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Messages - Another Guy

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46
Bugs prior to release 2.3 / Reload and reaction fire
« on: July 08, 2009, 06:51:28 am »
Reloading weapon seems to ignore TU reservation most of the time. It shouldn't. Since u can't turn reaction fire off once u r out of TU for it, u end up with some TU wasted for that turn. (R25053)

47
XP can't handle very well appz using more than 2GB RAM. However, OS won't simply pretend it doesn't exist, of couse. But overall, I agree: Vista sux. But it is a necessary evil.

48
Coding / Re: size of SVN checkout?
« on: July 07, 2009, 11:49:13 pm »
Actually I recompiled them trying to solve this issue.  :P

49
Yep. XP suports a max of 2GB RAM as well.

50
Bugs prior to release 2.3 / Re: Can't start map
« on: July 07, 2009, 09:05:54 pm »
I'll try to force another UFO to crash on north africa to get that map again. In the meanwhile, I tried skirmish on oriental maps. Skirmish list 4 variations to play (in that order):

  • +oriental
  • oriental
  • +oriental
  • +oriental

I have no clue what the "+" means. Fact is, the first 2 ones (loading screen says "oriental medium" for the first one and "oriental" for the second) work fine. Last 2 both cause the same error message and crash back to game menu. I guess this is the corrupted map.

Obs. There is also a "oriental_mosque" map which works fine.


Do a debug_listmissions. The mapDef value is the map "theme".

-geever
Where do I type it? Console list it as an unknown command. Creating a shortcut like "ufo.exe debug_listmissions" does nothing as well. It just starts game normally.

51
Bugs prior to release 2.3 / Re: Can't start map
« on: July 07, 2009, 08:23:23 pm »
Well, then it's officially a bug. Console doesn't say the map name until it's actually loaded, so I'm not sure which map is it. But judging by the map description ("A suburban district of an oriental area"), I'd guess problem should be on oriental.ump file.

52
Bugs prior to release 2.3 / Re: Can't start map
« on: July 07, 2009, 07:37:16 pm »
Well, deleted entire maps folder, updated SVN and recompiled maps again. I'll see if it works when I get than map again in game.

53
Bugs prior to release 2.3 / Re: Can't start map
« on: July 07, 2009, 10:53:55 am »
Maybe u can attach a savegame here for the team? :D
I've overwritten the save already.  :(
Anyway, pretty reproduceble. Simply try to start that given map. lol

And oh, the revision nos of the built u have? I believed u self-compiled rite?
Yep, self compiled. Edited first post with revision (R25029).

And to clarify stuff, u mentioned 'console return' -> Meaning its a windows error (like a popup?) or was it in the console of UFOAI (which means u can attach the console log file pls). :D
No popup. Just hit "~" key to open console after crash. Didnt kept console log as this is really the only message (after hitting "enter mission", console shows an autosave, then the message, then simply reloads a new music as it always does when it crashes back to geoscape).

54
Bugs prior to release 2.3 / Re: Can't start map
« on: July 07, 2009, 05:44:31 am »
Tested with a firebird. Not a dropship model problem.

55
Coding / Re: size of SVN checkout?
« on: July 07, 2009, 05:10:08 am »
Complete map compile today took exat 60 minutes (R25029).

56
Bugs prior to release 2.3 / Can't start map
« on: July 07, 2009, 03:50:48 am »
I'm having trouble in starting a specific map. Console won't show his name, so I took a screenshot in case map objective helps.

When dropship arrives and I hit enter, game tries to enter map but instantly crashes back to geoscape. Console returns:

ERROR: SV_AddMapTiles: Impossible to assemble map



After that, if I try to enter map again, program crashes telling server is still loaded.

It is the only map I had trouble so far. Deleting and reassembling the maps (.bsp) didn't help.

Edit: Maybe it has to do with the fact I'm using herakles dropship (or not). I deleted the alien base requirement from research.ufo so I could have a faster dropship. However, all other maps simply use firebird model instead and it always works fine for me.

Edit 2: R25029

57
Bugs prior to release 2.3 / Mail UI
« on: July 07, 2009, 03:02:34 am »
Minor bug, but "gotta report it all"... lol

After reading a mail, link to the mail should lose bright green background (back to dark green) and lose bold font back to normal font. Upon reading a mail, it does lose bold back to normal font, but not the bright green.
However, scrolling up or down the screen will fix this instantly.

Also, if u load another game it will show read/unread mail status of previous game instead of the actual one if u opened and read some mail on the previous game. Again, scroling up or down will fix it instantly.

Edit:  R25029 (thx for the reminder Odie  :D)

58
Bugs prior to release 2.3 / Craft equipment replacement
« on: July 07, 2009, 02:34:26 am »
On craft (base) screen, player have the option to add a new equipment to a slot that already has one. Game then start a replacement script, removing the previous one to install the new one.

Bug 1: When new weapon is installed, it is installed with no ammo of the apropriate type and sometimes keep the old ammo from the previous equipment (see screenshot).

Bug 2: selecting the ammo box (on right side, bottom of the screen) should list any ammo available on that base for that weapon so u can switch ammo types. Useful for shiva cannon and for when u forget to buy ammo before installing the weapon (or in case it runs out of it). Problem is that no ammo is listed on the left side of the screen so u can't selct and equip it. Code should be even more troublesome if ammo is a virtual one (like D-F tank for aerial laser), I guess.

Edit: R25029

59
Coding / Re: cannot find -ltheora
« on: July 06, 2009, 06:21:31 am »
When did you compile them the last time ? By the end of may it took me less than 40 min on my i7, but some 2 weeks ago, it was more than 2++ hours again.
Actually I only did 2 complete map compiles, both around june 20th to 25th when I was actually getting C::B to work for me.
After that, I only rerun the .bat every new compile to update any new maps in the SVN trunk. I'll probably need to do another full recompile soon after harvester stairs are completely solved to beta test it properly. I may post here the elapsed time then.

Hopefully if more ppl post it too (along with their system specs) this will lead to some good wiki gudie on tweaking map compiles to optmize performance for some processors (as mutton already did on another topic for his sys spec).  :D   Can never dream high enough. lol

60
I have never seen a shevaar ingame either, but all that it would give ya is anti-alien gas.

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