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Topics - Another Guy

Pages: 1 [2] 3
16
Bugs prior to release 2.3 / Names and art
« on: June 23, 2009, 07:51:50 pm »
a) It seems Monomolecular Blade could use a new horizontal art complementing vertical one. Or be made small enough to fit on 1x2 (vertical) inventoy space. Or better, both.  :D
b) Some equipment doesn't match UFOpaedia enties:
  • Monomolecular Knife is named Monomolecular Blade at UFOpaedia (I personally preffer "blade" here);
  • Bolter Rifle is named Electromagnetic Rifle at UFOpaedia (OK, that's what it really is, but not its name).
c) Bolter Rifle is misplaced. It has 2 assault skill shooting modes and a sniper shooting mode. Yet, it (and its magazine) appear on the Heavy Weapons tab intead of Primary Weapons tab.

[attachment deleted by admin]

17
Coding / SNV 24790 to 24791
« on: June 22, 2009, 08:28:40 pm »
SVN update from 24790 to 24791 do not udpate any file, but downloading the said file (cp_produce.c) directly from cia shows it's actually different on size from what TortoiseSVN seems to consider it's the correct file. Updating SNV after replacing the file with the new updated file from cia will merge them. Weird...

18
FAQ / SVN Update
« on: June 17, 2009, 12:25:57 am »
I Installed Odie last 2.3 build (always worked fine for me) and updated game dir using Tortoise SVN so I can play last trunk. Also deleted the .pk3 files to avoid any problem.

Update worked fine and files got downloaded into game dir on the right places (I kept and copy of the original install to check for differences).

Problem is game crashes on start up. So I'm obviously missing some step. Can someone help me out?

Obs: Im adding log in case it helps


---- filesystem initialization -----
Adding game dir: ./base
Adding game dir: C:\Users\quad\AppData\Roaming\UFOAI/2.3-dev/base
using C:\Users\quad\AppData\Roaming\UFOAI/2.3-dev/base for writing
executing default.cfg
executing config.cfg
executing keys.cfg

----- network initialization -------
libcurl/7.16.4 zlib/1.2.2 initialized.

------ server initialization -------
added 7 maps to the mapcycle

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.13
I: desktop depth: 32bpp
I: video memory: 0
I: video driver: windib
I: setting mode 6:I: set multisample buffers to 4
I: set swap control to 0
 1024x768 (fullscreen: yes)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 0 bits for alpha
I: got 4 multisample buffers
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8800 GT/PCI/SSE2
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
max texture units: 4
max texture size: detected 8192
but using 2048 as requested
R_LoadProgram: 'world' loaded.
R_LoadProgram: 'mesh' loaded.
R_LoadProgram: 'warp' loaded.
SDL_ttf version 2.0.9 - we need at least 2.0.7

------- sound initialization -------
SDL_mixer version: 1.2.8
... driver: 'dsound'
... audio rate: 44100
... audio channels: 2

------- input initialization -------
0 possible joysticks
no joystick found.

----------- parse scripts ----------
Invalid 'if' statement. '(' is not a cvar
MN_ParseNodeBody: node with bad body ignored (node "aircraft_equip.aircraft_change")
MN_ParseMenu: menu "aircraft_equip" has a bad body

Wrote keys.cfg

Shutdown




Edit: Using Windows Vista 64 Bits
Edit2: I used default TortoiseSVN config and address https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk as said on wiki

[attachment deleted by admin]

19
Discussion / Power Plant
« on: June 15, 2009, 11:35:28 pm »
I see some realism in the logic that a base needs both power plant and a command centre to work, but its redundant in terms of gameplay.

Command Centre is important as a requirement for other buildings to work because it adds a 12 days cooldown for any new base to get operational. Very nice gameplay idea.

Power plant on the oher hand, gets built on same 12 days and is only required for command center to work (or for some buildings that require both) being simply redundant in terms of gameplay and spending an precious base construction slot.

Maybe Power Plant should be removed and command center get its upkeep costs raised a bit, freeing a base slot and eliminating a gameplay redundancy. At the moment, I don't see any gameplay reason for Power Plant to exist.




Obs: However, If powerplant gets any gameplay reason to exist, it starts to get interesting, for instance as a requirement for one particular building type like Missile Battery and supporting SAM sites around the base (they would require power from a nearby base as an adittional prerequisite to be operational).

Other suggestions would be good too, but for any of them, Power Plant function would have to be very specific for one kind of role only. This would add some tatical variety and make Power Plant useful again for gameplay porpouses.

20
Feature Requests / Alien Missions
« on: June 15, 2009, 11:13:49 pm »
This suggestion is for after Advanced Radar is implemented.

After researching Advanced Radar, selecting an researched UFO should show not only its type and speed, but also its mission (recognition, retaliation, supply, alien base, terror, etc) like on old X-COM. This feature would add some tatical options for the player (like deciding intercepting priority for example).

This way, Advanced radar wouldn't just be a radar with larger range (this would be pretty disapointing).

21
Feature Requests / Text names
« on: June 15, 2009, 11:04:23 pm »
1) Since UFO stands for Unidentified Flying Object, after its researched it's no longer an UFO. So I sugest changing UFO scout, UFO fighter, UFO harvester, etc to Alien Scout, Alien fighter, Alien Harverster, etc...

2) On geoscape I sugest showing UFO/crashsite/terrormission/alien base names next to model just like a base or instalation. Would make it easier to locate them. (In case of a not reserched UFO it should be something like "UFO" untill it's researched)

3) On geoscape I suggest options to show/hide names separetely for

a) Bases

b) Radar sites

c) SAM sites

d) UFO Yards

e) UFO/crashsite/terrormission/alien base

Reason for that is because geoscape can turn in a real mess and hard to locate UFOs (see screenshot).

4) At the moment, pressing spacebar rotates between all objects on screen. hard to find a particular one this way on late game.

So I sugest one key for bases, another for instalations and another for UFO/crashsite/terrormission/alien base

5) Unresearched itens should be shown on base (and battlescape) only as "alien artifact" since you are not suposed to know what it is untill its researched.

6) Unresearched UFO stored on bases should be shown only as "UFO" for same reason.



Edit: Typos

[attachment deleted by admin]

22
Bugs prior to release 2.3 / Bloodspider
« on: June 15, 2009, 09:23:55 pm »
First time ever I've seen a bloodspider on UFO AI. Seems battlescape crashes after I kill it for it doesn't find bloodspider weapon model (Should it even drop when bloodspider is killed?).

********************
ERROR: Model for item bloodspider_weapon is not precached in the cls.model_weapons array
********************
Shutdown server: Server crashed.
==== ShutdownGame ====



Edit: Cetainly reproduceble. I luckly had saved geoscape just before mission and did it again 6 times. Everytime bloodspider dies, battlescape instantly crashes back to geoscape with same error message.

Edit2: Unchecking "precache models" under game options, exiting program and restarting program with new config. doesn't seem to make any difference.

[attachment deleted by admin]

23
Bugs prior to release 2.3 / Keyboard bug
« on: June 15, 2009, 09:03:12 pm »
This is a (very low priority) minor bug actually, just for reporting sake:

Everytime you alt+tab from the game, then get back to it, main "enter" key stop working. Numpad "enter" key still works fine. Only fix is to close game and start the game application again.

No idea of why it happens. Never seen anything like it. It happens since earlier builds of 2.3 (never tried 2.2).



Obs: I'm using Windows Vista and Portuguese (Brazilian ABNT) Keyboard Layout, but I doubt it matters. Anyway, ppl using different keyboard layouts may test this to see if it's the case.

24
Bugs prior to release 2.3 / UFO Site
« on: June 15, 2009, 06:51:39 pm »
Selecting a UFO site (either crashed or terror) used to show a small description of it. From the last 2 or 3 Odie releases, It only shows "pics/ui/geo_menu". Game probably can't find description file.

25
Discussion / Advanced Combat Armour
« on: June 15, 2009, 06:42:42 pm »
I know armor system is not ready yet, but since advanced combat armor is already full implemented, shouldn't it be tweaked to have better stats than the starting regular combat armour? Their stats are identical at the moment.

26
Discussion / Rambo
« on: June 11, 2009, 10:39:33 pm »
Got this guy on last Odie release R24654:

It even has a pilot model!




Im pretty sure its Rambo :P

[attachment deleted by admin]

27
Bugs prior to release 2.3 / Animations
« on: June 11, 2009, 08:46:48 pm »
1)I'seen some topics saying that soldier do not stop after spotting an alien. Not true. However, animation is quite deceiving because there is no delay on it.

Assuming a soldier is ordered to move from X=1 Y=1 Z=1  to X=4 Y=12 Z=1 (just made it up).
That soldier spots an alien at X=2 Y=6 Z=1 and halt.
It really happens this way so far.

But as soon as he starts the movement, the alien gets visible since the first step, and the "vision line" is not drawn from the alien to X=2 Y=6 Z=1. It's intead drawn to the movement starting position at X=1 Y=1 Z=1.
This leads the player to think alien was spotted on the beggining of the movement, when it was not.


2) Assuming an previously unseen alien gets out of cover on aliens turn and kill a soldier (I'll assume alien is using a kernblade to be more ilustrative).
The soldier death animation happens as soon as he gets visible to the player on his movent towards the soldier, not when he actually reaches melee range. This leads the player to believe the alien "meleed" the soldier from far away. Not true, its working as intended. But the animation timing is kinda wrong.


3) On Alien's turn, even when whole alien movement happens within soldier's line of sight, currently we see fragments of it. Player should of course, see ALL alien movement (and actions) happening within his soldiers' line of sight. Maybe even at a lower animation speed as X-COM (may require some coding).


Hope this report helps devs in any way.

28
Discussion / Aircraft Speed
« on: June 10, 2009, 12:50:38 am »
On aircraft stats (including UFOs) it's stated cruising speed and max speed.

Where does max speed apply in game mechanics?

29
Feature Requests / Disassembling
« on: June 10, 2009, 12:40:58 am »
Since researching an UFO consist exacly in finding out his pourpouse, what it can do and what its made of, it would be nice if the research reports for each UFO state exacltly how much of each component disassembling that particlar UFO would net you.

e.g:

Commander, disassembling this UFO Harvester would provide our base with the following components:

  -X   Antimatter
  -Y   Alien Materials
  -Z   Alien Astrogation
  -X'  Alien Propulsion
  -Y'  Alien Detection
  -Z'  Particle Beam Weapon

We should try to disassemble one of these as soon as possible.



Also, there should be a confirmation screen if disassembling would exceed either antimatter or storage room capacity (or both) so u know if u gonna end up wasting materils for lack of space on disassembling.

30
Feature Requests / Geoscape messages
« on: June 10, 2009, 12:12:06 am »
A separate menu under Option >> Game for customizing when every kind of event should or not pause the game would be very handy for customizing game to each player playstyle.

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