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Messages - keybounce

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Mac / Re: Newbie question.
« on: June 28, 2010, 08:14:50 pm »
Alright, I see Brightness, Contrast, Gamma, and Lightmap scale.
I don't see anything for ambient lighting.

This is with a just updated 2.3 branch, so I'm assuming it's the released version.
revision 30739

Starting a new campaign: I still get "intro_sentence1", etc.

And yes, it's still dark.

Mac / Re: Newbie question.
« on: June 28, 2010, 06:47:42 pm »
The last time I tried it, it gave me an error message. That bug has been fixed, so I'll retest it.

Mac / Re: Crash on entering battlescape
« on: June 28, 2010, 06:31:26 pm »
Are you having PPC issues or x86 issues?

I'm not able to test this right now (time and priorities), but I'm thinking that we may need to switch from the MacPorts version of SDL to the official binary of SDL -- some changes were made back in November about how it links in some sound supports. (Just found this out last night).

Mac / Re: Newbie question.
« on: June 27, 2010, 05:47:57 pm »
I'm not able to test this right now (time and priorities), but I'm thinking that we may need to switch from the MacPorts version of SDL to the official binary of SDL -- some changes were made back in November about how it links in some sound supports. (Just found this out last night).

Discussion / Re: do explosions travel thorugh walls
« on: June 27, 2010, 05:05:55 pm »
I disagree that the lack of damage through walls or destructable terrain is a hole in the gameplay. Being able to blow through every wall actually reduces the tactical complexity of the built environment to a very one-strategy game. This may change somewhat, however, when a visibility system is introduced to the game.

I can assure you that in the original XCom, destroying walls to gain access to enemies was both needed, useful, and risky (you gave them access to you as well).

as far as i have seen, in every map there is always enough cover to get close safely.
Try playing Wilderness as a skirmish. Wide open, shooting each other the first turn.

Design / Re: Proposed storyline.
« on: June 22, 2010, 12:21:23 am »
The game looks for PK3 files in a specific order, if it finds duplicate files inside those PK3s it overwrites previously loaded ones with the most recently read ones.  So no, you aren't limited to only replacing things, you can add things too.  Just create .ufo files that include all the old stuff but also have additional new stuff, and make sure the game loads your custom files last.
Any sort of "Just create new files that combine existing files with new stuff" is a disaster. As soon as the original file is modified by a patch, the "new additional" campaign fails, because it has the wrong old standard. Worse, you can't combine two different addons from two different people because they both assume that there is only one addon.

Addons, to add a campaign, have to be *ADDITIONAL*, not *replacements*.

It sounds like you didn't read through all the .ufo files, which is something you should do - If you did you would have gone through the several that control the research tree and research topics, which would answer some of what you were asking about.  You can copy the .ufo files and, again, make a custom duplicate with additional topics and such for additional campaigns.
I did read them all. Maybe not every line of every one. Again, I don't want to duplicate and modify.

We have things like:

Code: [Select]
tech rs_laser
        name "_Continuous Wave Laser Operation"
        type    tech
        up_chapter      tech

        description {
                default "_laser_txt"
        pre_description {
                default "_laser_pre_txt"

                from    "_mail_from_paul_navarre"
                to              "_mail_to_base_commander"
                // subject      defined by "name"
                icon    icons/tech

                from    "_mail_from_paul_navarre"
                to              "_mail_to_base_commander"
                // subject      defined by "name"
                icon    icons/tech

        time    6000
        image   techs/continuous_wave_laser_operation

There's no requires section in there, so unless I replace or modify that, there is no way to define a new tech tree that doesn't have that.

More to the point, there's no way with the current tech items to say "This item belongs to this campaign". There's no way to say "This is campaign X with modification Y". There's not one human campaign with 5 modifications, there's 5 different human campaigns, and there's only one tech tree.

This isn't rocket science, I've made custom .ufo files before on my own that create additional campaigns before quite easily and within a few quick minutes.  The same goes for adding additional weapons (with new models) into the game, something I've also done, as well as aircraft and other stuff.

Ok, have you made a new campaign that has its own tech tree, that isn't just a variation of the old campaign, that doesn't have the "starting tech research", without having to remove stuff from the base?

The research_logic.ufo file seems to have some events that are triggered by game code. So, some new campaigns will require modifying the executable.

researched_list.ufo seems interesting. There's stock "humans knows this" and "humans can learn that". There could have been tags for things like continuous lasers so that it would be tied to the standard campaign.

Here's my question: Can you make it possible to play the humans OR the aliens? If there was code in there to run the human side, could you make the aliens playable? As far as I can tell, the answer is no. Everything from only a single set of UFO topics (instead of a per-campaign set of topics), to research trees that assume there's only one campaign and you start with X available, etc.

If I wanted (somewhat serious) to make a special tutorial campaign, with a custom subset of the research tree, with a smaller set of UfoPedia chapters, how would I do it without replacing the existing? How would I be able to say "You can play standard campaign in 5 variations, or tutorial campaign in 3 variations"?

And here's the log from the 1024x768 system on the new release (just run).

It tries to open a 1024x768 window, even though that doesn't fit onscreen -- I changed it to 800x600.

Sorry, missed that.

Discussion / Re: do explosions travel thorugh walls
« on: June 20, 2010, 10:22:40 pm »
maybe i read (or dreamt i read) a long time ago that current engine does not allow for destructable walls. Or at least the devs didnt knew how to. Thinking the quote was similar to "If you can manage to make -this game engine- do that, be my guest"

Besides, You are an eco friendly Phalanx Unit! you recycle, use public transport, and mantain Private Property Walls unharmed. Also, you dont splatter the guts of aliens in front of children.

So, we have high explosives, blasters, and yet the tents are left undamaged. No property loss.

It's the exact opposite of comic books, where buildings collapse and no one gets hurt :-)

Discussion / Re: Congratulations for the Realese UFO A.I 2.3
« on: June 20, 2010, 09:58:07 pm »
Released? Oh no ...

Testing on PPC mac ... :-)

It chooses 1024x768. The screen did have 768 vertical pixels, but 21 are taken by the menu bar at the top of the screen.

There's a 720 pixel height available on this monitor (it's a widescreen), something like 1200 wide, that actually fits nicely. But that wasn't used.

(And annoyingly, the other machine doesn't have anything bigger than 1024x768, and the only size that fits is 800x600).


I am still getting these errors on the current branch checkout.

At the load sample code, at
                if (!(chunk = Mix_LoadWAV_RW(rw, qfalse)))
                        Com_Printf("S_LoadSound: %s.\n", Mix_GetError());

the Mix_LoadWAV_RW call is failing.

stbmac:23 Michael$ port installed libsdl_mixer
The following ports are currently installed:
  libsdl_mixer @1.2.8_1+universal
  libsdl_mixer @1.2.11_0+universal (active)

I've got 1.2.11 of sdl_mixer

I've verified that the sound file is found, and opened.

stbmac:23 Michael$ printenv | egrep DYLD

I've got my environment set.

Bugs prior to release 2.3 / Could not find cvar 'cl_3dmapAmbient'
« on: June 14, 2010, 08:59:15 pm »
Attempting to change the world view ambient light results in an error.

rev 30510

When run initially on a new system, UfoAi does the following:

1. It alters the graphic settings to it's default, regardless of anything else. Those defaults are badly chosen. (Note that anything other than "OS default" is broken if the display is calibrated, and that includes at least OsX and Windows 7).

2. It plays music and the opening movie at maximum volume, with no opportunity for the user to set any other volume level.

3. It assumes a fixed sized window. On the mac at least, possibly on other systems, this does not permit room for fixed screen decorations. Is there any way to ask the graphical system for what size window can be opened? (That's a serious question -- do Mac, X, and Microsoft have any common "What size window can I open?" query?)

These aren't just trivial items. If I did not know anything about UfoAi, the combination of a horrific tint and brightness on my screen, the unbearably loud music, the window that doesn't fit on screen, and the very long load time would quickly give me a very negative view of the game.

4. On the mac, at least (PPC), the opening movie has nothing but static for the sound.

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