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verfasst am: 06.07.2008, 22:14
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beitrge: 5596
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The 0.915a02 is a public version in the german area.
However you should have posted some of the additional informations about that version here.
@all:
The 0.915a02 linked above is an alpha-test-version. It contains errors and cannot be considered stable - in fact there are several error reports about crash-to-desktop in longer game sessions, especially in ground combat.
But we need it to be tested and experimented with, because it also contains one big change: the alien KI is now handled by XScript, resulting in a few improvements to the KI. But XScript is not yet stable for battlescap-KIs, and we need the error messages to find the remaining problems. |
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verfasst am: 07.07.2008, 13:23
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Registrierdatum: 30.11.2007, 21:58
Beitrge: 165
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There are lots of weapons in this gameset but only one armor
maybe you should do something about that. |
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verfasst am: 08.07.2008, 13:11 · Edited by: comaner
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Registrierdatum: 30.11.2007, 21:58
Beitrge: 165
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There are no alien apearing but i always get an error form a script maybe you should check your scripts. |
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verfasst am: 08.07.2008, 20:33
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Registrierdatum: 27.06.2007, 12:16
Beitrge: 658
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If none of the skript works you have to update your version of X Force. at least you have to have the version .912 to be able to play it.
The reason why the scripts doesn't work is because there are new commands and definitions in the programming language X-Script. Unfortunately the gameset generates UFOs by script only, so they won't appear on the geoscape at all. |
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verfasst am: 08.07.2008, 22:02
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Registrierdatum: 30.11.2007, 21:58
Beitrge: 165
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i have the 9.12 version |
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verfasst am: 08.07.2008, 22:06
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beitrge: 5596
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@comamer: then check which of the two gamesets linked on the previous page you have. There is one for the 0.912 and one for the 0.910, and they are incompatible - you need the one for 0.912 if you have the current XForce-Version. |
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verfasst am: 09.07.2008, 12:56
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Registrierdatum: 30.11.2007, 21:58
Beitrge: 165
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And i took the second link so that is the 9.12 version |
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verfasst am: 10.07.2008, 08:42
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Programming
Registrierdatum: 01.07.2008, 07:53
Beitrge: 109
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Greetings, BlackBetty
Thanks for mod
I found a several issues. Could You fix it?
Project 3450035112 (Defender AR ammo) assigned as munition to (assault rifle Bryson B96) and in description "This is the 5,56mm ammunition for the M19 assault rifle".
Defender havn't assigned annumition.
Sniper rifles (XMS20D XMS40D XMS40D) also without ammunition.
Maybe mission_win at the end of mzUser scripts?
And does You support "apocalypse mod ver 0.32"? Is exist sense in reworking of it scripts to 0912 compatiblity?
Can I help everything more?
Thanks |
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verfasst am: 10.07.2008, 15:57
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Spielsatz Darkage
Registrierdatum: 01.03.2005, 13:47
Beitrge: 1846
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verfasst am: 10.07.2008, 16:51
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Registrierdatum: 27.06.2007, 12:16
Beitrge: 658
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@gnfalex
the incorrect Defender ammo was already pointed out by other gamers, thanks for mentioning though. It's already corrected.
the lack of ammunition of the sniper rifles is "intended". Couldn't create them because of the lack of time or maybe I was just lazy ;)
the gameset "Apocalypse 0.32" isn't translated at all (if you meant this gameset). The only texts in English are cointained in the introduction scripts... besides you can't play it on the newest X Force versions. I'm rather working on "survival" than on this one.
Apocalypse:survival 0.05 is fully translated, although I'm not satisfied with several descriptions. Have to work on them anyway. |
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verfasst am: 10.07.2008, 16:52
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Registrierdatum: 27.06.2007, 12:16
Beitrge: 658
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I forgot to say thanks for playing :) |
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verfasst am: 11.07.2008, 09:04
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Programming
Registrierdatum: 01.07.2008, 07:53
Beitrge: 109
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@BlackBetty
Greetings
Thanks for reply
Sorry, I place a wrong words :-). I try to understood X-Scripts/usage of MEdit and in process finished reworking of all scripts of "Apocalypse 032" to be worked with 0912. (as for several old mods). If You want and interesting, I can post diff or corrected version scripts in archive. (and I didn't understood, several scripts is looked as incompleted?)
English translation...:-( I can read normally on English, very bad on Deutsch, but translate only to Russian and Ukrainian. I maybe can't help with translation:-(.
Also I prepared diff for mistypes in apocalypse_survival_ver2.pak, that don't allow to lauch several scripts (maybe this is Comaner problem). Need to check once more (sorry, have a computer problem). Main issue in UFOpDay.xms:
diff -u oldUFOpD.xms newUFOpD.xms
--- oldUFOpD.xms Thu Jul 10 18:09:56 2008
+++ newUFOpD.xms Thu Jul 10 18:08:06 2008
@@ -7,8 +7,7 @@
var
dummy:Integer;
begin
- UFOpDay:=game_api_GetDouble('UFOperDay');
- dummy:=trunc(1440/game_api_GetDouble('UFOperDay'));
+ dummy:=trunc(1440/UFOsPerDay);
// 50%-150% der durchschnittlichen Zeitspanne zwischen zwei UFO-Gruppen
timebetween:=dummy*(50+random(100))/100;
end;
I have a some free time and want to help. Can I?
Thanks
@Lennstar
Thanks, I already got this file. And I don't see warning about ammo? Then I return to home I will get look and checking once more.
Best regards |
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verfasst am: 11.07.2008, 12:23
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beitrge: 5596
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and this is a perfect example why diffs don't help in looking for programming mistakes...
One version used the ...GetDouble-Commands to read the data from the difficult setting, the other version uses a variable or constant.
In both cases the definition is at a different place than the one displayed in the diff - in the case of the difficulty setting it's not even in any skript, but in the gameset editor.
And no one can help finding the error because we would have to look at the complete skripts to see where the data is defined and if there is a problem or not. |
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verfasst am: 11.07.2008, 15:25 · Edited by: gnfalex
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Programming
Registrierdatum: 01.07.2008, 07:53
Beitrge: 109
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Yes, of couse.
Really diffs is useful only for mystapes - semikolon lost or replaced with ":", or UfosPerDay and UfoPerday.
I reviewed diffs and understood, why German community lauching mod normaly: most of it hidden under "{IFDEF ENGLISH}" :-).
If switch XForce language to Deutsch, error occured only in later script : one "lager_api_count" (TransAb.xms) and two ": TAlien;" (UfAlDescriptions.xms).
I was played with language Deutsch and copied english.dat into deutsch.dat
Full diff is placed on http://rapidshare.de/files/39974361/apocalypse.diff.html
Sorry for care. |
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verfasst am: 11.07.2008, 19:06
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beitrge: 5596
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Zitat: gnfalex most of it hidden under "{IFDEF ENGLISH}"
If program code is "hidden" under english and the code works on german, BlackBetty made a big mistake in placing the ENDIF. And in any case that excess code has to be deleted (without deleting the language-control code itself) to make the skript funktion as in German.
And the other two mistakes are simply old code, those functions have been renamed for the 0.912 and you need to change the names to the new variant. |
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verfasst am: 11.07.2008, 19:26 · Edited by: BlackBetty
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Registrierdatum: 27.06.2007, 12:16
Beitrge: 658
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If I play my gameset no errors occur Oo. Maybe it's because I didn't uploaded the latest version. I think I still have 0.912a2 or something... Had to update it. I'm glad to have vacations soon ;)
could be that I placed {$IFDEF ENGLISH} at the wrong place, thanks for pointing that out. hm... maybe I'll keep it easier by making an English-only and German-only section within the script... :o |
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verfasst am: 11.07.2008, 19:54
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beitrge: 5596
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Best way is to use string constants in the skript code and set those constants in an extra unit using the {$IFDEF <language>} <define constants here> {ENDIF} Structure.
That makes the code a lot easier to maintain and translate. |
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verfasst am: 12.07.2008, 17:51
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Programming
Registrierdatum: 01.07.2008, 07:53
Beitrge: 109
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Greetings
@DirkF
Sorry :-(. All {ENDIF} are placed on the right places. "Most of it" - "Most of mistypes". Semicolon lost in section under ENDIF is lead to script crash/not loaded. There is no error, exept semicolon, those three scripts are not used. Sorry, I must check that earler :-(.
[quote=DirkF]Best way is to use string constants in the skript code and set those constants in an extra unit using the {$IFDEF <language>} <define constants here> {ENDIF} Structure. [/quote
As I see, BlackBetty used same system, most messages placed on MisDefaults.xms
@BlackBetty
Sorry...
Thanks
Sorry for care and bad English / wrong spelling |
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verfasst am: 16.08.2008, 12:28
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beitrge: 5596
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I corrected some links on the previous page and added a comment on compatibility between 912 and 915
@Blackbetty: If you need more help making the gameset 915-compatible please email me, at the moment it isn't compatible but will crash on entering ground combat |
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verfasst am: 23.11.2023, 11:57
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Registrierdatum: 22.11.2023, 07:10
Beitrge: 68026
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