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Messages - Duke

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1
*.bsp are the compiled *.map files.
No idea why map-get didn't get that file.
But you can also compile the mine.map yourself:
"ufo2map maps/mine"

2
Do you have a file "base/maps/mine.bsp" ?

3
'infinite loading' aka 'hanging' aka 'stalled'.

4
It is. Look at the unused living quarters in your 'fighting bases'.

Also, most players want to build as many bases and as fast as they can afford. It is said to be better for nation happiness.

5
Actually the log file seems to be truncated / not flushed. Probably because you had to end the hanging exe.
Can you do skirmish ?

6
annoying un-buildable sqares- what game-design purpose do those serve?)
I think they are there to keep players from using a standard layout for their bases.

Btw what is the main reason for you to prefer centralizing research ? It's less efficient at least for living quarters...

7
Discussion / Re: Some ideas on 2.5
« on: June 18, 2014, 09:16:06 pm »
*** CENTER ON SOLDIERS
I don't like that 'same key, different function' concept too much. Zooming out helps a lot here.

*** VISIBLE ALIENS/CIVILIANS
Didn't understand why that would be an improvement / what you need that for.

*** ENCUMBRANCE
Not my construction site, so no comment.

*** UNDESTRUCTIBLE OBJECTS
Did you read this: http://ufoai.org/wiki/3_Taboos ?

*** SHOOTING/COVER
Should be. However, the muzzle height is not always where the animation suggests.

*** SOLDIER ORDER IN SQUAD
existing FR.

*** CRASHED UFOs
mapping

*** BUNGALOW map
mapping.

*** CIVILIANS
Innovative idea, but the civvies will have left he map after 2-4 turns. There are more complex plans to involve the civvies in the gameplay. Like ordering them where to go, hide, gather ... maybe even arm them.

*** ALIEN OBJECTIVES
I think we have something like that already in place. Maybe it is not scripted/balance correctly.

8
Discussion / Re: Some ideas on 2.5
« on: June 17, 2014, 11:51:39 pm »
Welcome to the forum and thanks for the compliment on behalf of the dev team :)

Your suggestions contain the whole bandwith from "will not work" via "existing FR" through "innovative idea". The latter two will suffer from 'not enough dev capacity'. So you should ask yourself: How can I contribute. eg. 'Crashed ufo' and 'bungalow' are plain mapping issues. Mapping is rather easy to learn.

As for the 'undo movement': no, not possible. But you can avoid misclicks by setting "confirm actions"->movement in the options menu.

9
Coding / Re: lua design thoughts
« on: June 17, 2014, 10:52:41 pm »
I found one of the most painful tasks in UI developement is to count pixels to align UI elements properly.
What would it look like if I want to place the twitter and facebook buttons from your example
- at the same y
- give them the same height
- and place the 2nd +60x from the first
without magic numbers ?

10
oc. My bad.

11
2.6 ?

12
Discussion / Re: Graphics Issue in 2.6
« on: June 13, 2014, 09:04:51 pm »
The texture overlay is intended by the designers. I disliked it first, but have gotten used to it.

The other issues seem to be local problems that I can not confirm.
Can you please provide screenshots ?
What is the natural resolution of your monitor ?

13
Coding / Re: lua design thoughts
« on: June 11, 2014, 11:31:07 pm »
Some devs (including me) + potential contributors are not familiar with LUA. So a good start would be to take some existing GUI elements from the scripts and show them here in comparison to what they could look like in LUA.

Considering the huge amount of scripted data we have, I vote for a migration. Probably on a per file basis.

Unlike the UI, the other scripts are mostly plain data definitions afaik. What would be the benefits of using LUA ? Again, comparing old and new examples would help me understand it better.

If we choose the 'additive' solution, it should be possible to automagically transform most of the .ufo files with some 'converter-tool'. That should speed up the migration process and avoid the errors inevitebly resulting from manual conversion.

14
Bugs in stable version (2.5) / Re: shot selection popup doesn't close
« on: June 09, 2014, 08:29:41 pm »
ESC should work.

15
Bugs in stable version (2.5) / Re: Infrared glasses don't work !!!
« on: May 26, 2014, 12:57:53 pm »
DarkRain, which trace (src, line) do you mean in particular ?
Thought it was a rendering issue.

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