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31
Design / Re: A better reaction fire system
« Last post by EvelynWilson on January 09, 2023, 10:50:19 pm »
Hello, i have ideas, which you might treat crazy, as they might need long work, but this might be just my opinion, so would be happy to see it discussed. The format below is what are moobs somewhat machine/computer-like... hope, that doesn't make it less readable :)
Something might change during discussion... anyway...

More complex reaction, depending on mind:
    - Various differentiating levels, requiring proper mind level.
     Example levels (from lowes to highest):
        - humanoids and sheevar | spider | hovernet
        - taman | ortnok | sheevar
        - armored | unarmored kinds for taman and ortnok
        - light | heavy armor for taman and ortnok (or whoever yet)
        - standard | battle mods of hovernet and spider
        - The highest level 1: interactive reaction fire
         Possible order:
            - Each mode of each usable weapon, unit holds, must be enabled for reaction fire;
            - During enemy's turn - when unit appears in sight of soldier - time as usually is accumulated for reaction
             (accumulated time is displayed in unit's time bar), stopping for reaction requests in these cases:
                - Reacting player just accumulated enough time for next enabled reaction fire mode
                 Example: if player wields pistol and knife, reaction requests will happen on following time positions:
                    4 (knife stub) -> 6 (pistol quick shot) -> 8 (knife throw) -> 10 (pistol aimed shot or burst)
                Following cases - last warning, working if reaction time was not utilized when it could:
                - When reaction target is going to open fire (if it wants to shot plasma pisol burst,
                 its time will be added to reaction fire time reserve)
                - When target is moving towards cover and has remaining 1 tail to pass before it is in cover;
                 (in addition to marking RF iterrupted, it can also game mechanics may check alien's path
                 for such warning position and trigger warning reaction request when enemy is at it)
                Some examples:
                - sniper skipped snap shot, waiting for aimed, but enemy opens fire or about to hide too early - in shis case it can still do quick shot.
                - heavy MG-man, waiting for long burst, but forced to fire 5-round
                 (before taman will overkill him with long plasma burst)
        - Highest level 2: custom reaction
         Almost same, as level 1, but in critical situations (active unit is about to fire) passive unit may be allowed
         to do some limited set of other actions, guided by player or AI, spending accumulated time as it/he/she likes:
            - hide / unhide / grab / drop / reload weapon
             (if enemy has melee weapon, than there is enough time to even reload weapon,
             or e.g. at least take a knife to end it, if it is too impudent to still try to rush passive player)
            - some on-place movement actions - seat, stand, turn
             (e.g. soldier behind firebird wing, trying to shoot enemy on other side of wing,
             must seat, or bullet will be stoped by wing)
             (unsure about runing, as it may break some statics, thus becoming unacceptable)

You are suggesting great ideas and what about your experience when you applied any one of these ideas in your practice? 
32
Discussion / where is the console to open
« Last post by dbv612 on November 13, 2022, 06:55:38 pm »
would like to try the money cheat,  but don't know how to find the console.  is there one in single player mode?
33
Discussion / Re: What are ufo:ai 2.2 cheats codes
« Last post by dbv612 on November 13, 2022, 06:51:30 pm »
where is the console to open?   
34
Bugs in stable version (2.5) / Re: No Text when starting in Windows 10 THIRD POST
« Last post by geever on October 26, 2022, 07:19:26 pm »
Not sure which previous post you are referring to. Some ideas on what could have gone wrong:

* Having multiple versions installed at a time is not supported.
 Files mixed from various versions can cause issues

* Intel GMA sometimes have weird graphics issues.
  Playing with settings, like texture compression may help, but there is no guarantee. Intel's OpenGL implementation was quite bad as I remember.

If neither of these helps you can check the ufoconsole.log for issues, pastebin it to ask some help - but, again we may or may not be able to help. We don't have your setup and not developing graphics card drivers..

-geever
35
Discussion / Re: Who is all still here!?
« Last post by geever on October 26, 2022, 07:11:00 pm »
Hi,

I'm still around. What "contact link" you found dead?

-geever
36
Discussion / Who is all still here!?
« Last post by weregobbie on October 18, 2022, 07:55:21 pm »
So after looking at the forum here, it seems to be that this is pretty well dead. The contact info on the page is non-existent.

This is kinda a roll call to see which moderators, admins, coders, etc. are still on this project. I do request that if you don't mind, when announcing that you're here, please tell us where or how we can get into contact with you if we need or want to help.

Thank you, much appreciated for any response.
-Clark (AKA weregobbie)
37
Bugs in stable version (2.5) / Re: No Text when starting in Windows 10 THIRD POST
« Last post by weregobbie on October 18, 2022, 07:51:04 pm »
Also, I did try to run this program using compatibility for windows 7 and 8 as well, and tried using the different options for video changes to make sure it might have been a compatibility issue. Now, when I last played the game, it was on this computer where it didn't have this issue, and I did run it as well on a more newer computer. So yeah.
38
Bugs in stable version (2.5) / No Text when starting in Windows 10 THIRD POST
« Last post by weregobbie on October 18, 2022, 07:49:01 pm »
So, as the other two posts went unanswered with no clear fix so far, I will bring it up again to see if anyone here is alive and kicking.

Firstly, this bug is now no longer just with 2.5, as I went back to 2.4 with the same issue. Someone a few years ago botched the language pack it seems, as NONE of the language settings or fonts are showing up. I get the blocks and buttons, with no font/words. Just like in the previous two posts of the same issue.

Now, I know when I last played 2.4 that this was not a bug that was happening at the time. I have restarted the game, I have reloaded both versions, I have used command prompts in the game to force load english. None of these things have worked.

I would like to know why there isn't follow ups on the previous post after asking for the system info and files.
39
Time to make it clear - problem around intel driver is due to GPU hang, as kernel log says.
Exact reason is, of course, not clear - someone confirmed it to be hardware bug, reproducing it with windows 10 bootable usb.
It seems, different intel gpu (sandybridge, skylake, etc) may have different hardware bugs, and in my case it's sandybridge, which seems to be enough old.

There's common way, how this bug appears during gameplay:
1. I have a freeze for few seconds, with common situation, that there's smoke in field (though could be also possible due to fire).
2. If camera doesn't move since 1st moment - it's certain, freezes will repeat. 3 freezes are enough for me to crash with batchbuffer problem.
3. What's interesting, it never happens in first move, no matter how much smoke I span - I had 6 of total 8 men with smoke in pockets, each with at least 2 in pockets. Smoked almost area around dropship (in total - I used all TU to just smoke), then left PC without action for number of minutes - no freeze during this time. Freezes started only on next turn, when I got bored of that and began to move soldiers.
40
Linux / Re: Crash when entering a battlescape
« Last post by svalx on June 08, 2022, 03:58:57 pm »
Hello all! It is fixed in current git version.
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