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Messages - H-Hour

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346
Discussion / Re: Changes for 2.5
« on: January 02, 2013, 01:00:32 am »
Between the first and last day of the next month, with occasional exceptions.

347
Bugs in stable version (2.5) / Re: UFO - Corrupter UFOpedia article
« on: January 02, 2013, 12:59:37 am »
Quote
The Corrupter presents a major ground threat due to its large crew complement. More than any other craft we've encountered, the Corrupter is purpose-built to deliver large alien forces to the surface.

Commander, it's painfully obvious that we need to shoot these things down whenever and wherever we see them. We have to stop that from happening at all costs.

Where is the contradiction?

350
Bugs in stable version (2.5) / Re: Map Industrial - tile not passable
« on: January 02, 2013, 12:54:26 am »
For map issues like this, a simple screenshot with the map string you provided is usually all we need, thanks. It's best if you can report at our bug tracker as stuff in the forums often gets lost (especially over the holidays).

351
Reinstalling won't help. It's a problem lurking deep in some very difficult code. We know about it but not sure when we'll find a solution for it. In the meantime, use automission for these maps or follow the steps in the first page of this thread to disable these maps for the campaign.

352
Discussion / Re: Changes for 2.5
« on: January 01, 2013, 12:47:13 pm »
The commit log is the only place to get all the details in a timely manner. We try to include all the changes that concern players in our monthly news posts, but these may be too late for you if you're regularly updating your game.

If you're following the logs, to be honest you can basically ignore anything that you don't understand. A lot of minor coding changes are irrelevant to the player -- aDuke has been doing loads of refactoring and all the coders are constantly tweaking things. So if you see a commit message like "started to make inventoryInterface_t a class", you can be pretty confident that you're not missing anything important. If a commit is something that will matter to you in a direct way, it will likely be named something you understand, like the following:

* AI: If target is already stunned don't try to stun it again.
* raised volume of footstep sounds
* reimplement Transfer UI backend

[of course, the coder-specific stuff is still just as important for the project, but players will only benefit indirectly]

353
Bugs in stable version (2.5) / Re: odd smoke spread
« on: December 29, 2012, 12:27:05 am »
The smoke may actually be there but not appear. This is due to the fact that the smoke grenades cause errors by exceeding our max particle allowance and so throwing more than one smoke grenade can easily result in the game failing to render some smoke particles. It's annoying, but will be fixed eventually.

See bug #2764.

354
Artwork / Re: Artwork needed
« on: December 28, 2012, 11:17:41 am »
Sims, there was another attempt to create a scout drone. I'm not sure what the status of that project is. I've got some of the files but I'd have to dig into it to figure out whether or not we can work with it.

The most up-to-date list in terms of content is our Roadmap. The TODOs for the next version tend to be fairly up to date, but I'm afraid the general TODO list is a bit of a mess. Sorry about that.

I like the design of your hover, but I think the "camera lens" parts are out-sized, especially considering the time period of the game. Camera lenses can be tiny these days and seemingly would be for a military scout drone. Unfortunately, the lens is pretty integral to your design so I'm not sure what to do about it. It is very nice looking, I'm just not sure if it's right for us.

Your tracked design looks alright. It's not as inventive or fun as the other one, but it could look nice with a really good skin. Are you able to skin the model yourself? In terms of the concept, we still haven't settled on exactly how the UGVs will work. Your design looks like it would be great with an inter-changeable turret, where the player could mount a machine gun, an observation bubble or a heavy barrel. But we haven't yet decided if this is how UGVs will work, so I can't guarantee anything.

355
Perhaps you should play a little bit more before complaining. They are indeed more powerful and will prove very useful when you do field them.

356
Bug report to make sure it doesn't get lost. I won't have time to investigate for a while, but maybe others will.

357
Discussion / Re: Security-cameras in 2.5 − fully implemented?
« on: December 19, 2012, 05:36:07 pm »
These are not yet fully implemented.

358
Check your ufoconsole.log. It is likely a scripting problem and ufoconsole.log might mention something about that.

359
Mapping / Re: Stupid RMA tricks
« on: December 19, 2012, 12:54:32 am »
IMHO, fully random assemblies work best in situations where nearly all tiles can be placed next to each other, such as +oriental or +forest. Unfortunately, these use-cases tend to be limited to natural areas. As soon as you introduce an element such as roads, tunnels or human-built areas which have to look planned in some way, it's a bit more difficult. The RMA algorithm will, impressively, build a map if it has the right pieces. But it's nearly impossible to get the maps to come out looking like a real place.

If you're working with tunnels or streets, you might consider using fixed layouts alongside tilesets. In this way, you can lay out a street grid, for instance, and then have the RMA insert random buildings at the appropriate slots. Because you can create as many different assemblies as you like, and they take very little time to create, you can easily set up several different street grids to prevent the same exact layout from occurring every time.

You can actually get more random-ness this way, I think, than by going with the fully random assemblies. This is because the algorithm tends to stumble upon similar solutions given a recurring configuration of tiles. For instance, although you can use lots of "filler" tiles to fill in gaps and ensure a layout is found, you tend to end up with a map packed with fillers and too much space (see +village).

That said, I'd love to see some experiments with tile size and the RMA, using simple blocks. How do layout results differ if I use all 2x2 and 2x4 tiles? What if I have a 2x1 a 2x2 and a 2x3 title? I suspect we can come learn some lessons about what works best to produce different layout results if we test like this.

Quote
You MIGHT be able to make some kind of no-clipping, invisible-but-shadow-receiving brush to fudge this gap...
Look for the Lightclip texture. Check out the +alienb map to see how the tunnels are stitched together (or the +b maps).


360
Thanks Bonzo. We've been re-tweeting when @WriterlotFree posts the new chapter and I've just made a post to our IndieDB/Desura profiles to let them know about it as well.

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