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Messages - SharkD

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16
I have had problems on the +farm map where the game would drop me back to the main program screen when the map tried to load. I fixed this by reverting to an earlier save prior to when the flightpath was set to the particular location.

I also didn't copy the console text.

17
Discussion / Re: Micro-management
« on: April 06, 2009, 02:53:15 am »
Ah, OK. I forgot (or didn't notice) the TUs were subtracted from the next turn. Which is weird because enabling RF also "docks" TUs from the current turn. Also, I thought you could only use the amount of TUs you were docked in the previous round during the RF round. If, instead, the TUs are reset to max, then that makes a big difference!

Once the pathfinding/wonky maps get fixed I will get a better chance to test out the new system to see which I like better.

18
Windows / Re: Win32 Development Binary Installer Links
« on: April 06, 2009, 12:34:35 am »
OK thanks. Do you happen to know before which reversion the pathfinding was still working OK?

19
Discussion / Re: Micro-management
« on: April 06, 2009, 12:32:23 am »
But in the next turn the TUs are reset to their default. Still not sure what you mean.

20
Artwork / Silly idea... Lego!
« on: April 05, 2009, 12:27:37 am »
This may sound like a silly idea, but I ask the same question for every open source game. :D Have you ever thought of using LDraw to generate all your models?

Advantages:
* Well-suited to grid-based games (element sizes change/grow in discrete steps).
* Huge existing library of part elements. Few elements would need to be constructed from scratch.
* Wide-spread familiarity and low learning curve should make it easy to attract new art contributors.
* Everything looks like Lego!

Disadvantages:
* An intelligent conversion utility does not exist. Hidden and coincident surfaces would need to be merged/trimmed, and additional poly-reduction steps might need to be taken (by default, LDraw models use *huge* numbers of polygons).
* The part elements are in a transition period where some parts have transitioned over to the CC-AL license, while others have not. (See here.) The intent is that *all* parts will eventually be released under this license. I'm also not exactly sure this license is GPL-compatible.
* Everything looks like Lego!

Here's an example of what one person was able to do in this regard. Notice that the images are in-game screenshots! Except that the hard part of the conversion was done by hand instead of using a dedicated tool.

Obviously, the lack of a converter is the big barrier. And, the license may not be compatible. However, the time it would take one intelligent coder to write such a converter would be much less than the time required to create large amounts of brand new content.

I realize the project might be too mature at this point to scrap all the existing content, but I thought I'd throw the idea out there.

21
Discussion / Re: Micro-management
« on: April 05, 2009, 12:08:11 am »
Err, no. TUs are taken from the current turn. See before:



and after:



Both pictures were taken in the same turn. The only difference is that in the latter I have two levels of reaction fire enabled.

22
Discussion / Re: Micro-management
« on: April 04, 2009, 08:43:51 pm »
Not sure what you mean exactly. I don't use RF any more or less than I did in the stable version. I just click more buttons. If clicking more buttons is meant to "discourage" RF, then it's pretty lame.

23
Windows / Re: Win32 Development Binary Installer Links
« on: April 04, 2009, 08:00:17 pm »
Yes we can go up stairs, but I experienced other problems: inaccessible places. Today I recompile my maps to see if it has been fixed already.

Note: As I see the pathfinding is under heavy development (speed it up and so) so you may need to recompile maps often. Or just wait for the end. :)

-geever

I'm having similar problems. Will recompiling the maps fix this (I'm looking at the instructions onthe wiki right now)? I am using Muton's 23827 build. I don't mind the frequent crashes so much, but the map bugs are really irritating!

24
Feature Requests / Re: Actors walking in the air (Vista)
« on: April 04, 2009, 07:50:00 pm »
I had a unit get stuck underneath the UFO in one of the jungle maps (Muton build 23827):



25
Discussion / Re: Micro-management
« on: April 04, 2009, 07:40:08 pm »
I preferred the reaction fire method in the stable version as opposed to the development version. That's about the only "too much micromanagement" issue I can think of.

26
Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
« on: April 04, 2009, 07:21:28 pm »
Reading the thread from the beginning, I didn't realize SMGs were so useful. I've always used MGs, and they've always been the next most effective units after snipers.  :-\

27
Feature Requests / Re: Proposal: TFTD-like features
« on: April 04, 2009, 11:59:30 am »
You could waive this. As I recall TFTD's subs could fly.

True, but I feel that flying submarines are a bit *too* futuristic. Plus, the added code would also allow for land-based vehicles that suffer from the same/similar sorts of limitations to be added by mod designers.

It's supposed to do that already, I think. We're going to have flying enemies and UGVs, so it better.

Awesome!

28
Windows / Re: Which platform is preferred?
« on: April 04, 2009, 11:57:44 am »
Ok. I thought that maybe the game had some dependencies that behave slightly differently on different platforms. From my experience I know that some Linux- or Java-based GUI libraries (gtk, tcl/tk) are/were glitchier on Windows.

29
Windows / Which platform is preferred?
« on: April 04, 2009, 11:24:37 am »
I was wondering which of the supported platforms (Windows, Linux, etc.) is the preferred one? Does the game run noticeably smoother on one than the others? Fewer glitches? Other reasons?

30
Design / Re: Plasma powered flamethrower?
« on: April 04, 2009, 11:13:56 am »
Also heat shielded armor would be just as effective against plasma as it would incendiary chemicals. Plasma's damage comes from it's temperature period. BTW keep in mind in a rational universe the weapons you use most tend to also be the ones you can defend against the best.

Doesn't plasma also have an extremely high velocity? If the mass is sufficient, then it should be able to punch a hole through armor.

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