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81
Discussion / Finishing a mission with a stunned alien
« Last post by Greno Zee on April 09, 2020, 02:07:09 pm »
Hi all,
I seem to have a problem and wanted to check whether someone might have a valuable feedback before I file a bug report.
I play on Mac, the latest 2.6 build I could find linked on this forum.
Whenever I end up with a stunned alien, the mission can't be finished. In one case I just kept getting new turns without any other live aliens being on the map, in another case after hitting the END TURN button, the game got into a status where nothing was happening and whenever I tried to perform an action, the game told me it was not my turn. I could hit the END TURN button but without any visible result. In this case I noticed in the logs that every time I hit this button, an ACTOR_DIED event was logged. I assume it was the stunned alien since he was injured before I managed to stun him.
Does anyone have a similar experience?
82
Coding / Re: Trying to speed up code for Routing
« Last post by Sandro on March 29, 2020, 02:18:38 pm »
Somehow missed this topic earlier. :(

A quick answer:

1) Intent of this code is stated just a few lines above: "/* put the crosspoint DIST_EPSILON pixels on the near side */". The same comment is present in the original Quake2 source code, which also uses the same signs; in fact, UFO:AI code is 100% identical here.

2) First Quake uses a different approach, with a single fraction, like  Namerutan proposes. So calculating two fraction for the split is the intentional by the engeine developers.

3) Quake3 collision detection code is seriously refactored, but this calculation is identical to the Quake2 and the UFO:AI. So this math is likely to be intentional rather than bug.

4) CPU consumption by calculating fractions separately is marginal; main cost lies in the AABB vs arbitrary polytope collision detection.

So, unless someone sits with paper & pencil to redo the math, I'd recommend to keep it as it is.

PS: Routing code can (and, likely, should) be optimized, that is true. But not here.
83
Discussion / Re: score broken - save game not run
« Last post by fych on March 13, 2020, 08:10:41 am »
okay, many thanks for this information.
then i will play the game in english in the future.
84
Discussion / Re: score broken - save game not run
« Last post by geever on March 12, 2020, 09:11:08 pm »
https://ibb.co/zNqVGtw

who can help or has the same problem?

Danke! Thanks!

Unfortunately it is a known issue of the released 2.5 version. It only happens if you play on German language (the issue causing the savegame corruption is in the German translation file).

-geever
85
Discussion / score broken - save game not run
« Last post by fych on March 10, 2020, 02:02:40 pm »
https://ibb.co/zNqVGtw

who can help or has the same problem?

Danke! Thanks!
86
Discussion / Re: Network lobby needed
« Last post by DarkRain on February 20, 2020, 04:33:14 am »
While it is possible to self publish a game on steam, one needs to pay a $100 fee per game published (or so the steam docs about the end of greenlight said last time I heard of that), so I don't really think it's worth it (or even feasible) in this case.
87
Coding / Github?
« Last post by shevegen on February 15, 2020, 10:46:53 pm »
The game is semi-dormant, which happens to many projects. Often it takes a group
of very active people keeping something going; and then some helper folks
emerge.

Battle for Wesnoth is doing fairly well. They are also quite active on github.

Would it be worth to consider moving to github? The issue tracker is fairly
nice, and perhaps people could work on some smaller things that may be
missing, todo list entries and such.
88
Discussion / Re: Network lobby needed
« Last post by geever on February 12, 2020, 08:15:02 pm »
Teeworlds, very small game got published on steam too.

Got greenlit in 2007...

-geever
89
Discussion / Re: Network lobby needed
« Last post by hay207 on February 07, 2020, 09:44:38 pm »
Teeworlds, very small game got published on steam too.
90
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.
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