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Messages - Edi

Pages: 1 ... 18 19 [20]
286
Windows / Re: Bug or Feature? Keybindings & language
« on: April 03, 2010, 10:35:30 pm »
Time to bump this thread. It has been read quite a few times, presumably also by the developers, and this same issue seems to still be in force with newer iterations of the game.

Minor as it is, it would be nice to get some verification on whether it is a bug or a feature. I can live with either classification, it's the not knowing that drives me up the wall. Right now I'm again needing to use the workaround described every time I remove the game and install a new version, since this is independent of the game profile files and related directly to things in the game install folder structure.

In any case, thank you Destructavator, Mattn, geever and all the other developers for an awesome game! A lot of commercial stuff only dreams of getting where this game already is and too often people only talk about what doesn't work and ignore everything that does.

287
Bugs prior to release 2.3 / Re: Reaction Fire not working (r29126)
« on: April 03, 2010, 10:27:10 pm »
Reaction fire does not work for me either, even if I choose a different firing mode. I am able to click the shield to change to singl-e or multi-fire mode.
In case it matters, I was playing with r29004 on a Windows 7 64bit system.

P.S. this is not an April Fool's joke.
Reaction fire is not completely broken with this version. I was playing with it and my guys did use reaction fire, though they did it rather rarely, which can easily cost you soldiers in certain situations.

It's rare enough that it may seem like it does not work at all. You could try with a later dev version, since a new one was uploaded just today. If the same behavior persists, then it may be worth a closer look.

288
Mapping / Problem with Bridge Map
« on: April 03, 2010, 10:24:44 pm »
Okay, some background:

I haven't got the first idea on how to use the mapping tools and am only going to be able to install them once I've downloaded the latest dev release that includes Radiant, but yesterday I encountered a map bug with the Bridge map (the one with the big railway bridge). Unfortunately I didn't have the foresight to take a screenshot, that only occurred to me later. I also have crap-all experience using the Sourceforge bug tracker to report this properly, so I figured posting here would be the safest bet.

Near the dropship, right below the cliff there is a fenced area with a car hulk, boxes, coils and other random junk scattered around that can provide cover. There is one place there that has some sort of glitch that either screws up the movement calculation algorithm or does something else. It is a corner between a big overturned industrial coil reel and a stack of boxes.

When I moved a soldier there, he got stuck. He could move into that square just fine, could turn around in it, but he could NOT move out of it again. The first time I tried to move him, the game deducted the TUs required for the move but he didn't go anywhere. Same on the second try. After that, it did not even give me the option to try to move him, everything was indicated as being inaccessible and he remained in this stuck mode until the end of combat.

If someone here who understands mapmaking has the inclination to look into this, check that section of the map and possible validation issues it may have, it would probably be helpful for the game, since the way the alien spawn points and the dropship start location are set up, that particular piece of buggy real estate is THE place to take cover on that half of the map.

If the description of this issue is sufficiently accurate, maybe it will allow either a fix into the SVN or otherwise proper reporting with the relevant technical details.

Thank you for your time.

289
Windows / Re: lame soldiers in v2.2.1
« on: March 26, 2010, 08:01:35 pm »
Half the fun is trying to assemble a competent team out of the crap you get every month. And occasionally you get the kind of supermutant monsters whose lowest stat is 25, second lowest is 27 and everything else is above 30.

Given how accuracy and weapon skills feed off of each other, those guys start racking up a kill count really fast and just keep on improving.

Of course, 2.2.1 is much lamer than the dev versions of 2.3. where there's a lot more going on and done a lot better. And you still need to sort the chaff from the wheat, except in 2.3 you can actually permanently eliminate the useless crap from the roster so you don't need to ever check them again. Eventually you end up with good teams on several bases.

290
Windows / Re: Win32 Development Binary Installer Links
« on: March 21, 2010, 02:47:01 pm »
Reaction fire doesn't work in this build.
Yes it does, but it only happens rather rarely. Just yesterday one of my snipers managed a reaction shot, but three others who could have taken a shot at the alien didn't and I lost my best assault weapons guy to a kerrblade.

291
FAQ / Re: Interceptor engagement
« on: March 21, 2010, 02:44:25 pm »
In the 2.2 version, You could always win if you equipped the interceptors with the longest range missiles and sent 3 interceptors together. I don't know if this applies still to ver 2.3.
It doesn't. Even with that setup, you will always lose at least one out of three against a harvester if you send three against one and they all attack at the same time. Two against one and fighters will come down. One on one you will lose even against a fighter.

Haven't gotten to the alien weapons yet, too early with my 2.3 game.

292
Windows / Re: Vista
« on: March 18, 2010, 01:12:52 pm »
Try running the game in compatibility mode. Right click icon > Properties > Compatibility tab, check the box that says Compatibility mode and select Windows XP SP3 from the list. That could help with Vista and Windows 7. Of course, all drivers etc should be updated to the latest possible.

293
Bugs prior to release 2.3 / Re: Game still locking with newer revision
« on: March 18, 2010, 01:05:24 pm »
Here are a few things you could try:

Clean the computer's registry of orphaned entries using Piriform's Ccleaner. It only deletes entries that are obsolete, i.e. not attached to anything, and Windows XP is notorious for having tons and tons of these whenever you uninstall software, even if you upgrade to a newer version. Also true of driver upgrades. It can't hurt.

If you have obsolete registry pointers for both graphics drivers and older game versions, I would not be the least bit surprised if that was the problem.

I've never experienced the freezing problem on an English language Windows XP SP3 with an ATI HD4870 graphics card. I'm running the game in 1900x1220 resolution with no trouble, using the latest dev build from Muton (29004 I think it was). It doesn't sound like it's necessarily a graphics driver issue if you have it with both ATI and Nvidia graph cards.

294
Windows / Re: Win32 Development Binary Installer Links
« on: March 16, 2010, 07:24:36 pm »
I would also like to add my thanks to muton. Excellent work! I'll have to take a look at configuring the compiler sometime so I can also get one-click upgrades whenever I want, but for now, I am very happy with the new dev version after having cut my teeth on 2.2.1.

295
Windows / Re: Where is antimatter stored
« on: March 16, 2010, 05:55:12 pm »
It would probably help if you specified what version of the game you have. When I played 2.2.1 I had the storage facility but no idea to measure how much there was or anything. I haven't gotten far enough with the latest dev build to find out.

296
Windows / Bug or Feature? Keybindings & language
« on: March 16, 2010, 08:53:22 am »
Hello,

First post here, and I want to thank everyone involved for an awesome game. :D

However, I ran into some very strange behavior yesterday when I installed the latest dev release of UFO: AI, from muton's compilation. The filename was ufoai-2.3-dev-29004-Debug-pentium3-O1-sse-7z-small-win32.exe and it installed quite handily.

I use the English language version, but for some reason when going into the input options and looking at the keybindings, they appear in Finnish. I'm located in Finland, and that's what the Windows location info says, but I have an English language Windows XP Pro and I do not ever use any programs localized to Finnish if I can help it. I could change the language of the game interface to anything I chose from the list, but no matter what I picked, the keybinding explanations stayed in Finnish.

It seems like for some reason the game was using the selected interface language files for everything else, but it always mapped the keybindings to the Windows location info and picked that language for them. I found this HIGHLY annoying. It's also an issue for users who may be in other countries and have their PC location info set according to that and then get something that is only gibberish to them. It is also an issue if there are multiple users in the same household who speak different languages and only use one language in common.

There is a workaround:

Go to the [drive]:\[installdirectory]\UFOAI-2.3-dev\base\i18n directory, make a new directory (e.g. Archive) and dump all the language subdirectories except the one you want in there. This forces the game to use the only available language file to display the keybindings in the correct language regardless of any other settings. Obviously this workaround locks the game into that one language and you need to restore the appropriate archived directories to their normal location to have the option to change the interface language.

To me, this behavior seems to be a bug, but since I know next to nothing about the architecture and the mechanics of the interface, I'm not quite sure. It could be a feature as a result of certain coding issues, but it is certainly not expected behavior. It could also be a Windows issue, which is why this post is here. For this reason it should be looked at if anyone finds the time.

Thank you for your time.

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