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.


Topics - Wace

Pages: [1]
1
Bugs prior to release 2.3 / Research screen crash
« on: October 07, 2009, 10:45:52 am »
Research screen when nothing is available for research crashes as soon as I click any button (start/stop/show proposal). Ubuntu 9.04, build 26530. Console log attached, terminal output posted:
Code: [Select]
./ufo(Sys_Backtrace+0x1f)[0x8197ae6]
./ufo[0x8197b46]
[0xb80da400]
./ufo(Cmd_ExecuteString+0xcb)[0x81388a4]
./ufo(Cbuf_Execute+0x15a)[0x8137671]
./ufo[0x8079085]
./ufo(CL_Frame+0xdf)[0x8079571]
./ufo[0x8145938]
./ufo(Qcommon_Frame+0x7b)[0x8145da8]
./ufo(main+0x66)[0x8196849]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7a8c775]
./ufo[0x806a7f1]
./ufo(Sys_Backtrace+0x1f)[0x8197ae6]
./ufo(Sys_Error+0x22)[0x8196c60]
./ufo(Sys_InitSignals+0x0)[0x8197b59]
[0xb80da400]
./ufo(Cmd_ExecuteString+0xcb)[0x81388a4]
./ufo(Cbuf_Execute+0x15a)[0x8137671]
./ufo[0x8079085]
./ufo(CL_Frame+0xdf)[0x8079571]
./ufo[0x8145938]
./ufo(Qcommon_Frame+0x7b)[0x8145da8]
./ufo(main+0x66)[0x8196849]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7a8c775]
./ufo[0x806a7f1]
Error: Received signal 11.

2
Bugs prior to release 2.3 / Console debug command crash
« on: September 10, 2009, 07:49:28 am »
Is it ok that some of the "debug_" commands in the console lead to crash? I mean it's not the proper feature of the game, so I'm not sure if I need to report it.

3
Feature Requests / Alien turn sounds
« on: August 18, 2009, 03:18:20 pm »
I'm not sure if it can be requested, since it can lead to major change in both gameplay and code, but I would really love if any sound made during alien/civilian turn could lead to some amount of information.

Example: soldier is in room with three doors, crouching directly in front of one of them. During alien turn There's distinctive sound of door opening/closing. Now, from the realistic point of view, soldier should be able to determine if this was one of the doors behind his back or another one behind the one he's in front of. Or even some door far away from him (in this case, however, he knows nothing about it).

The UFO Aftermath/Aftershock/Afterlight developers overpowered this feature in their product, allowing sound detection as alternative to sight, marking enemy within specific cell of the terrain grid. I have no clear idea about how to make it both useful and not too powerful, but without it there's no real reason for any sounds to happen if nobody "sees" them.

Regardless, thanks for the great game!

Pages: [1]