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XCOMUFO & Xenocide

dteviot

[Xenocide Senior Members]
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  1. Um, you already can move the battlescape camera around, and rotate it, and raise and lower it (which gives you a zoom effect.) Well, currently I'm trying to figure out how to have fully destructable battlescape (it's not easy.) Adding damage would be nice, if I could figure out how. The interceptor screen is currently a stub. There's lots of (different) ideas about what people would like to see for it, but it's not really core to the gameplay, so doing anything is not a priority for me.
  2. Hm, should not be that slow. Although it might depend on the hardware you're using. I may need to do something about that. Yup. That's because that's the only soldier model we have. It's not animated. I have thought of downloading some free MD2 models, but that's for the future.
  3. I belive I've fixed the problem with Xenocide not running as a User on Windows 7. Specifically, the problem was the CeGUI library tried to write a log file to the Xenocide directory, and under Win7 security policy, User level apps are not allowed to write to ?Program Files? or any of its sub-directories. I've changed the code so that GeGUI now writes its log to the My Documents directory. While not the best solution, it should work (not having Win7, I'm unable to test.) Note, other solutions are: Write to the Xenocide Save Game directory. Problem with this is the code to figure it out depends on XNA, and it is unacceptable to to code the core CeGUI library to require XNA. Write the logging to System.Diagnostics.Trace(). Probably a better solution. (This is what Xenocide does.) The down side is it would mix the CeGUI and Xenocide logging.
  4. Time should progress. We did have a couple of people who reported a bug similar to yours and it was fixed. However, I assume you're running the prebuilt code from the website, and I'm not sure that's been updated with the fix. Yes, the missions should also work, although the controls are not obvious. IIRC, you should be able to move the viewpoint with the arrow keys. You can click on a soldier to select the soldier, then click on a place to either move the soldier or have him shoot. On reflection, I suppose when the battlescape starts, I should put up a dialog with instructions. (A better solution is required, but it should do for a start.)
  5. Oops. I can see what's going wrong. I can probably have this fixed in a couple of days. At which point we may want to update the prebuilt version available for download.
  6. Apologies for my absence. Work has been brutal the last month (and will be for probaly the rest of the year. There's a multimillion dollar contract we're trying for, and we need to have the software ready by Christmas, or it's off.) As for my spare time, I got a copy of Overlord, and it's _REALLY_ addictive. I've accepted the PsiSkill patch. However, I do have a couple of comments. I haven't accepted stopping time when a UFO is detected. (In most cases, we DO want time to stop, however we could add a cheat code to disable this. Also note, your change stopped time when ANY Geoscape event occurred.) I believe commenting out the Assert in SoldiersListScreen.AddStatistic() was wrong fix. The Debug is a saftely check to tell us when we've added a new stat and forgotten how we're going to display it. The correct fix is moving the fatal wounds completely (and probably stamina left) completely out of the Statistics and into it's own class. However, for the time being I've just added them to the "do not display" list. The Tachyon Emissions Detector and Psi Facility should not be in the base by default, while putting them in makes testing Psi easier, they shouldn't be there for a normal game. (That is, it's fine to put them in for testing, but you shouldn't check them in as part of the base image.) Good catch with the bleeding out bug. However, I think a better place for the "if dead, don't check for bleeding" test is in Combatant.Bleed(). It's an encapsulation thing. Bleed() should know that dead people don't need to bleed. Team.onendOfTurn() doesn't need to know. I've accepted the Missed Shot Location code. In DamageCombatant() I'm not sure we need to record Alien success for experience. But I guess it does no harm to do so, in case we ever do use it. Also note, please supply unit tests for your additions, when possible.
  7. Apologies for my absence. Work has been brutal the last month (and will be for probaly the rest of the year. There's a multimillion dollar contract we're trying for, and we need to have the software ready by Christmas, or it's off.) As for my spare time, I got a copy of Overlord, and it's _REALLY_ addictive. fixed bug reported by Darkhomb with Soldier List screen crashing. (Was trying to display the fatal wounds information.) SoldiersListScreen.cs.
  8. Welcome. You might like to have a look at http://svn.projectxenocide.com/xenocide/xn...es/EquipSoldier InventorySprites.png needs to be finished off, InventorySprites.txt gives the instructions on what image goes where.
  9. dteviot

    Art - Grey

    Very nice. I look forward to being able to add it to the game models.
  10. The first sounds like an installer file, and I didn't have anything to do with that. The other, if it's Cegui logging, should be easy enough to fix. Well, we really shouldn't require running as an Admin. We should fix anything that requires it. However, if we do require it, then you add a manifest that requires Admin rights. http://msdn.microsoft.com/en-us/library/bb756929.aspx
  11. I'm a bit confused, what log files are we talking about here? Also, as regards Documents and Settings vs Users, that should be taken care of automatically for the save files. (We're using API calls to find the user's directory for them.) IIRC, Darkhomb was running at least one version of Xenocide under 64 bit Vista. Other than that I can't help you much.
  12. Hi Godo, welcome to the team.
  13. Congratulations on your recent acquisition of a Make-A-Human-Being kit set. Please note that your kit is a unique, hand built model and consequently, has no instruction manual, warranty or guarantee, and cannot be returned once removed from the original wrapping. This model will give you fourteen to twenty odd years of stress, pain, grief, worry and suffering. However, with suitable care, attention and a little luck, will also give you a lifetime of joy and love. Seriously, you've undertaken what is probably the most important task you will ever do. Best wishes. Don't screw up. Merry Christmas everyone, enjoy the holiday.
  14. Actually, I'm fluent in both C++ and C# (and C, and others), but I can't speak for anyone else. Sorry for the delay in posting this up. I was expecting Tim to post this up. However, as he hasn't I am.
  15. And a belated "that's very cool", from me.
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