project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Valis

Pages: 1 2 [3] 4 5 6
31
Linux / Re: Cant start UFO:AI
« on: March 30, 2009, 08:57:25 am »
What message do you get on your console?
What linux distribution do you use?

There are several similar threads on this forum, did you try any of the proposed solutions in those topics?

32
User modifications / Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
« on: March 28, 2009, 04:30:36 pm »
First I will try to find the error my self. If I wont succeed I will post the file so maybe other can point my obvious mistake :)

For now you keep working on those regresions in the maps. :P

Edit: I have traced the error to the auto layout of the base when I try to touch the building requirements. I will make a version without any building changes and then another mod for the buildings alone.

33
User modifications / Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
« on: March 28, 2009, 01:57:02 am »
For now I deleted the attachment as there are some problems with the radar. Do not know why but the campaign crashes the game even that I did not touch the radar at all.

34
User modifications / [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
« on: March 28, 2009, 01:23:46 am »
    Quote
    Woo..
    I'm ahead, I'm a man
    I'm the first mammal to wear pants, yeah
    I'm at peace with my lust
    I can kill 'cause in God I trust, yeah
    It's evolution, baby

    [...]
    Do The Evolution - Pearl Jam                             

    My first port to 2.3-dev of the MOD for 2.2.1. This is a fan MOD and has nothing to do with plans/changes of the developer team. The dev team can but DOES NOT have to incorporate these changes into the main game as some changes are obviously unbalanced or just stupid ;). Use this mod at your own risk, usually there is no support for modified programs as no quality can be assured.

    This file is a merge between my changes to v2.2.1 and the trunk version 23734 - it may not work correctly with later versions.

    Install info: The attached file should be unzipped to the following directory:
    <your game directory>\base\ufos
    i.e.
    E:\Games\UFOAI-2.3-dev\base\ufos

    Change log:
    Quote
    v0.3
    • All changed weapons should be in the right category now

    Quote
    v0.2
    • Buildings changes discarded
    • All changed weapons are available under 'Misc' category

    Quote
    v0.1
    • Extracted all changes to a new file.
    • Added: New ammo for bolter rifle - Explosive rounds
    • Added: New base defense system after researching Alien Astrogation - longer range and slightly bigger accuracy than the Mk. I missiles
    • Change building: Laboratories does not need command center to work, they now need a power plant
    • Change building: Workshop also dependent on Power plant, not command Centre
    • Added: Sniper Rifle Mk II + ammo - available after researching kerrnblades
    • Added: Plasma Jet Flamethrower + ammo - available after researching any plasma weapon
    • Added: Multitarget Destroyer + Rocket Pack[ammo] - available from the start, only self produce, no buy option, 2 fire mode, Aimed shot with 2 rockets and 'Seek&Destroy' with 4 rackets
    • Added: Rapid Fire Machinegun + ammo - available from the start, only self produce, no buy option
    • Change weapon: Normal rocket launcher has now 8 ammo
    • Change weapon: Riot Shotgun ammo increased to 12
    • Change weapon: Sniper Rifle ammo increased to 9

    Disclaimer: This is modified code from the game UFO:AI v.2.3-dev available un

    der the GNU General Public License (GPL) and as the license states the MOD it self is also available under the same license.[/list]

    [attachment deleted by admin]

    35
    User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « on: March 27, 2009, 11:56:30 pm »
    I just checked, it works on my machine. Did you have the corect ammo for it? It requires the 'Upgraded sniper rifle magazine', not the normal ammo.

    36
    Windows / Re: Win32 Development Binary Installer Links
    « on: March 27, 2009, 09:06:15 am »
    Yea, but SVN is used to version txt like files. Putting any binaries there is highly not recommended unless they are one-time resources [things that do not change much]. Usually such resources are kept on a ftp server anyway.

    If you will plan to keep daily/weekly builds in a SVN server I think you will run out of space very soon as SVN keeps every version in history [that is its purpose, to have all history versions of a file] An ftp server would be the best thing to have here. All we would need is an old PC with is running in someone's cellar.

    Or we need a student who has some place on his university server and wouldn't mind exposing one folder for this community ;)

    37
    User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « on: March 27, 2009, 08:58:51 am »
    The Mk. II should only be producable, you can not buy them.

    A weapon is red when you have a piece of the weapon but you have not produced an ammo unit for it. I had a problem with the ammo Mk. II for bolter rifle. The bolter was red till I did not produced also one or two units of ammo Mk. I. Then in mission I could reload with the exploding ammo and use it normally.

    I will look into it this evening. In the middle of the week I usually have only time to edit things, no playing nor testing cause my wife needs the PC more.

    38
    Discussion / Re: Pulse rifle?
    « on: March 26, 2009, 08:33:38 pm »
    Correct me if I am wrong but the Electrolaser uses a laser to create an ionized channel between the emitter and the target which the electricity travels along.

    I think that is the idea, yes. The electrons of the lightning travel always on the least resistant path[does not have to be a straight line, hence the shape of the lightning in nature]. The laser creates a path of ionized air so the electrons can 'hop over' to the target and not to other objects that are closer to the emitter.


    The object also doesn't have to have an oposite charge. It only has to have a different potential, as electrical potentials always seek an equilibrium.

    39
    Discussion / Re: Snipers, and some questions
    « on: March 26, 2009, 08:27:30 pm »
    I just do not know how do you guys take on cleaning the big ships without assault or heavy guns.

    Snipers take up to half of my teams weapons sometimes as they are reliable with their long range but to manoeuvre in short, curvy corridors you have to have a rapid fire gun. You take then something with smaller range but bigger fire power. For taking ships also one flame-thrower is nice.

    40
    Discussion / Re: Wish to discuss a possible bug..
    « on: March 26, 2009, 08:22:40 pm »
    Hmm, what version are you using?

    I assume it is the latest stable release 2.2.1. I can not say for sure if I remember the correct map but 'shelter' seems familiar. Also the situation you are mentioning is also familiar. It can happen that the game victory condition will not trigger correctly. The only thing you can do is to retry the mission.

    I was stuck on such mission once in a map in Rzeszow [Poland, my home contry!] The map was about a house over a small bridge. This annoyed me much cause I had to make 4 attempts to not to lose a soldier as the aliens had lots of free space and had particle beams already. Then I killed every alien after 1h of retrys and had to retry once again cause no victory came.

    41
    Windows / Re: Win32 Development Binary Installer Links
    « on: March 26, 2009, 09:32:31 am »
    How big is the binary? [you can always split it via zip or rar]

    42
    Linux / Re: Version 2.3
    « on: March 26, 2009, 09:26:30 am »
    I would propose that you check out the latest trunk from SVN and then compile it on your own machine. How to do that, you will find on the Wiki.

    43
    User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « on: March 26, 2009, 09:24:39 am »
    That is exactly the feeling I get. I want to cut down all side-arms except the semi-machine gun as it is the only worth having. Later plasma pistol takes its role nicely.

    44
    User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « on: March 25, 2009, 08:22:48 pm »
    A new version is available. Any feedback is welcome.

    45
    Linux / Re: Version 2.3
    « on: March 25, 2009, 12:21:10 pm »
    It is a fresh install. You can even have both on your hdd.

    Pages: 1 2 [3] 4 5 6