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Messages - Kaz

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31
Design / Re: My comments on the design/gameplay
« on: April 21, 2009, 07:52:03 pm »
Hiring people is kinda messy. And the guys that are statsless(non-soldiers) could be hired with just +/- like you do when saying how many guys should work on research. Also, its hard to get an overview on the employees of a base, like how many more workers could i have/when do i need a new living quarters. A little window with all this info would be nice.
We have that stat box there in the current dev. version.
@Note: "check the current trunk" is a general rule here. :) That's because 2.2.1 is very old but we're not ready with 2.3 it's too buggy.

 I agree with the statless employee idea, needs consensus.


Another idea with this type of personnel would be to give them appropriate stats. As it is now, all scientists are equally proficient in physics, chemistry, biology, etc. Having them have different skill level in different disciplines, and that skill affect their ability to move certain project forward would allow for some interesting management of scientists. A scientist that suck at biology but excels in physics would contribute much more in plasma weapons research than autopsies.

I haven't given much thought on the subject to workers and medics, but I'm open to ideas here.

WEAPONS
Sniper rifle is to good for starting weapon but a better version should be available mid-game.
...
Balancing is always a difficult job. There are plans for upgrades but not for the near future.

I've also found it funny that specialized long range weapons, like the sniper rifle, can be used so effectively at close range. Perhaps some type of minimum range under which the weapon loses effectiveness (be it accuracy or damage potential) could be interesting. The sniper having to switch to a handgun upon entering an office building, but switching back to sniper rifle upon getting to a high window which covers a park.

Some suggestions:
- A dropship can land and hide, and later try to continue
- Interceptors can escort (and since they fly slower now the fluel can last longer or something)
- The soldiers/equipment from a downed dropship can be recovered by sending a rescue party there on a minimission!
Good ideas. Well, last one should not happen every time. maybe by chance, once or twice during the game.


The last one could depend on the amount of damage received by the craft. Too much damage and the ship blow in flight killing everyone on board. Less damage and the craft falls down, but the pilot manages to safely crashland, which would allow to recover some items and/or people.

Depending on the type of alien craft/mission type, the aliens could land as well and assault the downed craft before recovery can be carried out.

While we are on this subject, I have also thought of merging pilots with soldiers. Having soldiers have piloting skill, could allow for the pilot to work as a soldier in the tactical mission, as well as having the aforementioned alien assault on downed craft make sense for interceptor craft. A lone pilot defending from aliens while rescue comes in. EPIC!

Maps in many layers are a bit too frustrating. The best example is that mine-map-maze in new zealand. Plz skip these and use more flatten maps like in cities etc, these are great. You can also mix the maps up a bit by offering more extreme maps like very open desert or a very closed map (claustrophobic office, bring the shotguns!) This makes a player more prone to bring varied equipment.

Are you high?!?!? This in one of the maps I enjoyed the most. It took a long time to complete, since there were so many paths the last alien could take to circle my men. I had to go about the mine several times in order to find the creeper.

I do agree with you on the need for more varied maps. Combined with situational limits on weapons it would make for incredibly more varied tactical options.

Cheers!

32
I experienced similar crashed in druglord and eaglenest. I was checking out maps in skirmish mode though, so the crash would leave me at the main menu.

Cheers!

33
Translating / Re: Navy, army or air force ranks?
« on: April 07, 2009, 03:50:31 am »
This should make for some interesting results. Translators who can't understand each other... ROFL

Cheers!

34
Feature Requests / Re: Display problems on high PPI screens
« on: April 07, 2009, 03:44:54 am »
Actually, there is 1 or 2 entries. But not critical - save paths and program paths and uninstaller paths.

Usually the uninstaller does a clean enough job. That is just in case. :D

Cheers!

In this case it could affect, since Windows itself saves the compatibility flags for specific executables in the registry.

On the testing front, I managed to run the game correctly in several different resolutions, both windowed and full screen successfully. This is after clearing the compatibility flag and using the new manifest. As far as I can tell, the issue is solved and closed.

Now if I only had linux running on the lappy...

35
Feature Requests / Re: Display problems on high PPI screens
« on: April 06, 2009, 06:30:26 am »
First tests are working propperly. I will perform more extensive testing tomorrow and report.

Cheers!

36
Feature Requests / Re: Display problems on high PPI screens
« on: April 05, 2009, 03:09:05 pm »
I also use 2.3 from svn. At DPI settings below 144 DPI Windows will not enable DPI virtualization by default. To get here you need to go into the "Custom DPI" dialog and clear the "Use Windows XP style DPI scaling" checkbox. If this checkbox is set, you will not get virtualized DPI and will not see this issue. Note that since this setting is new to Vista, Windows XP is not subject to it.

Cheers!

Edit: The 144 DPI threshold I mention is reported in some sources as 120 DPI. My personal experience is that going to 129 did not uncheck it automatically, so 144 seems more likely correct to me.

37
Feature Requests / Display problems on high PPI screens
« on: April 05, 2009, 04:14:44 am »
An unfortunate accident with my laptop recently forced me to get a new display panel, and the new panel is very high resolution for the size (1680x1050 on 15.4"). Things looked so small that I did some research on the PPI configuration available for Windows Vista. As a result of this, I have configured the setting to the actual PPI setting ofmy new panel (129 PPI). This, combined with the PPI VIrtualization technology introduced in Vista has given a vey pleasant overall result. See http://blogs.msdn.com/kamvedbrat/archive/2006/12/02/dpi-scaling-in-windows-vista.aspx for more information.

Unfortunately, UFO:AI has an annoying problem with this. Since the game uses the pixel as it's basic unit, it is essentially a PPI aware application, so PPI virtualization should not mess with it. The catch: the executable is not marcked as PPI aware, so the OS virtualizes PPI. What this does is use the compositing engine to scale the windows as needed to the configured PPI configuration. Since this is usually done in hardware, perofmance is not affected much, but as a result even a 1024x768 window gets scaled larger than my entire screen when accounting for title bar and other decorations. My first workaround was to lower to mode 5 (960x720) which just fit in the physical screen. Unfortunately, between the downsampling to 960x720 and the upscaling from the virtualized PPI buffer the result was plain ugly.

Even worse was firing up the game in full screen mode. The upscaling remained in effect, blowing parts of the game display off screen and leaving me without a functional mouse cursor. I had to alt-tab out of the program and kill it from the OS.

Some more research, pointed me to an application compatibility property which allows you to disable the PPI virtualization for the app, without touching the rest of the system. To do this, you have to open the properties of the executable, go to the Compatibility tab and mark the "Disable display scaling on high DPI settings" checkbox. The game is again working as expected, in both windowed mode and full screen mode.

I will keep researching how to make this behaviour the default so the game works as expected out of the box in the future. Any new developments will be posted here.

Cheers!

Update: The definitive solution is to mark the application as "DPI aware" using a manifest. See the PDF document in the link above or http://www.rw-designer.com/DPI-aware for detailed information on this manifest. How to do this has already flown way over my head. Perhaps someone with more Windows development experience can add some information?

38
Translating / Re: Navy, army or air force ranks?
« on: April 02, 2009, 09:19:06 pm »
I went over to wikipedia and looked for the ranks in the different armed forces (US). Then looked at the ranks for each character, and started matching with the ranks for each armed forces branch.

Cdr. Paul Navarre has to be Navy, since Cdr stands for Commander which is used only in the Navy.

Col. Ingrid Falkland is either Army, Marine Corps or Air Force, since Colonel is not used in the Navy. And whichever I chose (at least in spanish) the word would be the same (Coronel).

Similarly, Surgeon Captain Helen Floydd could be any of the four branches, yet use the same word in spanish (Capitán), the only difference being that if she was Navy, she would outrank Navarre (Navy Captain being a higher rank than Commander), and equivalent to Colonel in the other branches, while if she was in any of the other 3 branches, she would be the most junior "named" officer. Note that this last rant does not affect translation at all.

Cdr. (Air) Subakh al-Kuhar was a bit of a problem, since the Air Force does not use Commander as a rank, but as a title. Being a commander, and with the Air Wing added after, one could assume we're dealing with a Colonel or a Brigadier General.

Finally, for the XO I went to the page on Executive Officer to see what it is about and decided to just translate directly (Oficial Ejecutivo) even though I have not ever heard the term used by active military personnel.

In the end, what I think is even more important than using the proper rank translations is to be consistent throughout the different places where those are used. Having someone be a commander in one page a Colonel in another would be a much bigger problem I think.

I expect this makes sense to you and helps you get to a good translation. I have certainly gained a greater appreciation for translators while working on UFO:AI..

Cheers!

39
Translating / Re: Navy, army or air force ranks?
« on: April 02, 2009, 04:01:57 am »
For the spanish translation I'm trying to extract from context of each character involved. An organization such as PHALANX is most likely going to have members of all branches working together.

Cheers!

40
Discussion / Re: My comments regarding UFO: AI development
« on: April 01, 2009, 11:11:56 pm »
That's the idea. The 2.3 branch will essentially be a feature freeze, with only bugfix commits. But we can't do that until pathfinding is working, or so I'm told.

A partial freeze, where all features are frozen except pathfinding could do it. Kind of like considering "fixed pathfinding" a feature itself.

Cheers!

41
Linux / Re: Can't enter ship
« on: March 24, 2009, 11:59:36 pm »
Strange... When I played through that mission, I had my soldiers move throughout the entire ship. Can you explain what do you mean with "main ship"?

Cheers!

42
Design / Re: The look of the future
« on: March 20, 2009, 10:47:03 pm »
I think it has more to do with limitations of the graphics engine than with developer's willingness to code it.

Cheers!

43
Translating / Re: SPANISH TRANSLATION
« on: March 12, 2009, 10:05:14 pm »
Perhaps I'm missing some old story here but... Why are there two spanish translations (es and es_ES)? Wouldn't it be better to concentrate the effort to get a single translation done?

Cheers!

44
Windows / Re: TortoiseSVN glitches
« on: March 09, 2009, 10:02:39 pm »
What do you use to launch the cmd console? I've never seen the prompt (or the cd command for that matter) show the drive letter in lower case. At least not in standard cmd console.

Cheers!

45
Windows / Re: TortoiseSVN glitches
« on: March 09, 2009, 09:43:30 pm »
As long as it is working...  ;D

Cheers!

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