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Topics - 7Saturn

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16
Offtopic / Interested in a X-COM style multiplayer game?
« on: August 19, 2015, 01:52:43 am »
Hey there, X-COM veterans! Since the last thread went a little bit to technical the last weeks, here is another one for gathering a few more players for UFO2000. As many already noticed on the mod-page, Jo5hua put up a UFO2000 server a few weeks ago. Since then, the traffic and played matches on that server as well as on the official server didn't exactly go through the roof. But there's still life in the old lady. At least the download-counter did rise significantly, the last weeks and still there are matches played, even if not on every day. ATM Jo5hua's openxcom.com-server seems to be down. And I don't know when Jo5hua will have the time to get it up and running again. So it might not be the best idea, to start there. Nevertheless, the official server ufo2000.net is working fine for little bit more than five months, now. And it's being used, but a little bit to rarely, for my taste. I think, there are far more potentially interested people, who just need more people waiting for games on the server.

If you are interested in a human opponent, instead of good 'ol X-COM ai gameplay, UFO2000 is just the right game for you! It uses almost the exact same game mechanics, as X-COM. However, you play against a human player. I created a gameplay video, so that you can have a smooth start, knowing what to expect (suggestions are welcome, but please via PM!). If you want so see the game »in action«, you might also want to have a look at Jstank's video, where he got his *** kicked by UFO2000 veteran Hobbes (yes, the same Hobbes, who's around in this forums). If you should have troubles getting it to run, I did also two videos about how to set up the game properly, one for Windows, one for Linux. (If there's somebody out there, who might do that for MacOS as well, I'd be happy to place the links at the appropriate places.) If you need more maps, have a look at the file attached. Decompress the files in there into the »newmaps« folder of your UFO2000 installation. As X-COM-gamers you most likely have X-COM and TFTD laying around, which you will need, in order to use these maps. See also the setup videos, I made.

If you should decide to try the game, please keep in mind, that sometimes it might take a little time, until somebody connects to the server. So please be patient, while waiting on the server. You can always press F10, to switch from fullscreen to window mode, while waiting, and do something else. Also it is advised, not just to use the »anonymous«-nick. That's OK, for a quick test of connectivity, but if one player is already using that nick, you won't be able to connect.

For further information, you could always ask me (e. g. here), have a look at the ufopaedia, or enter the UFO2000 IRC-channel (#ufo2000). And I'd really love arranging games here, if somebody is interested in trying it. So if you're up for a game, just leave a note here or PM me, if shy.  ;)

17
Programming / Silacoid movement bug
« on: June 29, 2015, 11:31:05 pm »
I already mentioned this somewhere else, but never took the time to make a saved game for it. Now I did, so for testing purposes, please look at the attached file.

So about the actual problem: When I send one of those three silacoids straight down to the elevator-entrance at the ground level, they don't take a suitable path there. They don't even end up where they were supposed to go to but one field aside from the target. This seems to be happening only in terror-ships, when dropping from the second level, and only with silacoids. Can someone else reproduce this with latest nightly? At my side, this is happening for a few weeks now, so it's not exactly a result of latest coding.

18
Programming / Hovering Avenger
« on: May 23, 2015, 09:53:49 pm »
I noticed an odd behavior, just after shooting down an ufo. Normally, the Avenger shoots one down, and immediately the question window pops up, if you want to land there, or not. (Of course not with an empty Avenger.) But for 1-2 weeks now, it happens randomly, that this question is not asked, but the Avenger seems to patrol over the crash site. It's not automatically returning, nor is it trying to go to a waypoint. It simply doesn't seem to be able to land. Only when sending it again to that crash site (even if it already is there), the question window is shown. Can somebody confirm that?

19
Programming / Nightly from today crashes when controling cyberdiscs
« on: May 21, 2015, 04:50:47 pm »
As the titel says, when I mind-control a cyberdisc, the game crashes the moment I select it. Tried it with the very latest source-files (so 2015-05-21-13-49) with no positive effect. Anybody else having that symptome?

20
Programming / No indication for nightly
« on: April 30, 2015, 07:04:27 pm »
Well, maybe something is wrong at my site, or the linux-compiled versions of OpenXcom-nightlies don't show any hint, that they are a nightly-version or the date of the nightly. But the precompiled downloadable windows-version do show the date of the nightly. Is that on purpose or is there a way to get that information into the linux-compiled nightlies of OpenXcom?

21
Troubleshooting / Black exit-area
« on: March 04, 2015, 10:47:44 pm »
First the way, how I got there: I tried compiling the nightly on my system, copying the old data-folder into the new compiled one, which lead to crashing nightly. For getting a clean data-folder, I removed both, the nightly one and my usual one, replacing it with the clean one from the nightly-source-pack. Copying vanilla-files onto it, and now I see that (attachment). The area in front of the avenger or whatever craft you land with, keeps being dark. Even when you move a soldier or tank, it's not updated, keeping black even then. Reinstalling via ubuntu repository didn't change anything. Has anyone an idea of what is happening?

22
Programming / Holey supply ship
« on: February 17, 2015, 11:38:03 pm »
I noticed, that the supply ship seems to have a hole, regarding fire and los for aliens within. When you place a tank near a supply ship, like in the screenshot the one on the right hand side, the aliens in level 2 above it shoot at it, from within the ufo. They seem to be able to see it, and most certainly, shoot at it. Anyone else noticed that?

23
Suggestions / Flare-guns in addion to electro-flares
« on: July 20, 2014, 11:41:20 am »
I just wondered if it would be possible to create flare-guns. In standard Openxcom you just have the old electro flares. But on a real battlefield you will find, that they often use flare-guns to shed some light on the area ahead. I was thinking to a one-shot-clip, pistol like equipment item, that you use on a desired point of the map and then the bullet is flying above that point for, lets say, 5 rounds, lighting a greater area than the normal electro-flares. So you will have the benefit of a greater area to see but for a limited time, with the usual aiming disadvantage when you let a soldier with low aiming accuracy use it.

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