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Messages - Charlie

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16
Bugs in stable version (2.5) / Map Industrial - tile not passable
« on: January 01, 2013, 05:47:08 pm »

The tile under the cursor is not passable though graphically it's empty and the soldier should be able to stand there.


Please tell me what exact info you need in the future so I can provide just the relevant bit. For now, have the whole blob of text:


setting game random seed to 53042
------- Loading game.so -------
not found at '/usr/local/lib'
not found at '/home/drslony/.ufoai/2.5-dev/base'
found at './base'
Using RMA2 seed: 29 for <medium>
tiles: -industrial/ind_ +craft_ufo_harvester +fr12_3x3 +craft_drop_herakles +fr06_3x2 +fr02 +fr10 +fr03 +fr05 +fr07 +fr15_2x1 +fr13_2x1 +fr09 +fr04 +fr01 +fr10 +fr10 +fr14_1x3
pos: 0 -24 0 -24 -8 0 0 16 0 -24 16 0 0 0 0 0 8 0 24 16 0 24 24 0 24 -32 0 8 -32 0 -8 -32 0 -8 -24 0 -8 -16 0 -24 -32 0 -24 -24 0 -24 -16 0 -16 -32 0
tiles: 17
CM_LoadMap: "-industrial/ind_ +craft_ufo_harvester +fr12_3x3 +craft_drop_herakles +fr06_3x2 +fr02 +fr10 +fr03 +fr05 +fr07 +fr15_2x1 +fr13_2x1 +fr09 +fr04 +fr01 +fr10 +fr10 +fr14_1x3" "0 -24 0 -24 -8 0 0 16 0 -24 16 0 0 0 0 0 8 0 24 16 0 24 24 0 24 -32 0 8 -32 0 -8 -32 0 -8 -24 0 -8 -16 0 -24 -32 0 -24 -24 0 -24 -16 0 -16 -32 0"
Rerouted for RMA in   2.0s
checksum for the map '+industrial': 1604226843
ufo script checksum 3365609145


17
Bugs in stable version (2.5) / Re: odd smoke spread
« on: January 01, 2013, 03:32:41 am »
In the meanwhile you can edit ufoai/base/ufos/ptl_misc.ufo, find "particle smokefield" and change tps from 50.0 to something low, say 3.0. Smoke will not look as dense but still perfectly playable.

18
Bugs in stable version (2.5) / Re: Smoke graphic light
« on: December 28, 2012, 06:06:21 pm »
I rotated that graphic 180° (so that in the PNG the bottom is now light), now it looks much better in-game.
http://i.imgur.com/SLJtw.jpg


So the proper fix is to undo the rotation that the code does to this graphic.

19
Thank you!

For easy reference, here are the steps to fix your soldiers if you're playing a saved game from a time before when the new weight system was implemented. I assume your saved game is slot0.savx and that you have no slot1.savx (or that if you do have a slot1.savx you can overwrite it):
  • Go to your save-game dir:
    cd ~/.ufoai/2.5-dev/base/save

  • You need to extract the XML from the binary save-game file:
    ~/ufoai/src/tools/savegametool.pl -x slot0.savx slot1.xml

  • The XML file is badly formatted and unreadable. You can easily reformat it nicely using tidy. The problem is that the save-game file starts with a 180-byte-long binary header which tidy will discard, so you will need to prepend it back into the file once you're done working on it. For now, make the XML readable, so run:
    tidy -xml -w 0 slot1.xml > slot1.tidy.xml

  • Open slot1.tidy.xml in a text editor and find the soldier section:
    <employees type="soldier">

  • Each soldier is stored in that section. Add about 15 to the initial value for each soldier in a line that looks like this for experienced soldiers:
    <skill type="power" initial="23" experience="4572" improve="9" />
    or like this for new soldiers:
    <skill type="power" initial="23" />
    Save the file, overwriting slot1.tidy.xml

  • Now you have to add back the binary header:
    head -c180 slot1.xml > slot1.savx
    cat slot1.tidy.xml >> slot1.savx

  • Remove the trash
    rm -v *.xml
Be realistic with the strength values to keep the game challenging and fun.

20
Bugs in stable version (2.5) / Smoke graphic light
« on: December 25, 2012, 08:45:47 pm »
Smoke lighting is incorrect. Light on the smoke sprites appears to be coming from below, while light on every other surface comes from above (sun/sky). You can clearly see the discrepancy here:
http://i.imgur.com/jawRk.jpg


The smoke graphic looks correct, the smoke is darker at the bottom and brighter at the top where the sun would shine on it, so I'm guessing it's rotated incorrectly in the code.
base/pics/sfx/smoke_00.png

21
Bugs in stable version (2.5) / Re: Smoke grenades rape framerate
« on: December 25, 2012, 08:37:44 pm »


ufoai/base/ufos/ptl_misc.ufo


physics=false=50fps
tps=24=7fps       
tps=20=8fps       
tps=16=10fps       
tps=12=13fps                 
tps=8=19fps       
tps=4=34fps
tps=3=47-50fps
tps=2=50fps

http://imgur.com/a/2u39S

22
Ah, just found this explanation
http://ufoai.org/forum/index.php/topic,6799.msg56470.html#msg56470
I hope things are well tuned once I get new soldiers. Is it possible to hack the strength value of my existing guys in the savegame file? If so, what is the hex offset?


Another issue is the appearance of that warning window. The info it contains is very useful, but it is annoying and tedious having it pop up on every single change, including on each of the two clicks required to remove a loaded weapon. Hopefully this info will be integrated into the GUI without any popups once the new GUI is implemented.

23
I thought this was bad http://i.imgur.com/NDC1t.jpg

but then I selected my strongest guy with a 40 mission experience, and... http://i.imgur.com/2vVX5.jpg


While how loaded a soldier is should have an impact on his movement, the way the mechanism is currently tuned renders the game unplayable.

24
Bugs in stable version (2.5) / Re: impassable area in stadium map
« on: December 25, 2012, 07:39:58 pm »
Confirmed.

25
Bugs in stable version (2.5) / Re: Smoke grenades rape framerate
« on: December 25, 2012, 07:38:39 pm »
FYI:
I confirm that the "PC_SPAWN: Could not spawn child particle for 'smokefield' (smokefield_smoke)" spam of messages in the console does not cause the performance drop but is a symptom of whatever causes it, because the spam also appears when I set physics=false and yet the FPS rate is fine then.

26
Bugs in stable version (2.5) / Re: Smoke grenades rape framerate
« on: December 14, 2012, 02:58:24 pm »
Good to know you'll look at it, but I wouldn't belittle it to something that affects only "slower machines"... look at my specs, that's not a slow machine ;]
If I can play Far Cry 3 comfortably, I hope to one day be able to see proper smoke in UFO:AI ;]

27
Bugs in stable version (2.5) / Re: Smoke grenades rape framerate
« on: December 13, 2012, 09:26:39 pm »
The change has not been committed so I don't know why that thread is marked "fixed", and its a bad idea to tell users to overwrite a file with an attached one in a locked forum as this file will get out of synch with the repository and potentially break other things. All that is needed to work around the issue is to change one word, as I outlined in this post.

28
Bugs in stable version (2.5) / Smoke grenades rape framerate
« on: December 13, 2012, 08:09:44 pm »
Smoke from smoke grenades drops my framerate to an unplayable level, from 50fps to 6fps.


Tested on head (8a9c7289efef39c966ba79b3183ba4806689f6d0 at time of writing).



GPU: GeForce GTX 285M
CPU: Intel Core i7 820QM
RAM: 2 x 4GB SODIMM 667MHz
nvidia-drivers 310.19


This is an old issue, this thread states that it was fixed, but clearly its not.

29
Feature Requests / Re: Lines of sight
« on: December 11, 2012, 11:28:59 pm »
My intention for this was not to decide to shoot or not to shoot based on the line, but to be able to have my character walk a certain path and know when to cease walking and do some other action (open fire, throw a grenade, crouch and save TUs, etc) without having to keep panning the screen to some distant aliens. It's not a replacement for the hit percentage text indicator, it's an addition to it, one which makes interfacing with the game easier. It takes an existing feature and makes it better.

30
Feature Requests / Re: Lines of sight
« on: December 09, 2012, 09:37:55 pm »
Yes a toggle would be great. Point is I would like to be able to both immediately see where all aliens are, and to be able to see (via line color) which of them I can shoot at. Sometimes you can see an alien which you cant shoot at because either he is mostly occluded by something, or because he is in the line of sight of an other solider than the one I'm currently moving.
e.g. faint blue line would be drawn from the currently selected soldier to all aliens (when toggled on), and the same line would glow brighter blue if I can directly shoot at that alien.

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