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Messages - criusmac

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46
Design / Re: Medikits
« on: October 23, 2009, 05:19:24 pm »
While I was updating my TODO list in this forum, I noticed I have earlier mentioned that percentage of wound damage is the % it affects skills. I read all the following posts again, and saw no one had issue with that.

So, for now that's how I'll implement it, and someone else can add scripts later if they so desire.

I will try to add the effects of wounds on the body (reduced abilities).
--The amount of reduced abilities will be the current value of the wound as a percentage.
--IE: If the wound currently is 20% of a person's total hp, they will receive a 20% penalty to all associated abilities.

47
Design / Re: Medikits
« on: October 23, 2009, 05:03:10 pm »
I have caught up to where I was coding now, and am starting to advance again.

I wanted to issue a warning about how fast hospitals might be healing now, it may need to be lowered.
As mentioned earlier in these posts, wounds will heal individually, which means:
If you have:
one person with 5 wounds with 5 hit points per wound
versus
one person with 1 wound with 25 hit points in that wound

the person with 5 wounds will heal 5 times faster than the person with 1 wound.

I don't know if this is realistic or not, so let me know if it isn't too.

I really wanted to stress this and make certain it is understood since it is a fairly big change that will likely need balancing, or other code changes.
If you want me to make the code changes to hospitals to lower their rate of healing or something, please let me know.

48
Design / Re: Medikits
« on: October 16, 2009, 12:11:24 pm »
I doubt it's a bug, because someone would have noticed it before it got released.

I'm fairly sure it's me doing something wrong.

My changes are easily replaced, sorta. I just hope I don't introduce old bugs where I had fixed them before.

It's slowing me down a bit, but with how little time I spend coding these things, I doubt it'll be missed.

I spend 2 hours tonight trying to catch up to where I was. I haven't succeeded yet, but in another 2 hours I should have g_combat.c caught back up. Not sure how many other files got lost, but most of them are still present.

As far as I know, if you downloaded the latest copy via update, it won't do a thing since you have the same revision as was last reported on the server. It saves the revision numbers in hidden directories for each file. I have noticed that a full update and revert does not seem to fix problems as well as redownloading the entire trunk/latest revision does. This confuses me, since it really should.

49
Design / Re: Medikits
« on: October 16, 2009, 08:30:47 am »
Tortoisesvn keeps reverting my files without my telling it to, and thus I keep losing all my changes (I'm assuming). I have recoded things a few times now, only to lose them again. This is really slowing down my medikit updates. Is there a way to fix this? Am I doing something wrong?

For example, my latest changes to g_combat.c have completely vanished again. I get a nice green checkmark by the file, and it's the original file without any of my changes.

It's bugging me a lot now, and I've had to make several copies of my medikit changes, and keep reapplying my changes, again and again. Sadly, g_combat.c changes got completely lost this last time.

What am I doing wrong?

50
Discussion / Re: Finding multiplayers
« on: October 14, 2009, 09:06:06 pm »
Timezones are fun, but I can never figure them out.

For the poll to be accurate, you'd need to take into account their timezones (as stated previously), but some people, like me, can't calculate GMT or any time zone other than their own.

It would be really nice if somehow, magically, it calculated this for me, and got it right.

51
FAQ / Re: Trunk - usehomedir
« on: October 14, 2009, 09:55:24 am »
I was unable to commit the patch via cvs since my login/password didn't work.
I was unable to locate the forum posts that say what format of diffs to use since the search feature is terrible.
Thus, I was unable to figure out the format you wanted diffs to be in.

So, basically, the only thing I can do is attach the one file that I changed, and that's about it.

The changes are minor though, and are based on the most recent cvs version.
They are at least tested. Unfortunately, when the game works properly, I get no opportunity to view the console output, so I can't be sure exactly what it's doing. No attempts to view the console output have succeeded, and I could find no files that contain the output.. So, I guess it's simply printed, and then gone.

52
Discussion / Re: First aid?
« on: October 14, 2009, 04:30:57 am »
I think this conversation was moved to http://ufoai.ninex.info/forum/index.php?topic=2216.0 a while ago. Somehow. Maybe.

53
FAQ / Re: Trunk - usehomedir
« on: October 13, 2009, 11:04:22 pm »
Downloading a completely new trunk fixed the error, so that's working.

My testing has revealed fs_basedir doesn't work. I then tested ufo: ai 2.2.1 (original executable without compiling), and it doesn't work there either. So, I figure fs_basedir never did work... at least for completely random directories.

My testing with fs_usehomedir shows it is working well though. I can modify the code easily to get rid of fs_basedir (and my testing has shown this works fine).

This modification will allow writing of save games to only 2 locations. The Documents and Settings directory like it currently does, and the directory UFO: AI is installed into.

Is this good enough, or should I try to get the fs_basedir to work too?

54
Design / Re: Thought about base defence missions
« on: October 12, 2009, 10:53:30 pm »
I mean, earth's defense against aliens attacking our bases is extremely efficient. Against aliens attacking undefended towns, not so much.

If a common soldier's weapons can kill an alien, why wouldn't base defenses be able to?

I don't really understand the story of this game in this respect. The aliens easily destroyed earth's attacks against them, with countless soldiers, aircraft, tanks, and whatnot, yet when we begin the game, 1 aircraft with earth weapons can easily shoot down UFOs, and our soldiers, with earth weapons, can easily kill aliens.

Sure, our soldiers are the best, but can such a small group really do so much better than countless thousands of similarly armed soldiers?

55
Feature Requests / Hiring inexperienced soldiers
« on: October 12, 2009, 08:13:06 pm »
Right now, only the best and brightest are hired, but what if you have a run of bad luck, and just end up losing a lot?

I think we should open up the hiring to the not so great and not so best soldiers for when we need them. Maybe mention that these soldiers aren't recommended by the hiring board, and have them severely weakened as compared to your normal hiring stock... but, at least you won't be sending in 1 lone soldier without any support if it's near the end of the month and everyone else is dead or injured.

While this may damage the strategy element of insisting the players rarely lose soldiers, it is realistic. Earth hasn't been wiped out (yet). We have tons of people all around. Heck, hiring a scientist and putting a gun in his hands may be the only solution if it gets really bad.

Some people, like me, play oddly and like to throw in giant groups of soldiers to try to injure the aliens, and maybe kill one or two. If it's our last hope to win against a far superior foe, I'd be throwing everyone I could and hoping someone got lucky. In the games I've played, humanity had far more population than the few aliens in the battlefield.. .

56
Design / Re: Thought about base defence missions
« on: October 12, 2009, 08:19:38 am »
In the many X-Com games I've played, I also made my bases completely impenetrable with base defenses alone. I didn't even need a single soldier to fire a single shot. Mainly, when a base invasion started, I'd just end my turn until they were all wiped out. I never lost a base this way. The enemies never even got past the first and only set of defensive turrets.

I'm not really sure why aliens are invading the bases anyway.. If they can detect them, why not just bomb the base out of existence? Well, I guess that wouldn't be much fun, but if I were invading an alien world, it's what I'd do.

57
Some great games worth looking at are the common ones mentioned here:

Battle for Wesnoth
Runes of Magic (It's ok, and will at least show you somewhat what your hardware is able to do)
Atlantica Online

These I think are good games worth trying, and the price is right too.

58
FAQ / Re: Trunk - usehomedir
« on: October 05, 2009, 05:46:10 pm »
Since I can't figure out the error, I'll have to redownload the entire trunk to make sure I have it exactly the way it is supposed to be. A straight update CVS and revert doesn't do a thing for this error, so I'm guessing I'm missing a file or something somewhere. I don't have the bandwidth to do that right now, but I will in a few days. I guess this change is harder than I imagined.

I probably caused the problem by copying my medikit development code and then reverting it via CVS. I thought that would work and save me bandwidth. I guess not. My bad.

59
FAQ / Re: Trunk - usehomedir
« on: October 04, 2009, 11:03:07 pm »
Mattn's comment about cvars not being understood by ufo2map threw me for a loop as I started initially to study the 4 mains and find a different way to store the program arguments. After a full hour though, I noticed the #ifdefs in the changes, and realized cvars not being understood by ufo2map is not a recent change, and so makes no difference.

I have reverted the files completely based on the diffs, and it compiles fine, but when I try to execute the test run, I get the following problem:

Code: [Select]
---- filesystem initialization -----
Adding game dir: ./base
Added packfile ./base/0base.pk3 (8 files)
Added packfile ./base/0maps.pk3 (402 files)
Added packfile ./base/0materials.pk3 (38 files)
Added packfile ./base/0media.pk3 (10 files)
Added packfile ./base/0models.pk3 (1493 files)
Added packfile ./base/0music.pk3 (40 files)
Added packfile ./base/0pics.pk3 (2267 files)
Added packfile ./base/0shaders.pk3 (12 files)
Added packfile ./base/0snd.pk3 (211 files)
Added packfile ./base/0ufos.pk3 (94 files)
Added packfile ./base/0videos.pk3 (1 files)
Could not load './base/0vids.pk3'
Adding game dir: C:\Documents and Settings\My Name Removed\Application Data\UFOAI/2.3-dev/base
using C:\Documents and Settings\My Name Removed\Application Data\UFOAI/2.3-dev/base for writing
executing default.cfg
couldn't execute config.cfg

----- network initialization -------
libcurl/7.16.4 zlib/1.2.2 initialized.

------ server initialization -------
added 7 maps to the mapcycle

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.13
I: desktop depth: 32bpp
I: video memory: 0
I: video driver: windib
I: setting mode 6:I: set swap control to 0
 1024x768 (fullscreen: no)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 8 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon X1600/X1650 Series
GL_VERSION: 2.1.8544 Release
GL_EXTENSIONS: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
max texture units: 8
max texture size: detected 4096
but using 2048 as requested
R_LoadProgram: 'world' loaded.
R_LoadProgram: 'mesh' loaded.
R_LoadProgram: 'warp' loaded.
SDL_ttf version 2.0.7 - we need at least 2.0.7

------- sound initialization -------
SDL_mixer version: 1.2.6
... driver: 'dsound'
... audio rate: 44100
... audio channels: 2

------- input initialization -------
0 possible joysticks
no joystick found.

----------- parse scripts ----------

Could not find version string for script files

Unfortunately, reverting my personal code changes made no difference. The error stands, so I'm reasonably sure I didn't do it.

60
FAQ / Re: Trunk - usehomedir
« on: October 04, 2009, 08:20:06 pm »
Well, I for one didn't notice where it was saving anything, and after finding out, I don't much care where it is saved either.

Still, from these forums posts, I am finding:

3 users for
1 admin for

1 user doesn't care

1 admin against.

granted, people who don't care probably won't post here anyway, but such is life.

In this case, I have decided I will make the change so that the default will behave the same as it currently does, but the option is present for those who want it to be so. I think it is best to have the option available if you really want to use it since not everyone thinks the same way, despite Microsoft's wishes. While we may all evil for wishing against Microsoft, meh, that's life.

I'll start coding it after I go shopping, so it should be done later today.

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