| Time | Nick | Message |
| 00:02 | | Kildor joined |
| 00:16 | CIA-43 | natewr * r29021 /ufoai/data_source/images/textures/tex_nate/ (floor025.psd wall_ind04.psd): * Source files for some new textures, still need work. |
| 00:16 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29021 |
| 00:16 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29021 |
| 00:17 | CIA-43 | natewr * r29022 /ufoai/trunk/base/textures/tex_buildings/ (7 files): * Some new textures, still need work. |
| 00:17 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29022 |
| 00:17 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29022 |
| 00:17 | CIA-43 | natewr * r29023 /ufoai/trunk/base/textures/tex_material/ (6 files): * Some new textures, still need work |
| 00:17 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29023 |
| 00:17 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29023 |
| 00:17 | CIA-43 | natewr * r29024 /ufoai/data_source/maps/unfinished/nate/citybldl_4x4_2a.map: * Applied a few new textures to parking garage for city RMA. Didn't come out great, needs some tweaks. |
| 00:17 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29024 |
| 00:17 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29024 |
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| 00:24 | Stedevil | BTAxis: just started a new standard campaign, 29019. After just 1 mission (3 tamans in a scout, no civillian cas) all nations are Happy and "location nation" Exuberant. |
| 00:24 | Stedevil | Way way too high increase from 1 mission. |
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| 02:01 | BTAxis | Will check it out, after sleep. |
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| 03:20 | Renofox | After a long game of shooting down several ufos a week, the national support went from exuberant to content, leading to a game over. |
| 03:22 | Renofox | It's odd, because this happened immediately after I got enough SAM's to successfully intercept all of the ufos. |
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| 06:07 | [1]Edi | Now perhaps this thing will work... |
| 06:07 | [1]Edi | Anyone here? |
| 06:10 | beko | morning |
| 06:12 | [1]Edi | Hi |
| 06:12 | [1]Edi | New to this channel, figured I could find some help here |
| 06:13 | [1]Edi | Namely, how do I make sure my UFO AI installation only uses English in the interface? |
| 06:13 | [1]Edi | I installed it in English, set the language from inside the game as English |
| 06:13 | [1]Edi | Yet it still displays all of my keybindings in Finnish! |
| 06:13 | [1]Edi | Because I happen to be located in Finland |
| 06:14 | [1]Edi | Help would be much appreciated. :) |
| 06:18 | beko | odd. are you running linux? type "env" to learn what locales might be set. also peek into keys.cfg. |
| 06:18 | beko | have to go to work now.. back in probably 1 hour :) |
| 06:19 | [1]Edi | Windows |
| 06:19 | [1]Edi | Used the latest installer muton built |
| 06:20 | [1]Edi | I looked under the game install directories and it seems to have language directories |
| 06:20 | [1]Edi | Deleting everything but the English language files could help, but I'd rather not do that right off the bat |
| 06:20 | [1]Edi | I could archive them, of course |
| 06:21 | [1]Edi | If this were some normal Windows program, it wouldn't surprise me at all if it just read some location variable from somewhere and then "helpfully" make me use the locale language |
| 06:21 | [1]Edi | But since the game is developed on Linux by people who obviously know what they're doing |
| 06:22 | [1]Edi | I do not expect that |
| 06:22 | [1]Edi | Oh yeah, Windows XP |
| 06:22 | [1]Edi | Professional. I should know better, since there are so many versions of Windows |
| 06:23 | [1]Edi | And the damn thing is in English too, not Finnish |
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| 06:41 | mattn | hi |
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| 07:05 | Kildor | mattn: hello. |
| 07:14 | mattn | hi Kildor |
| 07:14 | mattn | can you comment on that font bug i've assigned you to? |
| 07:17 | CIA-43 | tlh2000 * r29025 /ufoai/homepage/home.php: * monthly for february |
| 07:17 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29025 |
| 07:17 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29025 |
| 07:17 | Kildor | I`ve tried to investigate the bug, but I don`t have the problem string. And there is no such symbols in my language. |
| 07:18 | Kildor | I can only answer as "workforme", but it is not proper way, of course. |
| 07:21 | Kildor | I repeat this in ticket. |
| 07:21 | mattn | but you had a font that fixed some issues for you once, no? |
| 07:21 | mattn | maybe adding this info to the tracker - (the translator should fix this by adding a new font) |
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| 07:23 | Kildor | My patch is not fixed any issues, it just "looking more smoothly" |
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| 08:00 | CIA-43 | tlh2000 * r29026 /ufoai/trunk/ (Makefile.in build/splint.mk): * added splint target |
| 08:00 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29026 |
| 08:00 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29026 |
| 08:19 | mattn | http://mattn.ninex.info/files/splint.warnings |
| 08:19 | mattn | if anyone is interested |
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| 10:11 | CIA-43 | natewr * r29027 /ufoai/trunk/base/maps/bomber_city/bc_main.map: * Fixed window shutters appearing on wrong levels |
| 10:11 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29027 |
| 10:11 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29027 |
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| 11:12 | NGTV_Yatta | addinv no free inventory space is back ? got that when aliens attacked my base :x |
| 11:13 | CIA-43 | btaxis * r29028 /ufoai/trunk/src/client/campaign/ (cp_campaign.c cp_campaign.h cp_nation.c): |
| 11:13 | CIA-43 | * Fixed arithmetic bug where mission performance would end up being more than 1. |
| 11:13 | CIA-43 | * Worked around the civilianSum > 0 asserts (note: hack, not proper fix!) Missions without civilians now do not impact happiness either way. |
| 11:13 | CIA-43 | * Tweaked happiness related code to be independent of difficulty. |
| 11:13 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29028 |
| 11:13 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29028 |
| 11:14 | BTAxis | Stedevil: Please try again, should be fixed now. |
| 11:14 | BTAxis | Stedevil: By the way I keep reading your nick as stdevil, as in, "standard evil". |
| 11:16 | NGTV_Yatta | basic model evil :x |
| 11:16 | BTAxis | It's just part of computing. |
| 11:16 | BTAxis | stdin, stdout, stderr, stdevil. |
| 11:16 | michal__ | BTAxis: for errors more evil ? ;) |
| 11:17 | BTAxis | Or just evil output in general. |
| 11:18 | NGTV_Yatta | I think you get stdevil output when you try to resolve a bug with a hack :x |
| 11:19 | michal__ | hmmm... probably daemons could use souch stream ;) |
| 11:19 | BTAxis | That sounds likely. |
| 11:19 | michal__ | and admins should redirect those to /dev/hell |
| 11:19 | michal__ | so they won't spread on computer |
| 11:20 | beko | my box isn't baptized :/ |
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| 11:26 | NGTV_Yatta | seems like I cant compile source in current state |
| 11:27 | NGTV_Yatta | nvm apparently I just needed a full recompile |
| 11:28 | NGTV_Yatta | oh |
| 11:28 | NGTV_Yatta | hmmm ... "<<<<<<< .mine" |
| 11:29 | NGTV_Yatta | BTAxis :P |
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| 11:31 | NGTV_Yatta | BTAxis I think you actually made a stdevil in your hack in of cp_campaing, or was that file not supposed to be downloaded ? |
| 11:35 | CIA-43 | natewr * r29029 /ufoai/trunk/base/maps/military_convoy/mc_main.map: * Fixes to military convoy map to address bug 2941984. Also added lots of actorclip brushes to try to produce expected pathfinding behavior on cliff edges. |
| 11:35 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29029 |
| 11:35 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29029 |
| 11:43 | BTAxis | NGTV_Yatta: Should be okay. No conflicts here. |
| 11:46 | beko | also without an error msg this will become a case for the magic crystal ball. |
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| 11:59 | BTAxis | I replaced it with a debug warning. |
| 12:00 | BTAxis | And I also added a todo comment. |
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| 14:19 | uberpinguin | I hit a tactical mission last night that wouldn't end. I combed the map from one end to the other and couldn't find any more aliens. is there a way to show the number of remaining aliens in the console, or to display their locations on the map? |
| 14:26 | BTAxis | There is a cheat that reveals all actors, but I don't know what it is currently. mattn? |
| 14:27 | BTAxis | Alternatively, there is a debug cheat that kills all aliens. It's debug_killteam 7. |
| 14:34 | uberpinguin | is that available in 2.2.1? |
| 14:35 | BTAxis | I think so, but in 2.2.1 it's called differently. |
| 14:36 | BTAxis | Try 2.3-dev, anyway. I think that issue was fixed long ago. |
| 14:36 | uberpinguin | I haven't been able to get 2.3-dev to run on my system. it can't find the geoscape images, or many of the skins. |
| 14:37 | uberpinguin | well, to clarify, it does run. but the geoscape is black. |
| 14:38 | BTAxis | Sounds like a library issue. |
| 14:38 | BTAxis | I had something like that a while ago, and updating my dlls helped. |
| 14:39 | uberpinguin | that should all be handled through SDL, right? |
| 14:39 | BTAxis | No, the game uses libjpg and libpng. |
| 14:40 | uberpinguin | ok. I'll look into those then. |
| 14:40 | uberpinguin | probably libjpg, since the geoscape maps are all jpegs |
| 14:42 | BTAxis | Are you on Windows? |
| 14:42 | cooler_sk | btw is all world in future so cold? |
| 14:42 | Stedevil | cooler_sk: africa looks cold? |
| 14:43 | uberpinguin | BTAxis: no, Linux |
| 14:43 | cooler_sk | no.. the northern part |
| 14:44 | uberpinguin | cold? I don't think I've had a single mission in a snowscape yet |
| 14:44 | cooler_sk | ther like all canada and russia covered with snow.. |
| 14:44 | Turska | I've only had snow in industrial maps |
| 14:44 | uberpinguin | hm I have libjpeg-8 installed, which afaik is the latest version. |
| 14:45 | BTAxis | I'm not sure which version my dll is. |
| 14:45 | BTAxis | No resource compiled into it. |
| 14:45 | uberpinguin | hmm |
| 14:45 | Turska | And it's fun to not be able to see the numbers near cursor when some alien decides to be in show |
| 14:45 | Turska | snow* |
| 14:46 | uberpinguin | at least the aliens have good contrast against a white bg ;_) |
| 14:46 | uberpinguin | cooler_sk: canadia is indeed a chilly place, as is russia as I understand it |
| 14:47 | cooler_sk | chilly but not frozen >.> |
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| 14:47 | uberpinguin | cooler_sk: well below 0°C in winter |
| 14:48 | cooler_sk | so..? |
| 14:48 | Turska | Right, I' |
| 14:48 | cooler_sk | winter is only 1/4 of year |
| 14:48 | Turska | I've gotten snow missions in July/August |
| 14:48 | BTAxis | Not in the north it isn't. |
| 14:49 | cooler_sk | winter? |
| 14:49 | BTAxis | Winter here is November-April or so. |
| 14:49 | uberpinguin | cooler_sk, Turska: I am not sure that the game considers seasons |
| 14:49 | BTAxis | No, it doesn't. |
| 14:49 | | giskard left |
| 14:50 | cooler_sk | well.. snow goin up to... kazahstan lookin rediculous.. caus its even have desert in it |
| 14:50 | uberpinguin | some of the driest places on earth are tundra |
| 14:50 | cooler_sk | >.> |
| 14:50 | uberpinguin | 'desert' does not necessarily mean hot and sandy |
| 14:50 | BTAxis | cooler_sk: If you really don't like it, you could edit the region maps. |
| 14:51 | cooler_sk | >.< |
| 14:51 | cooler_sk | i d like to but im goin to be rather away soon |
| 14:53 | | Dwarden joined |
| 14:53 | cooler_sk | ..and by desert i mean place with sand and hot |
| 14:55 | cooler_sk | here how map was lookin at UFO:EU http://dl.dropbox.com/u/909993/Snap_2010-03-16_001.PNG |
| 14:55 | uberpinguin | personally, I think the UFO:AI team have done a much better job on their artwork :) |
| 14:57 | cooler_sk | yeess.. i very like that map too.. but jus find silly that even neverfreezin places covered with som sort of cloudlookin snow D: |
| 14:57 | BTAxis | The map is basically a NASA satellite image. |
| 14:57 | uberpinguin | are you sure that it never snows in Kazakhstan? |
| 14:57 | BTAxis | I'm not sure which one. |
| 14:58 | cooler_sk | im sure ther a desert ther |
| 14:58 | uberpinguin | cooler_sk: deserts get snow too. |
| 14:58 | cooler_sk | not that one :P |
| 14:58 | uberpinguin | uh. huh. |
| 14:58 | BTAxis | http://visibleearth.nasa.gov/view_set.php?categoryID=2363 |
| 14:58 | BTAxis | One of those. |
| 14:59 | uberpinguin | cooler_sk: http://images.google.com/images?q=kazakhstan%20snow&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&ie=UTF-8&sa=N&hl=en&tab=wi |
| 14:59 | BTAxis | Actually, one from pages 2 or 3. |
| 14:59 | BTAxis | http://veimages.gsfc.nasa.gov/7112/world.200401.3x5400x2700.jpg <-- January. |
| 15:00 | NGTV_Yatta | where should I be looking in the source to try to stop the crash on "no free inventory space" or the sudden mission exit on 'actor position desynched' (or something like that) ? |
| 15:00 | BTAxis | A backtrace should tell you that. |
| 15:01 | Stedevil | cooler_sk: http://visibleearth.nasa.gov/view_rec.php?id=4724 |
| 15:03 | Stedevil | do realize that inland climate makes things very cold in winter and very warm in the summer, compared to coatal climate |
| 15:03 | uberpinguin | yeah it does. moving from the west coast to midwest US demonstrated that to me in a big way :p |
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| 15:04 | cooler_sk | i think a pic thats less snowy would be more actual.. like april for example :P |
| 15:04 | | ggg joined |
| 15:05 | uberpinguin | how is april more actual than january? |
| 15:05 | BTAxis | We could just change the map each month. |
| 15:05 | uberpinguin | both are photographic reflections of reality |
| 15:05 | | ggg left |
| 15:05 | BTAxis | As in, each real month, in SVN. |
| 15:05 | uberpinguin | hmm |
| 15:05 | cooler_sk | would be cool |
| 15:05 | BTAxis | No it wouldn't, it's a joke. |
| 15:06 | cooler_sk | hehe |
| 15:08 | cooler_sk | ..i jus don wana game be supporter of that silly.. stereotype that russia is permanently covered with snow and stuff :P |
| 15:13 | cooler_sk | heres good example of how it could be covered on map: http://maps.google.com/maps?hl=en&ie=UTF8&ll=60.152442,105.996094&spn=44.662699,112.675781&t=p&z=3 |
| 15:14 | cooler_sk | ..anyway no offence, im jus abit angry and stuff <.< not realy related to game |
| 15:17 | cooler_sk | sooo.. stuff |
| 15:17 | uberpinguin | stuff indeed |
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| 15:22 | cooler_sk | btw is ther any 'zones' map in game that used to determinate which area would be on landing? |
| 15:25 | NGTV_Yatta | how do you do a backtrace ? |
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| 15:31 | BTAxis | First you run the game in gdb, then when it crashes you type bt full. |
| 15:31 | BTAxis | Detailed instructions on the wiki, section debugging. |
| 15:42 | Stedevil | btw BTAxis, the size of grenade lanucher reloads, isn't it a bit on the too small size? 1 handgrenade = 1 square, 6 GL grenades = 1 square. Wouldn't eg 2 or 3 squares be more apropriate? |
| 15:45 | BTAxis | I'm really not sure. I think it was supposed to be 1x2 or 2x1 in the first place, but there was some talk about it that I kept out of. Ask Winterslice. |
| 15:46 | Stedevil | Winterslice: You areound? :) |
| 15:46 | | Stedevil cant speeeel |
| 15:47 | Winterslice | Yar. |
| 15:47 | Stedevil | See above, GL ammo size :) |
| 15:48 | Winterslice | Ugh. That problem's been raised every once in a while for the last three years, and nobody ever does anything about it. |
| 15:49 | Stedevil | Oh, ok, 2x1 is the intended size? |
| 15:49 | Winterslice | 1x2y. |
| 15:50 | Winterslice | We also wanted to increase GL reloading times by a LOT, and introduce speedloaders that were bigger (2x2) but faster to reload. |
| 15:50 | Stedevil | (does it matter if its 2x1 or 1x2? ammo turns anyway) |
| 15:50 | Winterslice | Shrug. |
| 15:51 | cooler_sk | it will.. on sense how notturned version looks |
| 15:52 | Stedevil | How much is "a LOT"? 20-25TU? |
| 15:52 | Winterslice | Something like that. |
| 15:52 | Stedevil | Or maybe 15TU for reloading half a GL mag? |
| 15:53 | Winterslice | Sure, that'll work. |
| 15:53 | Stedevil | Though I guess "half reload" would need some actual c code to get working |
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| 15:54 | Winterslice | Maybe reduce the reload amount of the actual GL mags to 50%? Or is that not possible? |
| 15:54 | | firebbs left |
| 15:55 | | Stedevil doesnt know |
| 15:55 | Winterslice | I'm the wrong guy to ask anything script or code-related. |
| 15:55 | Stedevil | We probably should start a club then :D |
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| 16:01 | BTAxis | I don't think you can reload only part of capacity. |
| 16:03 | cooler_sk | then it should be implemented ^-^ |
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| 16:05 | cooler_sk | anyway.. is ther ammo clip capasity.. save system in game? >.> |
| 16:07 | | cooler_sk pokes BTAxis |
| 16:08 | BTAxis | What? |
| 16:09 | cooler_sk | qestion |
| 16:09 | uberpinguin | er |
| 16:10 | uberpinguin | cooler_sk: reloading a magazine is a time consuming process, and is not done in the field :P |
| 16:10 | uberpinguin | especially later, when you develop energy weapons |
| 16:10 | cooler_sk | i mean.. its saves ammos yes..? and u change clip and stuff with all ammo in it? |
| 16:11 | uberpinguin | afaik, if you change clip and the old clip had ammo still in it, that ammo is lost |
| 16:12 | NGTV_Yatta | thx BTAxis, ill check that |
| 16:12 | cooler_sk | shouldnt it go to backpack.. or no? >.> |
| 16:12 | uberpinguin | that would take many additional TU. |
| 16:13 | BTAxis | Could go to the floor though. |
| 16:13 | uberpinguin | if I were out in the field, fighting aliens, I would drop the old cartridge, slam the new one in, and keep shooting. |
| 16:13 | cooler_sk | yess |
| 16:13 | NGTV_Yatta | I just had a lovely end of battle with one ortnok going nuts, killing two mates and running just in front of my team firing range in one round <3 |
| 16:13 | uberpinguin | you might be able to police the old cartridges after the battle, though |
| 16:13 | cooler_sk | it probably should go on floor with amout of ammo it had |
| 16:14 | uberpinguin | BTAxis: on a related note, I've noticed that if a soldier is killed during a mission, you lose any and all equipment (s)he was carrying |
| 16:14 | cooler_sk | D: |
| 16:16 | BTAxis | uberpinguin: I think that's known. |
| 16:17 | uberpinguin | BTAxis: I wouldn't doubt it. just wasn't sure if it was a bug, or intended behavior. |
| 16:17 | BTAxis | I'd consider it a bug. |
| 16:18 | BTAxis | Though that's the behavior I'd want on an aborted mission. |
| 16:18 | uberpinguin | definitely |
| 16:19 | Turska | Unless some soldier loots their corpses, of course. |
| 16:19 | uberpinguin | And while it certainly makes things /easier/ if we can retry a mission, I think it leans a bit toward "metagaming" |
| 16:19 | uberpinguin | Turska: if you jump in the dropship and flee, I don't see much opportunity for fleeing |
| 16:20 | BTAxis | I've argued against the retry button before. |
| 16:20 | BTAxis | Nobody else shared my view. |
| 16:20 | Turska | Yes, the retry button. |
| 16:20 | uberpinguin | hm |
| 16:20 | Turska | I find myself smashing it so some of the aliens will spawn next to me. |
| 16:21 | uberpinguin | I think not having it would lead to considerable frustration, but /having/ it is kind of troublesome. |
| 16:22 | BTAxis | I don't like it at all. |
| 16:22 | uberpinguin | Turska: er my comment about fleeing.. I meant to end with "looting" |
| 16:22 | BTAxis | It invites the player. |
| 16:22 | Turska | Yes, it does. |
| 16:22 | uberpinguin | BTAxis: I agree completely. Maybe it can be changed into a cheat? |
| 16:22 | cooler_sk | well it will lead to frustration cause of save-load on geoscape before mission i supouse :P |
| 16:22 | uberpinguin | BTAxis: Or... could there be a penalty for using it, or a limitation on the number of uses? |
| 16:23 | BTAxis | Was thinking that. |
| 16:23 | BTAxis | We should bring this up with geever again. |
| 16:23 | uberpinguin | OK |
| 16:23 | BTAxis | It would be trivial to remove the button from the menu scripts, though. |
| 16:24 | uberpinguin | I must admit I abused it a bit on that "endless" mission last night, out of frustration |
| 16:25 | uberpinguin | On that same mission, I had a weird case where an alien was able to start in a soldier's field of view, then run around behind him and kill him from behind, without him getting the reaction shot. |
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| 16:26 | cooler_sk | heh.. i think somthin like gettin enemies tougher with each restart might be intrestin solution >.>; |
| 16:28 | NGTV_Yatta | I doubt thats the solution, if you restart a mission, in theory, its because it was too hard |
| 16:28 | NGTV_Yatta | if it gets harder when you retry, you're stuck |
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| 16:29 | uberpinguin | Maybe a scoring penalty. |
| 16:29 | NGTV_Yatta | I think a good way to penalize retry button would be a % loss on the loot, XP, and ufo selling value |
| 16:29 | NGTV_Yatta | like -30% first time, -60% the next times. |
| 16:29 | NGTV_Yatta | quite like the auto mission that gives no loot or xp |
| 16:29 | cooler_sk | -120% fourth time |
| 16:29 | BTAxis | That's not intended though. |
| 16:29 | NGTV_Yatta | :D |
| 16:29 | uberpinguin | NGTV_Yatta: hm? auto mission does give loot |
| 16:30 | BTAxis | I'm not sure it gives XP. |
| 16:30 | NGTV_Yatta | does it ? o_o |
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| 16:30 | uberpinguin | NGTV_Yatta: I've gotten lots of UFO parts and alien materials from auto missions. no weapons or armour, though. |
| 16:31 | NGTV_Yatta | However I have to admit I use retry alot when playing on maps I can skip with auto, and dont want to play (especially big maps where you have to search everywhere @_@) |
| 16:31 | NGTV_Yatta | *'maps i canT skip...' |
| 16:31 | uberpinguin | yeah, I hate big maps :P |
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| 16:31 | uberpinguin | but then, if every map were small and easy, what would be the challenge? |
| 16:33 | cooler_sk | well.. i don realy like big maps cause it can cause all civilians be dead on mission end xP |
| 16:34 | uberpinguin | oh, I almost never save the civilians. |
| 16:34 | BTAxis | AI needs to be more aggressive. |
| 16:34 | uberpinguin | IMHO, there's not much you can really do on that front, since they usually start out nearer to the aliens anyway. |
| 16:34 | cooler_sk | then u will get negative score |
| 16:34 | BTAxis | And not hide all the time. |
| 16:34 | uberpinguin | cooler_sk: the lowest nation rating I've gotten so far is "Pleased" |
| 16:35 | uberpinguin | BTAxis: Ah, that reminds me - on the military convoy missions, it seems a bit silly that truckloads of soldiers would be running and hiding, and completely unarmed. |
| 16:35 | Turska | Yeah, the AI spends most of its time hiding |
| 16:36 | BTAxis | Yeah, we've been over that before. |
| 16:37 | cooler_sk | uberpinguin, i current rev u will get negative if all civs dead afaik <.< |
| 16:37 | NGTV_Yatta | What Id like is more variety in the battle. Its mainly 'go there, kill few some aliens outside the big ship, and some alien inside the big ship'. I wish there were frequent objective based missions like 'evacuate civilians' were you have to save some ppl (could be linked to some research boost : saving scientists) |
| 16:37 | uberpinguin | BTAxis: OK |
| 16:37 | BTAxis | NGTV_Yatta: Feel free to implement. |
| 16:38 | uberpinguin | cooler_sk: hopefully I will be able to try 2.3-dev tonight. so far 2.2.1 has been the only version that worked for me. |
| 16:39 | NGTV_Yatta | hmm ... how does fleeing work ? I never really tried it, must all the soldiers be inside the ship, or just close enough ? |
| 16:40 | uberpinguin | I haven't tried it either |
| 16:40 | uberpinguin | at least in the old X-Com games, you had to get your soldiers into the ship. anyone not on board was left behind. |
| 16:41 | cooler_sk | not workin currently i think |
| 16:42 | BTAxis | Yeah, that's not implemented. |
| 16:44 | NGTV_Yatta | theres a question I wanted to ask for a long time : with does this project uses the quake engine ? |
| 16:45 | cooler_sk | cause its free and 3d.. probably xD |
| 16:46 | BTAxis | Probably, yeah. |
| 16:46 | BTAxis | You'd have to ask SparX. |
| 16:47 | NGTV_Yatta | cooler_sk > there are other free 3d cross-platformes engines :x |
| 16:47 | NGTV_Yatta | BTAxis > k |
| 16:48 | BTAxis | NGTV_Yatta: Don't forget that this project started years ago. |
| 16:48 | | RudolfoWood joined |
| 16:48 | NGTV_Yatta | this can be an explanation :3 |
| 16:49 | RudolfoWood | hiho |
| 16:49 | RudolfoWood | geever (if you read logs): did you solve your radiant problems? I didn't touch anything for month :-) |
| 16:50 | RudolfoWood | cooler_sk : I suppose you have dual screen (regarding your radiant problems) |
| 16:50 | | cooler_sk nods |
| 16:50 | RudolfoWood | known problem (at least for me) |
| 16:51 | RudolfoWood | try to use a setting where both displays are used as one big (horizontal or vertical area) |
| 16:51 | RudolfoWood | then radiant will work correctly |
| 16:51 | RudolfoWood | (no dualview) |
| 16:52 | cooler_sk | i hav lots of stuff runnin >.> |
| 16:53 | RudolfoWood | I know that darkradiant fixed this problem, but I did not find time to investigate how they did... so I suppose I will fix it in future at some time |
| 16:53 | RudolfoWood | cooler_sk : lots of stuff is no problem, as long as you don't run all maximized |
| 16:53 | RudolfoWood | it's only a different way for your graphic card to manage the displays |
| 16:55 | cooler_sk | okay.. but ill need it to dualscreen again :P |
| 16:55 | cooler_sk | can it.. ah well i doubt that |
| 16:56 | RudolfoWood | if you start radiant in area mode you can switch back to dual view while it is running, it still works |
| 16:57 | RudolfoWood | seems to be a problem with initialisation of the gtk display representations |
| 17:00 | cooler_sk | welll.. okay.. |
| 17:01 | cooler_sk | ..would like to see som sort of port for hammer though.. but thats realy not somthin i could do xD |
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| 17:17 | NGTV_Yatta | "bloodspider is consumed with mad rage !" ... she had a memory leak ? |
| 17:18 | Turska | No, it's a feature of its AI |
| 17:18 | cooler_sk | xD |
| 17:21 | uberpinguin | hahahaahah I haven't seen that message |
| 17:21 | uberpinguin | love it, though |
| 17:25 | cooler_sk | consumed by bloodthirst would be more fittin |
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| 18:24 | Isil`Zha | hi. is there a way to replace or destroy buildings in a base? |
| 18:25 | cooler_sk | ello.. try rightclick em |
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| 18:33 | cooler_sk | hope it helps >.>; |
| 18:33 | egildon | hello all! |
| 18:33 | egildon | May I post a question here about UFOAI? |
| 18:34 | RudolfoWood | don't ask to ask, just ask |
| 18:34 | BTAxis | Don't ask to ask, just a... Yeah. |
| 18:34 | egildon | lol |
| 18:34 | egildon | Does the AI get reactions on their reaction round? |
| 18:34 | RudolfoWood | only one question per person and day, question answer is yes :-) |
| 18:35 | egildon | also, is there anything I can do to help? |
| 18:35 | RudolfoWood | these two questions will be answered tomorrow and the day after :-) |
| 18:35 | uberpinguin | haha |
| 18:35 | egildon | LOL |
| 18:35 | uberpinguin | egildon: yes, the aliens do get reactions |
| 18:36 | uberpinguin | I've only seen them used once or twice though |
| 18:36 | RudolfoWood | regarding help: what do you want to do: code, contribute musik/maps/graphics... |
| 18:36 | egildon | sweet. Thanks. Can I help by writing docs or wiki or something? I really want to support this project. |
| 18:36 | egildon | my coding SUX! |
| 18:36 | egildon | i know a little Java and Python |
| 18:36 | egildon | no c |
| 18:36 | egildon | yet. |
| 18:36 | egildon | Just college courses. |
| 18:37 | cooler_sk | hehe.. |
| 18:37 | cooler_sk | models.. artwork.. maps.. general suggestions |
| 18:38 | egildon | ok, thanks! |
| 18:38 | BTAxis | Maps are probably the easiest to learn part. |
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| 18:55 | RudolfoWood | I'm off for today, network is too slow to work with svn... have a nice evening |
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| 19:17 | CIA-43 | tlh2000 * r29030 /ufoai/trunk/src/client/cl_renderer.h: * doxygen |
| 19:17 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29030 |
| 19:17 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29030 |
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| 19:42 | CIA-43 | tlh2000 * r29031 /ufoai/trunk/src/client/battlescape/cl_particle.c: * minor cleanup |
| 19:42 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29031 |
| 19:42 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29031 |
| 19:47 | CIA-43 | tlh2000 * r29032 /ufoai/trunk/src/client/battlescape/cl_particle.c: * this should theoretically allow us to set a specific frame for a particle model |
| 19:47 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29032 |
| 19:47 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29032 |
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| 19:57 | CIA-43 | tlh2000 * r29033 /ufoai/trunk/src/client/battlescape/cl_particle.c: * minor cleanup |
| 19:57 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29033 |
| 19:57 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29033 |
| 19:59 | cooler_sk | whats doxygen anyways? |
| 19:59 | uberpinguin | cooler_sk: documentation generator |
| 20:00 | cooler_sk | how it generates documents? |
| 20:01 | uberpinguin | http://en.wikipedia.org/wiki/Doxygen |
| 20:02 | CIA-43 | tlh2000 * r29034 /ufoai/trunk/src/common/scripts.c: * replaced magic number |
| 20:02 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29034 |
| 20:02 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29034 |
| 20:02 | cooler_sk | intrestin |
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| 20:05 | freakyd | you got that ufo working uberpinguin? |
| 20:06 | uberpinguin | freakyd: got some tips from BTAxis this morning. I'm going to look at my libjpeg and other libraries tonight. |
| 20:06 | freakyd | you got header missing errors? |
| 20:06 | uberpinguin | no, but it can't find the geoscape .jpg images. so I get a black geoscape. also several errors about not finding skins. |
| 20:07 | uberpinguin | this is during load, not compile |
| 20:07 | freakyd | weird!!\ |
| 20:07 | uberpinguin | I agree |
| 20:07 | freakyd | it compiles and fails to load the images |
| 20:07 | uberpinguin | the libs thing sounds promising, and I am out of other ideas :P |
| 20:07 | uberpinguin | yeah |
| 20:07 | uberpinguin | and the maps and pk3 build without error |
| 20:07 | freakyd | that's super strange! |
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| 20:08 | uberpinguin | I have the latest libjpeg and libsdl installed, and no broken libraries that I can see. |
| 20:09 | uberpinguin | although... it looks like I have an old file from libjpeg-7 hanging around still. |
| 20:09 | freakyd | yah make sure there are no old files in /usr/local area |
| 20:10 | freakyd | I used to have that situation |
| 20:10 | freakyd | old libs in /usr/local/lib |
| 20:10 | freakyd | trying to link against |
| 20:10 | freakyd | ick!! |
| 20:10 | uberpinguin | checking to see if anything was built against that old libjpeg |
| 20:10 | uberpinguin | yep, looks like a few things. hopefully this will do the trick. |
| 20:11 | freakyd | there's also SDL_image package that might be worth checking out to see if it's a-ok |
| 20:11 | | uberpinguin hugs revdep-rebuild |
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| 21:20 | CIA-43 | tlh2000 * r29035 /ufoai/trunk/src/po/ufoai-zh_CN.po: * applied patch #2971437 (chinese translate update) |
| 21:20 | UFOAIBot | http://ufoai.svn.sourceforge.net/viewvc/ufoai?view=rev&revision=29035 |
| 21:20 | UFOAIBot | http://sourceforge.net/apps/trac/ufoai/changeset/29035 |
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