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Topics - Doctor J

Pages: 1 [2]
16
Coding / Maps and different CPUs
« on: March 08, 2008, 07:20:09 am »
Are the maps compatible across OS/architecture?  I'm attempting to get UFO:AI 2.3 installed on three different computers in my household:

1) OSX/  Intel           [dual core]
2) OSX/  PowerPC G5 [64 bit]
3) Linux/ PowerPC G4 [32 bit]

Well, wouldn't you know it: i somehow chose to start the install on the slowest machine.  Compiling the executable was done in a reasonable amount of time, but the making of the maps has been running for two days now.   :'(

So will there be endianess issues or whatever if i just do this on the faster machine from now on? 


17
Tactics / Combat Medics
« on: March 05, 2008, 05:55:38 pm »
Those of you that use dedicated medics, do you chose who will be a medic before or after assigning other combat roles?  Right now i hand out weapons first, based on soldier skills.  The last two will probably have skills of 14 - 16, so i just have them carry a one-handed weapon and a medikit.  I am contemplating changing that to pick the two fastest individuals for medics, then handing out other weapons from there.

18
Discussion / Arming Interceptors
« on: March 04, 2008, 05:36:42 pm »
Just to be clear, i've only been playing UFO:AI for a week or so.  I habitually arm the Stiletto with one each cannon, missile launcher and rocket pod; the Saracen gets the first two.  After observing several dogfights [and many where the UFO simply sped away from my interceptors] i noticed that i only ever see missiles being exchanged.  Are the other weapons not being used, or am i just not seeing them?

19
Tactics / Alternate Ammo?
« on: February 29, 2008, 09:12:52 am »
Is it worthwhile for a soldier carrying a Grenade Launcher or Rocket Launcher to carry Flechette/IC rounds?  By default these both are loaded with HIT rounds, and i haven't yet felt a need to unload/reload.  Also, what is the algorithm for choosing ammo when you click the 'reload' button?  Will the round with the lowest number of TU to take out be used, or does it just go by ammo type??

20
Mac / Lockup When Changing Back to Full Screen
« on: February 27, 2008, 05:47:39 pm »
I'm using the provided binary for Mac.  Sometimes in the middle of a mission i will have to go back to my Desktop to take care of some business.  I go to the game's Options Menu, and untick "Full Screen".  When i get done with the OS, i come back to my game and retick "Full Screen".  The game makes the conversion to full screen, and i'm unable to move the cursor after that.  As far as i can tell, it froze.  This is very repeatable.  Details: OS 10.4.11 on a G5 PPC with 2 GiBi RAM, both Desktop and UFO screens are set to 1024 X 768.

21
Feature Requests / Corruption From Multiple Missions
« on: February 23, 2008, 10:12:51 pm »
There is definitely something fishy going on whenever more than one mission are successfully completed in the same sitting.  If i was a betting man, i'd bet there's some memory leak that occurs when the mission is 'won' that doesn't seem to happen when it is 'lost'.  Here are some symptoms i have seen:

1) Completed the Wellington mission, then had my dropship wiped out by a surprise Harvester.  Reload the savefile taken just before landing in Wellington.  Now the location of the mission is different.  I forget where.

2) I once saw some graphical corruption in the Buy/Sell Equipment screen - there was a white rectangle that covered two names in the equipment list.  Sorry, i did not get a screen shot.  Anyway it hasn't happened again since, and the only different thing i can think of that happened before this was that i had finished two missions back to back.

I have now begun quitting the game after every mission rather than just reloading.  Since i started this, i have not seen any more wierdness

22
Feature Requests / Can't Build Small UFO Hangar
« on: February 18, 2008, 08:23:48 pm »
2.2 binary on a Mac

I selected to build a "Small UFO Hangar" and it became a regular Small Hangar.  The Large UFO Hangar is currently in construction, so i'll see about that soon.

23
Feature Requests / Can't Climb Up Ramp
« on: February 18, 2008, 08:20:41 pm »
Using the 2.2 binary on a Mac.

I downed a Supply Ship.  I knocked out most of the enemy quickly, but one stayed inside its ship.  My troops were completely unable to walk up the ramp, so it was some tedious waiting while we all hung around the back of the ship waiting for him to wander into our viewfinders.  It should be possible to go in enemy ships, right?

24
Feature Requests / First Impressions on the Mac
« on: February 14, 2008, 07:45:36 pm »
I am deliriously happy to finally have this game on my Mac.  Here are some things i noticed:

1)  The loading screen could use a bar or some such showing load status.  I thought it had locked up.  Correction - there is a loading bar, but i can only see it in full screen mode.  Maybe it can be moved up and shrank to fit in the notch in the bottom of the graphic?

2)  The game apparently has to be played in full screen?  Running it in a window caused many buttons to be below the edge of the screen, even when i requested a window smaller than my screen.  Monitor mode:1024*768, requested window, 800*500.

3)  While in the mailclient, i was unable to scroll through the text by rolling my mouse's scroll wheel.  Neither was i able to click and drag the scroll bar.  Correction - The scroll wheel does work unless i get near the scroll bar.  I still can't click on it, though.  The same behavior occurs in the UFOpedia, etc.

4)  In the first 'Gameplay' tutorial, there is an area on the bottom of the screen labeled 'click here to exit'.  However, the mouse cursor seems to be invisible or disabled while on this screen?

Specifics: PowerMac G5 solo, 2GB mem, OS 10.4.11

25
Discussion / Getting the word out
« on: February 14, 2008, 06:49:09 pm »
I would like to suggest that the email list be brought back as a way to make announcements [new versions, etc.].  Whenever you guys put out a new version, i don't find out about it 'til weeks later - by accident.  If you really don't want to hear from us, just make it read only...

26
Linux / Can't Get 2.2 to run
« on: October 02, 2007, 09:44:47 pm »
I just installed 2.2 from the beta binary [This is Ubuntu Dapper Drake AMD64].  Installed *everything* in the package.  However, i still get no joy:

dave@ubuntu:~/ufoai$ ./ufoai
./ufo: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory


I do have the latest version of all the SDL libs:

dave@ubuntu:/usr/local/lib$ ls -l libSDL_ttf-2.0.so.0
lrwxrwxrwx 1 root root 23 2007-09-23 09:38 libSDL_ttf-2.0.so.0 -> libSDL_ttf-2.0.so.0.6.3


27
FAQ / Switching Versions
« on: October 01, 2007, 05:44:53 pm »
Well, i've got V2.1 from the svn; this compiled but never ran.  I have just downloaded the 2.2 installer from the betasite.  Do i need to delete the old install or do anything special to get ready for the installer?  This is on Ubuntu 64 bits.

28
Linux / Won't start - libvorbis problem
« on: September 17, 2007, 05:53:47 pm »
Okeh, Saturday i went through all the compilation steps in the Wiki [didn't find a binary for linux_X86_64], used the svn version.  This is on Ubuntu Dapper Drake.  Anyway, i didn't see any major errors while compiling, but the executable won't go:

"error while loading shared libraries: libvorbisfile.so.3: cannot open shared object file: No such file or directory"

I do have the libvorbisfile3 package [v 1.1.2] installed.  What should i be looking at now [i'm still kinda new at compiling]?

Advance Thanks!

29
Discussion / Wiki for compiling on Debian out of date
« on: September 15, 2007, 09:32:10 pm »
I followed the directions found at: http://ufoai.ninex.info/wiki/index.php/Debian for installing UFO:AI on my Ubuntu box [Dapper Drake/AMD X64].  Two of the packages listed in the second piece of code [development packages] have been superceded, and it would be nice if somebody with Wiki write permission could make the following changes:

libsdl-dev         -> libsdl1.2-dev
xlibmesa-gl-dev -> x11proto-gl-dev

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