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Messages - Another Guy

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Bugs prior to release 2.3 / Re: Electro lasers
« on: July 13, 2009, 06:21:36 pm »
Yes, there is an Alien Containment on dropship homebase since the begining of the campaign.

Windows / Re: Compiling for Windows (Thread Tracking for Thyranim)
« on: July 13, 2009, 06:25:27 am »
Well, I just guessed that could work because of the bug description. The fact that it works on package version and not on the self-compiled one is very weird. Maybe u could ask Odie if he is compiling it with some personal option that makes it work for u.

Feature Requests / Re: Production time
« on: July 13, 2009, 06:20:18 am »
Nice work guys! I'll test it as soon as possible.

Offtopic / Squawks
« on: July 13, 2009, 06:10:13 am »
Some aicraft jokes:

Here are some actual maintenance complaints logged by those Air Force pilots and the replies from the maintenance crews.

(P) = Problem
(S) = Solution

(P) Left inside main tire almost needs replacement.
(S) Almost replaced left inside main tire.

(P) Test flight OK, except auto land very rough.
(S) Auto land not installed on this aircraft.

(P) # 2 propeller seeping prop fluid.
(S) # 2 propeller seepage normal - # 1, # 3, and # 4 propellers lack normal seepage.

(P) Something loose in cockpit.
(S) Something tightened in cockpit.

(P) Evidence of leak on right main landing gear.
(S) Evidence removed.

(P) DME volume unbelievably loud.
(S) Volume set to more believable level.

(P) Dead bugs on windshield.
(S) Live bugs on order.

(P) Autopilot in altitude hold model produces a 200 fpm descent.
(S) Cannot reproduce problems on ground.

(P) IFF inoperative.
(S) IFF always inoperative in OFF mode.

(P) Friction locks cause throttle levers to stick.
(S) That's what they're there for.

(P) Number three engine missing.
(S) Engine found on right wing after brief search.

(P) Aircraft handles funny.
(S) Aircraft warned to straighten up, "fly right," and be serious.

(P) Target Radar hums.
(S) Reprogrammed Target Radar with words


Bugs prior to release 2.3 / Re: Bugs are starting to get fewer yes?
« on: July 11, 2009, 08:47:25 am »
Same impression here. Bugs from last revisions still applies, but they are already adressed and been worked on. A little wait and it should be OK.

Feature Requests / Re: Soldier selection/order
« on: July 11, 2009, 01:21:31 am »
Also the up/down (mouse wheel?) could select the next/prev one. This latter would also be very helpful when hiring soldiers (to find one with specific abilities)

3. I equip the soldiers with weapons that's appropriate to their abilities. Though the order is quite random like assult/sniper/bolter/bolter/sniper/etc... It would be nice if the order of the soldiers within the squad

Oh, I've been wanting these for a long time now...

And on soldier recruiting screen a key for hire/unhire and another for renaming. (that's madness on the begining of each month)

Bugs prior to release 2.3 / Re: Reload and reaction fire
« on: July 10, 2009, 11:08:32 pm »
Disable_RF-Reload-Next_Turn-Enable_RF seems to be unnecessary complication for me..
Well, Disable_RF-Reload-Next_Turn-Enable_RF is exactly what we have to do manually as of R25090 to avoid unusable TU bug due to reloading while on TU reservation (if after reloading *current actor remaining TU < requiered TU for the reseerved action*).

Windows / Re: Compiling for Windows (Thread Tracking for Thyranim)
« on: July 10, 2009, 10:43:39 pm »
Weird... I'm using mutton's C::B package too and it works just fine for me. And I had used exact same drill as Odie described (took me some digging on wiki and forums at the time):
1) Getting Tortise SVN Installed and configured (See link at point 2)
2) Getting the source SVN from here.
3) Getting Codeblocks package (See link at point 5)
4) Unzipping it and configuring it.
5) Compiling the Source Codes
6) Building the codes, then compile the maps. (Run the dos script -> /base/contrib/scripts/compile_maps.bat). This mean that if u installed into C:\SVN Update\, then the file to run is something like this -> C:\SVN Update\base\contrib\scripts\compile_maps.bat

Are u experiencing this problem with any map or a specific map?
Are u compiling debug version or regular version of binaries? (regular version is faster).

Edit: experiment around enabling/disabling texture compression, GLSL Shaders and realtime lighting under video options to see if it helps. Also try using full screen mode as it tend to be a bit faster.

Artwork / Re: Digin_BR Consepts, 3D Models and General Artwork
« on: July 10, 2009, 10:26:59 pm »
actualy, i already thinked of that during the production of the picture...

you guys are not noticing one small, but very important detail...the engine wings actualy dont support a straight-down engine VTOL mode, they actualy end up like this: ("o" = engines... "//" and "\\" = engine heat and propulsion direction..."O" = chasis...and "-" = weapons)

  o   o

if you take a better look at the PROMO, in the in the edge of the wing where the engine gets rotated, you will notice that out...

and the vehicle is a bit longer, but you cant see the tail (mostly, you can see almost only a small engine on the tail...above the junctuin of the minigun body with its barrels)
This VTOL explanation for this drawning is good enough for me. :P
Guess it will take only a little adjust on the weapon hardpoints and we have a winner!!!  ;D

Welldone on the art, Digin_BR.

Artwork / Re: Digin_BR Consepts, 3D Models and General Artwork
« on: July 10, 2009, 09:52:35 pm »
I do like that, actually. It should only have 3 weapon hardpoints in total (otherwise it would be vastly overpowered) and the body could be a little bit longer and less bulky, but it is visually striking.

Can you make that as a model for us? The only thing that really needs to be evident, apart from the 3 hardpoints issue, is that the engine booms can move up and down as well as rotating said engine. If it has that then I don't think I would have any reservations about using this design.

About the VTOL capability, current Digin_BR drawining already gives the impressin of moveble engines. But engine support would have to be a little longer for not overlapping with side weapon systems when engine rotates to vertical position.

Discussion / Re: New soldier stat increase system
« on: July 10, 2009, 09:16:49 pm »
There seems to be a lot of overthinking going on here. We're not going to have veteran troops as trainers, or anything like that, because it adds tons of micromanagement. Also, we already have a training building and a system for it.

It's just not been coded yet, like a lot of things.


Yep. Specially considering it has not been coded yet, we are just triyng to thing a good mechanics for the training simulator. And idea "a" from PhilRoi ("ghost" instructor from best soldiers stats pool) eliminates any need for micromanagement.

Quote from: Training Simulator (UFOpaedia)
Unfortunately, our simulation options are limited by our lack of experience fighting aliens. So far we have only encountered the one alien race, the 'greys', and the robotic spiders we've seen on camera. Both types of alien are highly dangerous and have tremendously outperformed human troops during the engagements we've recorded. Worse, there may be more types of alien we have not yet seen and about whom we would have no tactical data. The relative performance of our troops may be impaired until we can build up a larger body of experience about how alien squads operate and communicate, and perhaps discover their goals and intentions for Earth.

All engagements involving PHALANX troops are recorded via cameras and will be turned into simulator scenarios where possible. It is highly effective for our soldiers to relive an engagement and see where they may have made mistakes or could have been more effective, and for new recruits to learn from our amassed experience.

UFOpaedia entry seems to support this idea, since new recordings from tactical missions (from experienced soldiers) would continuously add quality to the training over time.

Quote from: Training Simulator (UFOpaedia)
Any base housing an armed response team needs a Training Simulator. The simulator is absolutely vital for nurturing and maintaining our soldiers' combat skills and physical fitness. The simulator also develops the soldier's individual talents and assists in understanding his or her combat experiences. Without proper training, our troops don't stand a chance of surviving in the field.
It even supports veteran skill development chance.

Obs: If there is a plan already discussed and ready about training mechanics, I either was unable to find it on forum/wiki or hasn't been made public yet.

Artwork / Re: Digin_BR Consepts, 3D Models and General Artwork
« on: July 10, 2009, 08:31:31 pm »
Looks real deadly (kinda like a Heavy Weapons Insect). Liked that. Nice drawing. 8)

Only thing that conflicts to UFOAI is the 2 (simetrical) rotary cannons on the sides. Stiletto has a single one on the nose.

Windows / Re: Compiling for Windows (Thread Tracking for Thyranim)
« on: July 10, 2009, 01:59:15 pm »
There u go! Happy compiling/testing!!  ;D

Bugs in older version (2.2.1) / Re: Ammunition disappearing...
« on: July 10, 2009, 01:56:24 pm »
The plan is to remove the item from warehouse when equipped, readd when removed from soldier.


Thats should solve it entirely.

However, a "not enough equipment to re-equip soldiers" message in case there is not enough ammo when dropship reaches base would be crucial, so players know they have to buy/produce new clips.

Discussion / Re: New soldier stat increase system
« on: July 10, 2009, 01:49:16 pm »
4) We might ask if veterans want to increase his other skills; perhaps, then again, do we want to put him into 'retraining' so he becomes a better soldier, or simply send him on further missions (to which he prob increase his expertise skills further, making him a better lecturer in that field).

Since teachers can actually learn something from students or from preparing for the classes, status goal (max stats in the pool) should maybe be raised in 1 or 2 points so teachers can learn as well from training (although at a ridiculous slow rate...). Or maybe setting a minimum learning value.

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