Jump to content

Mr.Prayer

Members
  • Posts

    48
  • Joined

  • Last visited

Posts posted by Mr.Prayer

  1. 1) Stand next to closed door

    2) look around until you have somewhat around 10 AP's

    3) Try to move through the door by double-clicking somewhere on the other side of the door

    4) Although soldier have more that enough AP's to walk there he doesn't move (plotted path disappears though)

    Screens:

    526.Image 1168x902, 32 B.jpg

    527.Image 1168x902, 32 B.jpg

    Save: [ATTACH]585[/ATTACH]

    Although i can't reproduce it from save since all doors become buggy after load

    5) Just to test yourself try opening door by rightclick and walk inside

    6) It works and you still have 2 AP's left

    531.Image 1168x902, 32 B.jpg

    526.Image 1168x902, 32 B.jpg

    527.Image 1168x902, 32 B.jpg

    2012-02-11_01.01.23.zip

    531.Image 1168x902, 32 B.jpg

    577e7c84bd0f8_526.Image1168x90232B.jpg.9

    577e7c84c256f_527.Image1168x90232B.jpg.c

    2012-02-11_01.01.23.zip

    577e7c84c7ec1_531.Image1168x90232B.jpg.7

  2. I think it was fine in v8.9 and got broken in v9. The wings are at somewhat about a waist level and you should be able to see behind them.

    But if you say it's intentional and we shouldn't see past wing i could live with it. Not a big problem there. Just counterintuitive.

    Another question though: why can't i see walls of the ship there:

    58.Image 1616x1062, 32.jpg

    59.Image 1616x1062, 32.jpg

    60.Image 1616x1062, 32.jpg

    61.Image 1616x1062, 32.jpg

    [ATTACH]575[/ATTACH]

    58.Image 1616x1062, 32.jpg

    59.Image 1616x1062, 32.jpg

    60.Image 1616x1062, 32.jpg

    61.Image 1616x1062, 32.jpg

    2012-02-09_23.22.00.zip

    577e7c841bfd3_58.Image1616x106232.thumb.

    577e7c8421736_59.Image1616x106232.thumb.

    577e7c8426e4d_60.Image1616x106232.thumb.

    577e7c842c53d_61.Image1616x106232.thumb.

    2012-02-09_23.22.00.zip

  3. I got one save that generates insane amount of Air combat bugs: this bug, crashes from fight screen, crashes on combat dialog popup and others.

    Once i got AC window shown and intercept dialog for another ufo on it. After selecting free fighters for that intercept game became unresponsive, sound looped and then crashed.

    Here it is:

    [ATTACH]564[/ATTACH]

    Try replaying it several times.

    2012-02-10_01.38.10.zip

    2012-02-10_01.38.10.zip

  4. Not sure if i should reply here or post a new topic since i have the same problem but i think it's caused by other bug.

    1) Shot down Scout

    2) Go to ground combat

    3) Find crashed ship

    4) Do not look inside (to preserve FOW there)

    5) Go to location between it's right wing and engine room (see screen shot)

    6) Double click inside the FOW where the cabin should be

    7) The game will plot the path right through wall and your soldier will go there

    483.Image 1168x902, 32 B.jpg

    484.Image 1168x902, 32 B.jpg

    8) Try returning to previous place

    9) The path will be plotted through outside

    486.Image 1168x902, 32 B.jpg

    Because of (8) and (9) i gather it's FOW issue.

    483.Image 1168x902, 32 B.jpg

    484.Image 1168x902, 32 B.jpg

    486.Image 1168x902, 32 B.jpg

    577e7c83c4924_483.Image1168x90232B.thumb

    577e7c83cd2b7_484.Image1168x90232B.thumb

    577e7c83d179a_486.Image1168x90232B.jpg.6

  5. Preamble: Although i post here only GC issues that i found, i named this thread as general in hope that may be developers would agree if we could gather all save/load issues that are still present in the game.

    So here we go, loading ground combat save causes :

    1) Doors being treated as empty tiles. The cursor doesn't change on mouse-over (you can't open/close doors with right click). Soldiers travel right trough them. 2 extra AP's are consumed though.

    476.Image 1168x902, 32 B.jpg

    478.Image 1168x902, 32 B.jpg

    UPD: Some become impassable:

    481.Image 1168x902, 32 B.jpg

    2) Half of the tiles at edges not drawing. Look at top and left edges of the screen:

    477.Image 1168x902, 32 B.jpg

    And i think we'll find a lot more.

    476.Image 1168x902, 32 B.jpg

    478.Image 1168x902, 32 B.jpg

    477.Image 1168x902, 32 B.jpg

    481.Image 1168x902, 32 B.jpg

    577e7c83b26d5_476.Image1168x90232B.jpg.1

    577e7c83b6e12_478.Image1168x90232B.jpg.d

    577e7c83bb471_477.Image1168x90232B.thumb

    577e7c83bf7ae_481.Image1168x90232B.jpg.8

  6. Theres might be a compromise in wich the silhouette for any unknown units is the same.

    It still doesn't address the problem i described: Due to the isometric nature of the game this silhouette is visible only when approached from the top. You clear the fog from tiles behind this silhouette and it becomes visible.

    When approaching from bottom part of the map you clear tiles that are lower than that figure. The tiles behind it stay black not revealing NPC.

    PS: I have nothing for or against implementing silhouettes for some kind of two-tier FOW. I just pointed out that it should not depend on approach vector.

×
×
  • Create New...