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Messages - Edi

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31
Could also have been a corrupted savegame. I don't know what all breaks savegames and what doesn't, that was just a wild guess. Should have said that to begin with. sorry about the lapse.

32
Today's update build 1306568813.  After applying the new update, I tried to reload my previous saved games.  After selecting the saved file, the game reverts to the opening menu.  I then started a new campaign game, saved and left the game.  Restarted, and the new saved game worked, but not the previous versions' save game.

Did you use Muton's SDL fix or some other significant change? Such things can cause a savegame break.

33
Coding / Re: [SUGGESTION] New accuracy system
« on: May 26, 2011, 09:37:16 pm »
To add to this discussion:

AK-47 and variants have significant upward recoil when fired in burst or full automatic mode. You can control it in burst and even full automatic mode, but you have to know what you're doing and it's physically demanding due to the way you have to put downward pressure on the gun with your arms and practically hunch over it so you can get additional control with your body. Done correctly, putting 7 or 8 out bullets out of a 10 round burst on a stationary man-sized target in full automatic mode is completely possible.

As far as ammo forming lines, if you use tracer rounds, yes, they most certainly do. Having been on the firing range at night time with two platoons shooting tracer rounds while two watched from the sidelines, it was quite the light show. If you put every third, fourth or fifth round a tracer, it will indeed cause a lot of lines to be seen when firing in swift succession single shots, burst fire or full automatic.

34
Feature Requests / Re: UFO information on store/sell?
« on: May 26, 2011, 07:19:38 pm »
UFO Yard management was postponed to 2.5 or later.

-geever
I think he's referring to the fact that post-mission decision to sell or store the UFO only gives you a percentage value of how intact the UFO is but no indication whatsoever of type, which you only learn when the message "UFO Scout/Fighter/Harvester/etc is being transported to UFO Yard X"

If that one single identifier was added to that screen, it should have absolutely nothing to do with UFO yard management per se.

35
Windows / Re: touch for win?
« on: May 26, 2011, 06:44:07 pm »
upper-left corner of the game window?

Some joysticks/keypads or other controllers may confuse the game. You could try running the game with +set in_joystick 0 parameter (you can modify the shortcut on it's property page)

-geever
Not going to do anything. I just tested that.

The issue is related to the SDL. See this tracker item for more information. There's also another forum thread, but as far as I'm concerned, that's written in hieroglyphs since I'm no coder.

36
Windows / Re: touch for win?
« on: May 26, 2011, 11:47:49 am »
You must play in windowed mode for the mouse to work outside UFOAI. It has something to do with part of the game engine. If you try to alt-tab out of the full screen, you can't use the mouse.

At this stage there is nothing that can be done about that. There will undoubtedly be a fix sometime in the future, but it is not going to be very soon, if I've read the relevant comments correctly.

37
Mapping / Re: [MAP] Hills - Multiple Issues
« on: May 25, 2011, 08:03:59 pm »
Yay someone else noticed that weird rescue zone.
If you see something like that, take a good screenshot and report it. If you highlight the problem area like in these, it usually takes next to no time for one of the mapmakers here to fix it. The biggest problem with map issues is always, always the quality of reporting.

A well reported issue is much easier to solve than a poorly documented "There is a problem with this map whose name I didn't bother to put down" comment.

38
Mapping / Re: [MAP] Hills - Multiple Issues
« on: May 25, 2011, 07:08:54 pm »
Area around the harvester:


Screenshot 1:

There is a streetlight object that seems like the end of the streetlight is lying on the ground when it should be at the top of the lamppost. This place differs from all other lampposts in this map.

*****

Screenshot 2:

The road along the marked area behaves strangely. It's as if that row of squares (but only on the asphalt area) exists simultaneously on two different map levels, which makes trying to walk soldiers along it or select them on it a pain in the backside. Problematic area outlined in blue. Presumably the road squares on the left edge of the map (from this perspective) suffer from the same problem.

*****

Screenshot 3:

The rescue zone is located in the area outlined red in this screenshot. The rescue zone is NOT located inside the firebird craftdrop tile.

39
Mapping / Re: [MAP] Hills - Multiple Issues
« on: May 25, 2011, 07:03:11 pm »
The problematic balcony:

When the left-hand side balcony door is closed, a soldier can move wherever he wants inside the house but the balcony is impassable.

When the left-hand side balcony door is open, the soldier cannot move at all. Everything is impassable. In both instances the problem areas are outlined in red.

40
Mapping / Re: [MAP] Hills - Multiple Issues
« on: May 25, 2011, 07:00:28 pm »
Okay, screenshots galore.

Kildor, I could not add any files to that tracker item. Don't ask me why, but perhaps not being listed as member of the project has something to do with it, or not being the originator of the artifact or whatever. So they will be added to this post.

In this screenshot, two brick walls are passable. It does not seem like a pathfinding bug, because in both the annotated places the unit selector box appears at a lower level. On all the other walls it appears on the top of the wall and soldiers cannot pass, but in these two instances it's lower.

41
Mapping / Re: [MAP] Hills - Multiple Issues
« on: May 25, 2011, 06:58:44 am »
I'll add the screenshots about the pathfinding to the tracker item you linked, but will add a new tracker item for the Hills map for the rest of the issues. I took a ton of screenshots yesterday evening, but since it was 23:30 at the time, I didn't have the energy to process them appropriately. I'll add highlights and borders of the affected areas in the evening today and post them.

42
Mapping / [MAP] Hills - Multiple Issues
« on: May 24, 2011, 10:33:40 pm »
There are many, many minor issues with the Hills map. None that actually break the map, but things like entire rooms and balconies becoming impassable when a door is opened, soldiers walking through brick walls, rescue zone located under a harvester's wing instead of in the Firebird etc.

I need to put together a coherent post sometime tomorrow evening, because I need to do some screenshot doctoring to make a proper bug report and highlight all of the places where things act weirdly. However, in order to not accidentally delete the all-important console log of the map info, it is added here as a preliminary measure.

Code: [Select]
2011/05/24 22:45:48 ------- Loading game.dll -------
2011/05/24 22:45:48 not found at '/usr/local/lib'
2011/05/24 22:45:48 not found at 'C:\Documents and Settings\Esko\Application Data\UFOAI/2.4-dev/base'
2011/05/24 22:45:48 found at './base'
2011/05/24 22:45:48 tiles: -hills/ +road_1c1 +craft_drop_firebird +craft_ufo_harvester +filler_1s3 +house_11 +house_12 +house_13 +road_1v4 +road_1v4 +road_1v5 +road_1v4 +road_1v5 +road_1h1 +road_1h1 +road_1h2 +road_2h1 +filler_12vu1 +filler_1s1 +filler_1s1 +filler_2s1
2011/05/24 22:45:48 pos: 8 -32 0 -24 -32 0 -24 8 0 24 -16 0 24 -8 0 -8 0 0 -8 -16 0 8 -16 0 -24 -8 0 8 -8 0 8 0 0 -24 0 0 -8 -32 0 24 -32 0 0 -32 0 24 16 0 24 8 0 0 0 0 24 0 0 24 32 0
2011/05/24 22:45:48 tiles: 20
2011/05/24 22:45:49 CM_LoadMap: "-hills/ +road_1c1 +craft_drop_firebird +craft_ufo_harvester +filler_1s3 +house_11 +house_12 +house_13 +road_1v4 +road_1v4 +road_1v5 +road_1v4 +road_1v5 +road_1h1 +road_1h1 +road_1h2 +road_2h1 +filler_12vu1 +filler_1s1 +filler_1s1 +filler_2s1" "8 -32 0 -24 -32 0 -24 8 0 24 -16 0 24 -8 0 -8 0 0 -8 -16 0 8 -16 0 -24 -8 0 8 -8 0 8 0 0 -24 0 0 -8 -32 0 24 -32 0 0 -32 0 24 16 0 24 8 0 0 0 0 24 0 0 24 32 0"
2011/05/24 22:45:51 Rerouted for RMA in   0.0s
2011/05/24 22:45:51 checksum for the map '+hills': 2229896466
2011/05/24 22:45:51 ufo script checksum 2308402585

Screenshots to be added later.

Oh, and props for whoever designed this map despite the issues. That was without doubt the most X-Files map ever, with no civilians anywhere, just empty houses, an alien right at the start and then just the great, looming harvester on a hill above the suburb at night. Never had a mission as tense as that one in terms of atmosphere.


EDIT: Tracker item added

43
Mapping / Re: TODO/Mapping/Crafts Tiles Omissions
« on: May 24, 2011, 07:26:50 pm »
Indeed. Thank you, Kildor! :)

44
Mapping / Rescue Zones - All Maps with Dropship?
« on: May 24, 2011, 10:19:59 am »
Okay, should all maps with a dropship craftdrop tile have rescue zones? As I understand it, soldiers in the rescue zone when a mission is aborted survive and return to base.

However, at least the craftdrop firebird tile in the ufocrash map does not have a rescue zone, since I don't get that message when a soldier enters or leaves the firebird.

Running version ufoai-2.4-dev-1306186842.

Code: [Select]
------- Loading game.dll -------
not found at '/usr/local/lib'
not found at 'C:\Documents and Settings\Esko\Application Data\UFOAI/2.4-dev/base'
found at './base'
tiles: -ufocrash/uc_ +craft_drop_firebird +craft_crash_fighter +h07 +h01 +d01 +h01 +h05 +h01
pos: -24 -16 0 -24 0 0 0 -16 0 0 0 0 16 8 0 16 0 0 24 -16 0 -24 16 0
tiles: 8
CM_LoadMap: "-ufocrash/uc_ +craft_drop_firebird +craft_crash_fighter +h07 +h01 +d01 +h01 +h05 +h01" "-24 -16 0 -24 0 0 0 -16 0 0 0 0 16 8 0 16 0 0 24 -16 0 -24 16 0"
Rerouted for RMA in   0.0s
checksum for the map '+ufocrash': 2376407783
ufo script checksum 2308402585
-------------------------------------
Connecting to localhost...
==== InitGame ====
Not enough spawn points for team 0
Created AI player (team 0)
Created AI player (team 7)
Used inventory slots after ai spawn: 0
connection attempt from loopback connection
load material file: 'materials/ufocrash.mat'
added light, ambient=0.476837
Starting the game...

45
Discussion / Re: Easy way to help out - Firebird model
« on: May 23, 2011, 09:34:06 pm »
+construction (you can cross the road now)
+desert harvester_crash
+druglord
+eaglenest

should all be fixed now

tilli
Are  those already committed? They don't show up on the logs.

Remind me to get new eyeglases. Yes they do. Right after I'd compiled a new installer...

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