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Topics - Duke

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Mapping / 2 potential radiant bugs ??
« on: October 28, 2009, 12:17:41 am »
I think I witnessed two bugs in uforadiant:

1. If I click on 'save' while brushes are selected (without closing radiant), then recompile the map and start it in ufo, the selected brushes are not displayed (not saved with the map ??).

2. After undoing some editing, I ran out of things to undo, but the undo button was not disabled.

Unfortunately I was not able to reproduce it. Allthough I think I saw #1 several times now.

I'm a total newbie to radiant and it might be just me, so I'm asking the 'professionals' here: did you encounter things like that ?

Mapping / terrain clipping style
« on: October 27, 2009, 11:45:26 pm »
I noticed there are two distinct behaviours when it comes down to display the levels of a map:
- slice horizontally through the terrain (eg. military_convoy)
- don't slice (eg. wilderness (actually, it slices 'a little'))

Of course, slicing is necessary whenever there is something inside the hill (tunnel, chamber, ...).
But is that the set rule or does it also depend on the mapper's mood ?

Bugs in older version (2.2.1) / Screenshot of harvester needed
« on: October 27, 2009, 12:22:35 am »
Could anybody who has 2.2.1 installed please post a screenshot of the area shown ?
africa map will do.

Coding / radiant refuses to load new maps
« on: October 18, 2009, 11:26:57 am »
For a couple of days now, radiant loads the four most recently used maps fine, but refuses to load other maps from the same dir (base/maps).
It gives me a popup "Error during load of map." and two msgs in the console:
**-Message: Loading map from C:/UFO/
**-WARNING **: Model type not supported: 'C:/UFO/'

What am I doing wrong ?

Coding / @powerusers of C::B
« on: October 17, 2009, 01:05:14 am »
Is there a way to select the representation of values in the watch window of C::B debug ?
I'm especially interested in
- showing int as hex and
- showing the pos3_t vars as an array of 3 ints

Is there a way to make CB automagically start with my favourite (only) workspace ?

Coding / uforadiant.cbp is broken
« on: October 15, 2009, 12:15:55 am »
...because qgl and renderstate were moved to \render.
I tried to fix it but failed :(

I used 'add new virtual folder' successfuly (?), but the path showed up in a different color.
I could drag the files to the new virtual folder, they were removed but disappeared on drop :(

Any clues ?

Using R26627.

Discussion / Finding multiplayers
« on: October 13, 2009, 10:40:37 pm »
In the IRC logs I read of several users looking for partners for a multiplayer game, but can't find one.

Problem #1: (according to geever) users are too impatient. They come to the lobby, no one there, wait a few mins, still no one there, and leave. Ten minutes later, the next user comes to the lobby...

Problem #2: the lobby is open 24/7, so quite a lot of users with the described behaviour will fit in a week without ever seeing each other.

My idea is to concentrate the traffic in the lobby to a small time window, like in "multiplayers meet every sunday between 20.00h and 21.00h UTC". Or even "the next multiplayer-day will be on Dec 1st,...".

Of course we can set up a little poll to figure out which day and time would be the best.

Bugs prior to release 2.3 / First character eaten by console
« on: October 07, 2009, 12:40:06 am »
Whenever I switch to the console, the first character I type is eaten away. Not a biggie, but still annoying. I have somewhat gotten used to it, but I fear I will start to type the first letter twice in other applications ;)

(Sorry, I couldn't think of any significant keywords for a forum search...)

Is it just me ?
Is it a known problem ?
Can we do anything about it ?

Coding / compile_maps.bat improvements
« on: October 07, 2009, 12:02:46 am »
Last time when I had to recompile all the maps, I watched the system monitor. I noticed that there was quite a lot of time where the processors were not at 100% cpu usage.

As cpu seems to be the limiting factor, I started a second process with compile_maps, just for fun. And it worked nicely for a while. All the processors were permanently at a 100%. But of course sooner or later both processes ended up compiling the same map coz they are not protected against that in any way.

So the idea is to create some recompile_maps.bat that can spawn a second batchfile that handles n*.map through z*.map, while the recompile_maps.bat is restricted to a*.map to m*.map. We will lose some time for process concurrency overhead, but I have no idea how much that really is. Imho it's worth trying.

Does anyone of the batchfile-artists around want to give it a try ? You might end up in the Guinnes Book of Records for the fastest full compile of UFO maps ;)

Coding / A little svn prob
« on: October 03, 2009, 12:34:46 am »
I used to have a modified version of CL_actor.c.
Then the file was moved to the battlescape subdir (by some other dev).
SVN complained about a merge conflict.
I removed all traces of cl_actor in the old place, but svn continues to complain.
(using svn 1.6.2)

Does anyone know how to clean this up ?

Newbie Coding / What is this forum meant to be ?
« on: August 10, 2009, 12:02:12 am »
You played the game ?
You loved it ?
You felt the urge to give something back ?
You happen to have a decent knowledge of C/C++ ? (Or some other skill, see below)
You detected some flaw and thought "I could do that somewhat better" ?
You glanced at the code, but didn't find the 'entry point', so you gave up ?

Welcome to the newbie coders forum :)

The 'coding' forum is for devs that have a problem of some kind. So every other dev that has the knowledge is supposed to answer the question ASAP to solve the problem.

Opposed to that, in the 'newbie coders forum', things are much more relaxed. Every other newbie is supposed to try to figure out the answer. He may not find it, but he will learn 3-5 other things in the process ;)
So the devs may or may not read the intermediate results of the newbies, answer questions if they are 'in the mood' to do so or if they find the newbies are searching in the wrong direction.
Sometimes the devs even might not answer the question, but instead give just *hints* so the newbies can find out themselves.
Only if the 'speaker of the newbies' (rules/mechanism is still to be defined) declares that NO newbie could find the answer, a dev is required (and polled) to give the solution.

Discussion / Another call for contributors
« on: August 08, 2009, 03:12:51 am »
You played the game ?
You loved it ?
You felt the urge to give something back ?
You happen to have a decent knowledge of C/C++ ? (Or some other skill, see below)
You detected some flaw and thought "I could do that somewhat better" ?
You glanced at the code, but didn't find the 'entry point', so you gave up ?

Here comes the solution to your problem:
The dev team is currently considering to set up a 'newbie coders forum'.
See this thread

If the concept works, the dev team might also extend it to artists, mappers, game designers, ...

So if you feel perfectly described by the above scenario, please sign up here so we can guess how many people might be involved.

Bugs prior to release 2.3 / Skirmish: Team without items ? (R24950)
« on: July 03, 2009, 11:59:36 pm »
For more than a hundred revisions now when I start a skirmish game, my team is without any weapons, armor etc.

I didn't see any bug report on this.
So is it just me ? Did I miss some change ? Am I doing something wrong ?

Mapping / map design 'to grid'
« on: May 09, 2009, 01:30:09 am »
In UFO:AI, actors move along a 'grid'.
During testing, I encountered several places where the map was NOT aligned to that grid, causing pathfinding probs of course :(

How should I process those issues ?
- create a tracker item ?
- assign it to whom ? Richlv ?

Coding / cannot find -ltheora
« on: May 05, 2009, 12:45:00 am »
I get the above ERROR when compiling ufo rev 24341 with C::B on Win XP.

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