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91
Bugs in development version (2.6-dev) / Some new BUGs
« Last post by Gu-Doc on January 07, 2020, 02:10:46 am »
I found some new bugs and you can see them in this video

https://youtu.be/nFHlIttTs_Q

Description:
1)Standard names of radar, base, aircraft disappear when you change the language of the game.
2)There are no radar circles when you build a new base ( windows 10 x64 with chipset Intel HD graphics )
3)Seve/ Load Bug . If you load a save game and then start a new game everything will be like in the old one game : base, research, aircraft, inventory  ranks soldiers etc.but the date of the game will be new one March 21)))
4)There is  a screen resolution 1366x768 , but there is no  screen resolution 1360x768->in this case, the right side of the screenborder is not active for the mouse.
92
Bugs in stable version (2.5) / Re: Win10+ryzen 1600+ gtx 1060 - freezes
« Last post by fireday on January 01, 2020, 03:15:58 pm »
Reinstall didn't help
I solved the problem by deleting all options files from
Code: [Select]
C:\Users\user_name\AppData\Roaming\UFOAI\2.5\base(Don't delete your saves by mistake! (they are in that folder) be care!)

problem come and come again after deleting options files
lokking for solutions, if i find - i will write

freezes will come after some battles. and after reinstall options files they are disappearing for a while
i have another PC - ryzen 1600x and rx480. there is no this bug
93
I'll try to reproduce these here, but if you could upload the ufoconsole.log (and maybe some screenshots) generated the next time one of these bugs happens, it could help us track the problem down.
bug with fire particles    https://youtu.be/C6NJbsfaXt8

log after bug   https://youtu.be/H8Rz6KHMjzY   


DESCRIPTION:
 I fired  a second grenade in the same place bug happened. After whis the line of fire began to disappear ,the sound of an explosion and a shot disappeared.disappeared line of movement.Only the grenadier was affected because only his grenades was bugged,but if other soldiers throw a grenade at this place then they will have a bug
P.S. sorry for my English ;)
94
Bugs in development version (2.6-dev) / Re: Problem in the logic of the game
« Last post by geever on December 22, 2019, 12:25:08 pm »
Hello

I have 14 living aliens in 3 bases with Alien Containment.
As it is enough for the research, my 3 more bases don't have that facility. Why must I pay for a useless facility ?

For 14 aliens you need 2 ACs, s one's capacity is 10. You don't need more at this stage of your campaign.


Unfortunately, during one operation, my sniper didn't kill an alien but just stunt it.
When my Firebird returns to its base the system says that there is a problem with this stunted alien.

I can't kill the alien.
I have no time to construct an Alien Containment.
I can't reroute the Firebird to another base with Alien Containment, no space in the Dropship Hangar.
So I can do nothing.

If you get a capacity warning that blocks the campaign flow, you should be able to Transfer the alien to another base which have free AC capacity. I believe if there is no free AC capacity anywhere the alien should be autokilled. If there is no free capacity worldwide - and the alien isn't killed, you could try killing an alien on another base, so you can transfer this one there (not ideal, but at least needs no manual save-hacking).

Anyway, thanks for reporting, If you could create a ticket on our issue tracker with your blocked savegame, or at least upload it here I could look into the issue. I'm pretty sure that the process can be made a lot user-friendlier. :)

<br/>
-geever

95
hehe, yeah. Producing goods in the game was never meant to be profitable, that would turn the game into an economy game which we did not wanted. Still I feel the need for a more realistic economy model, because the current system often just does not feel right, but it is not the most important topic and the design should be carefully done - so we don't end up with an abusable economy game -, therefore it get pushed back on the backlog for a while.

-geever
96
Discussion / Re: Finding Alien Base
« Last post by geever on December 22, 2019, 12:05:46 pm »
Hello,

If I remember correctly, in the original version of UFO, it was possible to send an Interceptor to the last known position of a UFO when he disappeared and to do some research on an alien base.

Now, that does not seem possible, so how can I find a base?

I found one just because it was between my base and the site of a crash, so the transport flew over the base by chance.

Huh, my memory is blured, but AFAIR: Ground seeking is not yet implemented, nations can report you bases. The more happy the nation the more likely they find a base.

... I guess I should look into this... :)

-geever
97
User modifications / Re: Caracteristics of weapons
« Last post by geever on December 22, 2019, 12:02:59 pm »
Hello,

I would like to create new weapons more realistic and near of the actual weapons used by the soldiers now. For this I need to understand some parameters in the  "weaponsxxx.ufo" files.

Is somebody able to answer these questions ?

What does the 'shotorg' parameter represent ?
What is the meaning of "crouch" in this context ?
How thick, or number, is the value of 'throughwall' ?
As a normal soldier use 2 TU to walk one square, what is the "size" of this square. How many squares represent a "range" of 20, 100, 250 ?
What is (or in what .cpp file can I find) the formula that is used to calculate the effectiveness of a shot according to the distance, the dispersion of the weapon, the accuracy of the shooter, his skill in the weapon used, etc ...

Thank you in advance for your help.

Hi,

Weapon definitions are documented on our wiki: https://ufoai.org/wiki/UFO-Scripts/weapon_*.ufo I hope it is a good start.

I think the only question it doesn't answer is the firemode range one. Range is used when throwing grenades, and as I see it is the absolute distance between the source and the destination.
So maybe mapping dimensions can help? https://ufoai.org/wiki/Mapping/Dimensions Not sure, battlescape is not my strong side. :)

-geever
98
Discussion / Re: Network lobby needed
« Last post by geever on December 22, 2019, 11:49:55 am »
Also, why not post it on steam as bfw"battle for wesnoth" did?

I don't know how it works since Greenlight was ended. Quick googling shows that Wesnoth is published by "Wesnoth Inc.". I don't what it needs to become a publisher on Steam, but I'm afraid it is not a trivial thing...


-geever
99
Discussion / Re: Network lobby needed
« Last post by geever on December 22, 2019, 11:47:55 am »
Hi, thanks all for this game, i think the game needs a network lobby to see online users, and more advertisement.

The game's too great, Keep up the good work, looking forward to playing online with someone.

The game has an irc game lobby - if that's what you meant -, there are just not so many players.

-geever
100
Discussion / Re: Move to GitHub?
« Last post by geever on December 22, 2019, 11:43:30 am »
Are there any plans to move to GitHub? Might make the project a bit more active perhaps (no idea, I have just visited since
my inactivity of a few years).

We have a github mirror of the master branch, but I'm not the admin of it so it is not that simple. Also, out repository is quite big - with all the artwork in it - which may not play well with Githubs policy.

-geever
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