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Messages - Yatta

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31
Discussion / Re: I'd love to be able to play this game, but...
« on: March 22, 2010, 12:18:13 am »
afaik it was a game design decision, to avoid players abusing the system by saving the game before an action and reloading if things go bad.

What you can do is setting up actor movement speed to the max (you'll already gain a few seconds per round) and, if the difficulty level you're in permit, try to have a small squad. You dont always need 8 soldiers, and managing only 4 or 5 will make rounds, hence missions, far faster.

32
Coding / Re: Help needed on weird crash
« on: March 22, 2010, 12:09:45 am »
Sir Duke, im 89.4% sure i love you.

I could just play 3 full missions without a crash. The crash was random so i cant be 100% sure its gone, but since I could barely play a full mission so far, it is now very likely.

I now have to resolve a TU bug (using more TU than possible, resulting in 255 TU added -> FLASH ! OOOhoooo ...) and tweak and balance a little, then ill be able to show the result of my work ;)

33
Coding / Re: Help needed on weird crash
« on: March 21, 2010, 11:17:48 pm »
Now this is interesting information. Basically that corrupted call stack is saying ive messed up with memory at some point ?

I checked all my function and function calls to make sure I wasnt sending new objects instead of pointers, it seems ok.
I didnt manipulate strings until I started adding notes for debugging, only one manipulation that I just removed.

Can warnings cause actual problems ? I have warnings on unused values, warning: format '%i' expects type 'int', but argument 3 has type 'double' (when using "gi.BroadcastPrintf(PRINT_CONSOLE ..." function), and finally an "implicit declaration" of a function.

I know warning arent good, but are they bad and more importantly, could they be related to my problem ?

Anyways, im trying new things with what you told me. Thanks, because i've been stuck for 3 days now.

34
I confirm I had occurences of this bug too, on a very recent build.

35
Artwork / Re: various Visual Identities make a world convincing
« on: March 21, 2010, 06:24:21 pm »
A suggestion for North America ...
I didnt notice UlteriorMotive's latest one before i made this. I think his one's better - mb too much white - but well, now ive done that i might as well post it. ;)



Yes, Quebec got independance from Canada, before everyone united :P ...

36
Coding / Re: [SUGGESTION] Reaction fire automatic weapons behavior
« on: March 21, 2010, 10:14:09 am »
thanks, ill give you that when I get to solve the crash thing.

37
Coding / Re: Help needed on weird crash
« on: March 21, 2010, 10:13:30 am »
I dont "usually" use any specific language - Since I was young I used various languages depending on what I do I use php, javascript, blitzbasic, various game scripting tools (kismet for Unreal engine for instance), and worked in the video game industry as a game/level designer. This is why im not unconfortable with languages structures, programming logic and game logic in general.

However, for some reason I never really did "serious" coding with C languages - well to be honest I only like to code game logic, and blitzbasic is perfect for that, the 3D engine is all ready, you can do pretty much anything you want with it, altough its basic, it is object oriented ... so I didnt feel the need to switch (also setting up a dev env for coding / compiling always kinda annoyed me).

So, UFO:AI kinda is my first step into 'serious' coding.

And thanks for the value watch, ill be using that.

38
FAQ / Re: Best place for stuff - sourceforge or forum ?
« on: March 20, 2010, 09:41:46 pm »
thanks

39
Coding / Re: Help needed on weird crash
« on: March 20, 2010, 09:40:41 pm »
if you mean break points and step by step, yes. But when you stop the debugger, and have a for example an edict_t "ent" in the function, the debugger gives you a memory address for "ent" (well i suppose its an address), but is it possible to see the object's values from there (for exemple, the "ent"->pos) ?

Anyways, its hard to debug, I couldnt find a precise case where it will systematically happen. Sometimes it crashes at first round, other times I can play a dozen rounds before it crashes.

Well I guess ill just have to be very patient. Its either that or rewrite the whole code from a clean version, regularly testing with a full match to see if things go bad. I already used turtoise file comparison to check exactly what change i did to files, and couldnt really find anything suspicious.

40
Coding / Help needed on weird crash
« on: March 20, 2010, 06:27:12 pm »
Hello, im having trouble with my custom build, the game crashes, but all I get from the callstack is this :



Its not always exactly the same error, but always a nt*** gibberish, or sometimes I get a correct callstack pointing to TR_TestLine_R, but I couldnt find anything wrong in that.

I hope someone can give me a clue on what to do to correct that crash, because im lost.

41
FAQ / Re: Best place for stuff - sourceforge or forum ?
« on: March 20, 2010, 03:28:59 pm »
I would be interested in such clarification too.

42
Coding / Re: [SUGGESTION] Reaction fire automatic weapons behavior
« on: March 20, 2010, 02:28:32 pm »
The prototype fully work(ed), but I recently began to have to *very* frequent crashes on seemingly unrelated code (netstream things, external dll, TR_TestLine_r() ...).

I dont know that much about coding, but I clearly done something wrong at some point. My current theory is that I gave bad input to a function that directly handles stuff in memory, and this could be causing that random mess. Ill be trying to find what I did wrong, but if you have a clue on what might cause such behavior, ill be glad to hear it.

Other that that, has soon as the crashes are resolved, Ill show you the results, by source or in video - Im not sure my code could be included as it, I really started tweaking the code out of curiosity, and didnt tought I would go that far (the g_reaction.c is almost entirely rewritten) - so its far from clean.

Note im still a novice on C coding, and I dont have a clue on how to generate a .diff or put anything on the vss, which might be a good thing for the moment.

About the actor killed while moving : I had that crash during dev, but could tame it. Not sure I did it in a clean way, tough.

43
Feature Requests / Re: A tactical benefit to autopsy research
« on: March 19, 2010, 11:16:24 pm »
Quote
Me: I think those criticals could be "unlockable" depending on the research made on the aliens and the armors

Quote
You: Perhaps you could make so that the damage modifiers are unlocked on autopsies and armor bypasses on armor research?

Quote
Me : Huh ?


About damage localisation, afaik theres no support for that in the game source. Im not sure if the engine even allows it, nor if that would fit the game design. Theres just a small % chance, when you do a critical, that the enemy will drop his weapon.

44
Coding / Re: [SUGGESTION] Reaction fire automatic weapons behavior
« on: March 19, 2010, 11:09:16 pm »
Yes I did, I also had to modify a little the way an actor spend his point while moving (code wise, it doesnt change a thing ingame).

So the end result is that when an actor moves to the newt tile, it calls the "spending TU" function to spend the 2 TU, and this tells all active reaction shooter tracking this target to check if thats enough time to shoot their next bullet(s).

The whole system works right now, and its quite interesting to see sometimes :
Reaction fire can be triggered by an enemy reaction fire, so during your turn, you can have a soldier with RF enable, and an enemy in view. You tell another soldier to move.
It triggers the enemy RF.
As that enemy spent TU to shoot, it calls for potential RF shooters who might want to shoot at him.
Your RF soldier shoots back to cover your moving soldier.

Im not sure if that has any real strategic application, tough. Its just fun to see the chain  reaction ;)

45
Feature Requests / Re: A tactical benefit to autopsy research
« on: March 19, 2010, 06:02:33 pm »
Im currently working on some prototyping on my test build, and one of the thing I added is "critical hit".

Now critical hit is not just "add damage", depending on the hit type, the effect can vary to making the enemy fall (for powerfull weapons, grenades ...), making him drop his weapon (lucky shot in the weapon ! but the enemy takes no damage), and so on ...

The two real damages buffs are a damage multiplier (<2) and an armor bypass. I think those criticals could be "unlockable" depending on the research made on the aliens and the armors, and would fit that "research gives battle advantage" idea, and since its only on critical hits (very low % chance), i dont think it would be a threat to the game balance. What do you think ?

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