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Replicating and disintigrating ammo


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#1 BunnyMind

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Posted 03 March 2010 - 02:17 AM

I'm running Windows Vista x32 and UFO2000 version 0.9.1105, if that means anything to anyone.

Anyway the first bug I noticed when playing a game (and I know this has been mentioned before) was that ammo sometimes seems to replicate itself. The weapon I saw it with was the 40mm grenade launcher with HE shells. Now I know that the ammo was replicating itself because I kept loading the gun from the same slot, however it only appears to do this occasionally, as the ammo did not replicate itself when I deliberately tried to recreate this effect later (appearing instead as empty shells which could be dropped on the ground as a free action).

The second bug, which happened on the same game as the first, was that the spare magazines I had loaded on my rifleman had simply disappeared. I know for a fact that I took four magazines on each of my riflemen (five if you count the one I had to load into their guns for them), and I know for a fact I hadn't touched them as said rifleman had only fired a few rounds from his gun, but when I opened up my inventory later they were all gone. As with before, I was unable to reproduce the effect later, and unfortunately, I hadn't had the forethought to save the replay of the game when these bugs happened.

Also, as long as I'm here, is there any way I can reskin the default units (or the chameleon units) to use the Terror From the Deep skins instead? Personally, I've always thought that the original XCom units were very ugly (between the blue Dragon Ball Z suit and the pot-bellied power armor) while I loved the art design they went with in TFTD. If there's a way for me to edit the files or something I don't know about, that'd be great, otherwise, it's not that big of a deal.

EDIT: Okay, so after playing a few more games, it seems that equipment from an actor's inventory can be destroyed when they take explosive damage, which would be the source of my disintegrating rifle magazines. Is this intentional? It still seems like a bug to me.

Edited by BunnyMind, 03 March 2010 - 11:18 AM.


#2 Serge

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Posted 04 March 2010 - 11:09 AM

Anyway the first bug I noticed when playing a game (and I know this has been mentioned before) was that ammo sometimes seems to replicate itself. The weapon I saw it with was the 40mm grenade launcher with HE shells. Now I know that the ammo was replicating itself because I kept loading the gun from the same slot, however it only appears to do this occasionally, as the ammo did not replicate itself when I deliberately tried to recreate this effect later (appearing instead as empty shells which could be dropped on the ground as a free action).

Well, it's hard to say anything. You just need to reproduce it again and see if it is really a problem and you did not miss/misunderstand something. It could probably be that you already had some ammo loaded and you just replaced it. Anyway, I could not find any similar report in the bugtracker yet: http://ufo2000.xcomu...ll_bug_page.php :)

Also, as long as I'm here, is there any way I can reskin the default units (or the chameleon units) to use the Terror From the Deep skins instead? Personally, I've always thought that the original XCom units were very ugly (between the blue Dragon Ball Z suit and the pot-bellied power armor) while I loved the art design they went with in TFTD. If there's a way for me to edit the files or something I don't know about, that'd be great, otherwise, it's not that big of a deal.

It's not so straightforward. Different units have a bit different sprites and animation sequences. Some of the are matched quite fiine like 'sectoid' -> 'aquatoid', the others are not. There is no support for multi-cell units (tanks, some of the terrorist units) at the moment. There was an idea to provide a way to describe unit animation via lua scripts so that the game gets fully moddable with the regards to unit types. The 'chameleon' unit is the initial step and a kind of demo for such modding capabilities. But it is not complete yet.

EDIT: Okay, so after playing a few more games, it seems that equipment from an actor's inventory can be destroyed when they take explosive damage, which would be the source of my disintegrating rifle magazines. Is this intentional? It still seems like a bug to me.

Yes, AFAIK it is intentional.
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#3 BunnyMind

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Posted 08 March 2010 - 11:20 AM

Well, it's hard to say anything. You just need to reproduce it again and see if it is really a problem and you did not miss/misunderstand something. It could probably be that you already had some ammo loaded and you just replaced it. Anyway, I could not find any similar report in the bugtracker yet: http://ufo2000.xcomu...ll_bug_page.php :)

Yeah, I realize that a bug report without any sort of proof isn't too helpful. I really wish I had saved the replay of that game.
Anyway, while I didn't know about the bugtracker, similar topics can be found on the forum here and here.

It's not so straightforward. Different units have a bit different sprites and animation sequences. Some of the are matched quite fiine like 'sectoid' -> 'aquatoid', the others are not. There is no support for multi-cell units (tanks, some of the terrorist units) at the moment. There was an idea to provide a way to describe unit animation via lua scripts so that the game gets fully moddable with the regards to unit types. The 'chameleon' unit is the initial step and a kind of demo for such modding capabilities. But it is not complete yet.

Hm, that's a shame. Oh well.

#4 Serge

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Posted 08 March 2010 - 02:08 PM

OK, it was a long time ago, but I found this bug:
http://ufo2000.xcomu...view.php?id=230

r680 | owl | 2005-02-17 21:03:17 +0200 (Thu, 17 Feb 2005) | 8 lines
Changed paths:
   M /trunk/init-scripts/standard-items.lua
   M /trunk/newmaps/air.lua
   M /trunk/newmaps/air01.map
   M /trunk/newmaps/air02.map
   M /trunk/newmaps/air11.map
   M /trunk/newmaps/urban.lua
   M /trunk/newmaps/urban22.map
   M /trunk/newmaps/urban23.map
   A /trunk/newmaps/urban25.MAP
   M /trunk/src/font.cpp
   M /trunk/src/font.h
   M /trunk/src/item.cpp
   M /trunk/src/item.h
   M /trunk/src/main.cpp
   M /trunk/src/mainmenu.cpp
   M /trunk/src/map_pathfind.cpp
   M /trunk/src/minimap.cpp
   M /trunk/src/minimap.h
   M /trunk/src/soldier.cpp
   M /trunk/src/soldier.h
   M /trunk/src/version.h

- Added item property "dDeviation" - damage deviation in percent (e.g. dDeviation = 50 is 0.5 - 1.5 damage).
- Added item property "disappear" - whether an empty clip will disappear.
- Updates to "Airfield" and "Modified City" terrains.
- Digits which are shown when Ctrl is held are now drawn on a black background (they were nearly invisible on some types of ground).
- Shift+left arrow now shows the minimap panel at necessary width and Shift+right hides it (no resizing).
- Selected soldier's name is now highlighted on the stats panel.
- Added file selection dialogues for saving and loading replays and changed their extension to .rep in order not to confuse with ufo2000.sav.
- Version bump.

There is item property "disappear", which selects whether the clip disappears or not after it is emptied. So weapon set designer can decide to either use it or not.

Kind of confusing, but more important is to ensure that these empty clips can't refill on their own giving the user infinite ammo, this is how it should work now.
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http://ufo2000.sourceforge.net

#5 Serge

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Posted 08 March 2010 - 02:16 PM

EDIT: Okay, so after playing a few more games, it seems that equipment from an actor's inventory can be destroyed when they take explosive damage, which would be the source of my disintegrating rifle magazines. Is this intentional? It still seems like a bug to me.

Regarding this one, we also have some people who are not happy about non-disintegrating items (which is definitely inconsistent in that case):
http://ufo2000.xcomu...view.php?id=590

So there are different opinions about what should be considered right or wrong. But as long as some things are configurable, all the opposing camps can be happy. Any constructive suggestions are welcome :)
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#6 FUEL

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Posted 12 March 2010 - 09:10 AM

EDIT: Okay, so after playing a few more games, it seems that equipment from an actor's inventory can be destroyed when they take explosive damage, which would be the source of my disintegrating rifle magazines. Is this intentional? It still seems like a bug to me.

Regarding this one, we also have some people who are not happy about non-disintegrating items (which is definitely inconsistent in that case):
http://ufo2000.xcomu...view.php?id=590

So there are different opinions about what should be considered right or wrong. But as long as some things are configurable, all the opposing camps can be happy. Any constructive suggestions are welcome :)


desintigration is a good thing:
The super-human (expert) players of 7k use this feature to counter explosive fire by desintigrating explo ammo. This is an important balance feature. high damage/easy to fire weaponry: high probability of ammo loss. non desintigrating ammo therefore would negativily influance game balance (for expert players). I think all Super-Human players would agree.

a small bug prevents ammo from being destructed on roofs, some players use this to there advantage by dropping rockets on a roof instead of keeping them in inventory. However small, in a game with 2 SH players fighting eachother this can make a difference. I say the desintigration function is a very good feature.
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