Author Topic: DogfightState development  (Read 53691 times)

Offline radius75

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Re: DogfightState development
« Reply #75 on: October 26, 2012, 09:53:00 pm »
Anyway... how's the testing going?

Testing in progress...

Offline d2uriel

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Re: DogfightState development
« Reply #76 on: October 26, 2012, 10:00:12 pm »
LOL!  ;D

Offline pmprog

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Re: DogfightState development
« Reply #77 on: October 27, 2012, 01:50:05 am »
I just realised that I started making all the Snakeman changes in my master branch - which also has your dogfighting code merged. Guess I won't be pull requesting the snakemen any time soon!

Offline d2uriel

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Re: DogfightState development
« Reply #78 on: October 27, 2012, 09:44:05 am »
Well, dogfights should be finished soon. I mean everything that I could think of and what was found should've been fixed by now. If anything gets found I'll try to fix it ASAP. They're playable now and as soon as I won't have any bug reports for a week or two I will fill in a PR for this.

Offline radius75

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Re: DogfightState development
« Reply #79 on: October 27, 2012, 03:51:07 pm »
[a40d891...]
Geoscape Buttons not work  (or Crash) - after intercept and shutdown UFO


-load sav.
-attack by first interceptor

Sav. 6vsX
https://www.speedshare.org/download.php?id=8FA6FFC41

« Last Edit: October 27, 2012, 10:48:49 pm by radius75 »

Offline d2uriel

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Re: DogfightState development
« Reply #80 on: October 27, 2012, 10:59:16 pm »
Should be fixed in new build. I also fixed the bug where the music did not go back to the Geoscape music after interception is finished. Not committed yet, though.

radius75 noticed some problems while he was trying to pull my latest build (some conflicts). I tried fixing those and it seems to be okay. Any testers willing to try out the dogfights?
« Last Edit: November 03, 2012, 03:04:51 pm by d2uriel »

Offline d2uriel

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Re: DogfightState development
« Reply #81 on: November 05, 2012, 03:50:06 pm »
Thanks to radius75 I was able to fix everything.

@SupSuper: can I send a Pull Request now?

Offline Warboy1982

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Re: DogfightState development
« Reply #82 on: November 16, 2012, 09:50:31 am »
i've been testing out your dogfight code for some time now in my mod, and for the most part it's pretty solid.
the only problem i've encountered is when you have a dogfight minimized, select the craft in question and send it back to base (ie: don't maximize the window and click disengage, select the craft in flight and give it orders from the menu popup) the cursor gets locked out because the dogfight doesn't get cleared from the queue properly. not sure if you fixed this or not yet.

also, good work on this.

Offline moriarty

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Re: DogfightState development
« Reply #83 on: November 16, 2012, 01:05:43 pm »
I'm not sure how this is handled in the original game, but I think the most logical solution for this would be to catch the geoscape clicks for "craft engaged in a dogfight" and have them re-open the appropriate dogfight window instead of the "new orders for craft" window.

Offline Warboy1982

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Re: DogfightState development
« Reply #84 on: November 16, 2012, 06:06:50 pm »
it's an easy fix, all you have to do is put something like "if(inDogfight) cancelDogfight" (only with actual code and real function calls) in the "return to base" and "select new waypoint" buttons

Offline Warboy1982

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Re: DogfightState development
« Reply #85 on: November 19, 2012, 08:35:28 am »
i would like to merge this branch, it works exactly how it should.
i've made a small alteration/fix for the bug i described above, if this meets with your approval (LINK HERE) please let me know and i'll see about merging it.

Offline Warboy1982

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Re: DogfightState development
« Reply #86 on: November 20, 2012, 09:50:37 pm »
unless anyone objects, i think we should merge this now.

i've tested the hell out of it and can't break it.

Offline kkmic

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Re: DogfightState development
« Reply #87 on: November 21, 2012, 10:21:55 am »
Quote
Trust your feelings, Luke

Offline Warboy1982

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Re: DogfightState development
« Reply #88 on: November 22, 2012, 03:55:55 am »
the handful of remaining bugs (thanks radius) have been addressed and this contribution has been added to the master.

thank you d2uriel for your work, we are now that much closer to 1.0