't match the header, but if you're using the embedded lua it shouldn't be linking to lua at all, so I wanted to figure what's wrong there.

Also the output of "make Q= game" (without quotes, and notice the space between 'Q=' and 'game') might help figure what's going on.

24
Sounds and Music / Re: Music Technical Assistance
« on: April 06, 2017, 05:28:44 am »
Are you having this problem with the game as you got it or with your modifications? If you've made modifications what exactly did you do? When this happens are the any errors printed to the log? (Where to find the log — you might want to attach it here)

Also the usual: which game version, where did you got it from, which operating system, etc?

25
Mac / Re: A little help?
« on: April 01, 2017, 06:05:42 am »
Ummm... I don't know, but I doubt the OP can appreciate your help (or even realise that you posted) it's been over 3 years since the last post after all

26
Mapping / Re: Missing ufo tiles for themes
« on: March 28, 2017, 05:44:10 pm »
The point is: we are terribly short on mappers, so we should focus on tiles that will actually be used in the game's current state, once that's done we can then evaluate adding new ones for possible future uses, which is not likely to happen any time soon anyway.

27
Coding / Re: Trying to speed up code for Routing
« on: March 28, 2017, 05:37:58 pm »
Well, if the routing data is the same, I say we go for it, not so much for the performance improvement, but because the less unnecessary code there is the easier it will be be to disentangle it when we need to make changes for any reason :)

So, patch?

28
Coding / Re: Trying to speed up code for Routing
« on: March 25, 2017, 10:56:22 pm »
I'm not familiarised with this part of the code, so I don't really know what was the intent of those...

29
Linux / Re: Can't compile source with Arch Linux
« on: March 25, 2017, 10:08:40 pm »
Is it the same error if you use the --with-embedded-lua5.1 configure option?

Also: do you have lua 5.1 installed? (You should be able to install different versions at the same time)

30
Mapping / Re: Missing ufo tiles for themes
« on: March 15, 2017, 04:07:36 am »
That is a good point, no use on putting work on UFO tiles that will never appear in game

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