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Messages - RudolfoWood

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31
FAQ / Re: Missile Battery use
« on: February 24, 2009, 04:37:56 pm »
Have you checked the Aircraft equipment screen ('Other' section)?  I'm in the wrong OS right now (dual-boot and have UFO-AI on only one of 'em) so can't check, but I think it might be there.

Once you have 'em, you'll need to select the missile launcher facility and do an equipment install.  And if you want to fire them, you'll need to explicitly tell tell the base to target the UFO in question -- there' s no 'fire at will' standing order in 2.2.1  AFAICT.
especially the last part with "no fire at will" is the important one - you have to select an ufo that flies within weapon range and order your base defence to fire at it.

32
Windows / Re: SVN Update Problems.
« on: February 12, 2009, 07:37:23 pm »
I think there are some out-of-date or missing files in your paks:
from your error log:
Quote from: filesystem-section
executing keys.cfg
Usage: unbindbattle <key> : remove commands from a key
could you please check the keys.cfg in your svn checkout dir (ufoai/base/keys.cfg)
Revision should be 21774, fifth line should be unbindallbattle instead of unbindbattle

Quote from: parse-scripts-section
...  0 items parsed
...  0 damage types parsed
...  0 map definitions parsed
...  0 equipment definitions parsed
...  0 inventory definitions parsed
...  0 team definitions parsed
should look like
Quote from: my-parse-section
...110 items parsed
... 32 damage types parsed
... 67 map definitions parsed
... 29 equipment definitions parsed
... 10 inventory definitions parsed
... 22 team definitions parsed
Please check whether
1) you have the ufo files under ufoai/base/ufos
2) these files are in your pak/installer dir somewhere

It seems that these are missing

33
Windows / Re: SVN Update Problems.
« on: February 09, 2009, 07:15:33 pm »
do you have 2 different versions of your svn client?
after download normally there should be nothing to update (for the first moment)

about that modified markers: try svn log or something on that dir, what does it report? Do you get that modified markers on svn checkout?

34
Mapping / Re: Mapeditor Improvement: Inconsistency
« on: February 06, 2009, 01:07:05 pm »
thanks for putting it here.
Another idea for entity browser key list: use some sort of tree list,  sort key/values by entities they are applicable to. Example:

-all
--classname
-misc_model
--modelpath

another example for selecting info_player_start + info_civilian_start
-all
--angle
--classname
--origin
-info_player_start
--team

User could easily see which flags would be attached to which entities. Tinting, applying only changed values are the other things that would be usefull here.

35
Windows / Re: SVN Update Problems.
« on: February 06, 2009, 12:51:51 pm »
why are all your directories in SVN-Update marked as modified? Perhaps your svn checkout is somehow garbaged? What do you mean with "download the latest SVN after updating the current TortiseSVN version"? Did you update Tortoise and then tried to update ufo?

36
Windows / Re: SVN Update Problems.
« on: February 05, 2009, 01:50:13 pm »
do you have an unstable connection or something like UMTS/GPRS? I noticed such errors when umts switched to another access point making current ssh connection invalid (as it could be some man in the middle that caused the routing change).

37
Mapping / Re: Mapeditor Improvement: Clipper tool
« on: February 03, 2009, 07:27:12 pm »
I tested the clipper setting, it does not seem to work for me - results in nodraw texture both enabled or disabled (on a structure that has all sides same texture)
edit: I found by looking into the code that it uses current selection from texture browser as a new texture. This was not known to me and feels somehow not intuitive.

Best solution in my opinion would be something like I stated with 3) which should have been a c) , try to diff from current selection, if not all same pop up a selection dialog with combo : selection from texture browser / nodraw (if checked), textures in current selection and additional button to choose texture (from texture browser).
Opinions?

38
Mapping / Re: Mapeditor Improvement: Inconsistency
« on: February 03, 2009, 07:14:08 pm »
More problems on inconsistency:

entity inspector (below entity list in entities tab):
- class list only supports one selection (only the first is shown here, no multi-selection)
- description also supports only one selection in class list
- there are different interface groups that are only visible if appropriate entity is selected (e.g. entity flags, model path; direction for world spawns). These are not applicable to all content in current selection, but possibly for some (e.g. worldspawn + func group)
- key-value list: actually content for different selections is mixed and shown as a combination. Different values for same key are not shown, only the one of the first selection. Changes are applied to all current selected objects, even if some keys are not allowed)

The best solution I see here (as for surfaceinspector) is to make a combobox showing actual selected entities and let the user switch between those - I don't have any idea how interface could be changed to show content for all entities in a merged manner.

Please give me suggestions how to implement/update these.

39
FAQ / Re: Edit Save Game File
« on: February 03, 2009, 06:09:41 pm »
open Console (^ or Shift-Esc ?)
type "save_compressed 0" and <Enter>.
resave your games.

40
Feature Requests / Re: Not a program's bug, a conception's bugs
« on: January 29, 2009, 06:10:09 pm »
Hello,

When you have one base (base A) with Alien Containment Facility and another base (base B) without, all the corpse of aliens after missions are sent to "base A". Even if there is a team from "base B" which execute mission.
There should be a message that tells you that aliens are transfered to another base. I think there is also a popup for this info?

If you start to build Alien Containment Facility in "base B", corpse of aliens from B team's missions are lost because of Alien Containment Facility not finished.
This I would state a bug, should transfer to other base as long as actual base has no active containment.

When you capture living aliens with a team from base without Alien Containment Facility, it's not possible to send them to another base. So you are obliged to build an Alien Containment Facility in all your bases. And, as transfert doesn't work, it is not possible to send living aliens in a base with research laboratory and so you are obliged to build laboratories in all the bases.
why doesn't transfer work? Probably a bug then. Living aliens should be able to be transfered.

edit: the question I forgot: which version this occured for you? 2.3dev or older?

41
Feature Requests / Re: First crew in first base
« on: January 29, 2009, 06:06:14 pm »
that menu is actually under heavy work, I think bugs will be removed in a few days.

9 soldiers for an aircraft was a bug before - we don't have any aircraft that takes more than 8 actually! There is much work left to increase this 8-per-team limit.

42
Windows / Re: Strange 22076 Compilation - Updated to 22111
« on: January 29, 2009, 06:01:49 pm »
you should not have to compile the pk3 for playing the compiled version - actually this could cause some problems (like out-of-date pk3s)

if you really want to build an installer, you have to invoke make pk3 before, this should update the packages.
That warning you get is for missing pdf files under /src/docs, probably missing user documentation or another doc file that should be build before (but I don't know which target builds it)

43
Mapping / Re: Mapeditor Improvement: Clipper tool
« on: January 21, 2009, 04:59:24 pm »
I saw that nodraw after my post, I'll have to check how it influences the system...

I got an idea of a third option:
3) try diff, if inconsistent texture is used, pop up an texture selection dialog for new face

44
Mapping / Mapeditor Improvement: Clipper tool
« on: January 20, 2009, 08:15:41 pm »
There is a bug/feature request regarding the clipper tool. Actually on cutting brushes results look different from expected. Level/content flags are not applied to new faces, shader is set to default (nodraw).

There are different ways how this could be improved:
level/contentflags
1) apply diff of content/surfaceflags of all brush faces to new one (e.g. all have levelflags set -> apply those)
2) apply some voting diff (e.g. most of the faces have one flag set -> apply those flags that have some majority)

texture
actually it seems that texture is set to nodraw. Here we also could set
a) diff texture (if all have the same, set it to new, otherwise nodraw)
b) voting diff: apply the texture that is used by most of the faces

I did not look into the code, but this could probably also be applied to subtract and other face-generating tools.
Any suggestions?

45
Mapping / Mapeditor Improvement: Inconsistency
« on: January 20, 2009, 08:08:54 pm »
I actually started to implement some improvements regarding inconsistency of different values regarding selected entries.
For this I updates surfaceinspector->content/levelflags + value field. There are more fields that actually don't show a state representing actual selection, so I want to ask which would be the best way to solve it:

surfaceinspector/texture : the fields at the top showing texture name, stretch + shift + rotate values belong together, actually they show the content of last selected face (if you select a brush, last face of this brush is used). Applying changes updates values of all faces in current selection.

We have different solutions how to solve this:
1) apply changes only to displayed face
2) apply changes to all selected faces (as is, could lead to weird results)
3) let the user choose whether applying to all or only last selected face (add 2 radio buttons / preference for prefered behaviour)

A) Show only last selected face (as is)
B) Show diff between all selected faces, apply only those that were changed or not inconsistent (like for content/levelflags)
C) add a combobox (dropdown) that enables the user to choose which face to show from current selection (selection would look like "entity 1 face 1", "entity 1 face 3"...)

Which is the prefered solution for these? Any other ideas?

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