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phil180

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Posts posted by phil180

  1. ;1215626']Hiya fellow DT veterans!

    DT is dead as a dodo.

    Still I wouldn´t mind giving it a spin again , but without a high bandwidth srever...very difficult.

    That's an utter shame. I still tinker with it occasionally: indeed, I was playing it for a short time last night. It's amusing to blow up the bots, at least. It's the sort of game that would be nice to open source, but that's really up to the owners.

    Are the dev team still visible on any projects?

    Does the elicence stuff still work okay? Has anyone tried it recently?

  2. Please try wine 1.1.9

    I've recently started playing TacOps4 on Wine again. I found that even with the latest versions, 1.1.9 still seems to be better. With some later versions, the window seems to walk around the screen (although that could just be a bad interaction with fvwm1).

    Importantly, I found that the synchronous debug channel is needed, otherwise the combat effects markers (e.g., those little S and H symbols) don't show. This does seem to make it slower, but I'd rather have a better idea of what's going on. From the Wine docs, that debug channel replaces the old synchronous option in x11drv.

    HTH,

    Phil.

  3. Hi!

    ;1103797']just to rule out the obvious:

    your graphics card is Open GL >1.5

    newest drivers are installled

    OpenGL 2.1, and the drivers appear to be up-to-date.

    I've since checked a second machine (with different hardware, although both have (different) ATI video cards): I can repeat the problem on that machine, too.

    Cheers,

    Phil.

  4. First: what does the logfile say?

    There's nothing obvious: it ends

    [...]

    GUIMANAGER: STATUS MSG: Phil has been voted in as commander of your team

    GUIMANAGER: STATUS MSG: Vote succeeded

    MAIN: 33.33

    MAIN: 30.30

    MAIN: 34.48

    MAIN: 37.04

    SOUNDMANAGER: Loading >../data/sound\InterfaceBeep1.wav<

    SOUNDMANAGER: Status: No ALUT error found

    SOUNDMANAGER: Sound frequency = 44100

    SOUNDMANAGER: Sound channels = 2

    MAIN: 34.48

    REQUESTDROPMSG: Drop request from acct id 3

    PHYSICALOBJECTFACTORY: Loading ../data/dropship.physicalobjectgroup

    PHYSICALOBJECT: Loading model >dropship0.cob<

    COB: Found dds override texture >../data/Woodlanddropship0.dds

    COB: Loading texture >../data/Woodlanddropship0.dds<

    COB: Found dds override texture >../data/Team1Woodlanddropship0.dds

    COB: Loading texture >../data/Team1Woodlanddropship0.dds<

    PHYSICALOBJECT: Loading model >dropshipBurned0.cob<

    REQUESTDROPMSG: Dropship ID = 4688

    REQUESTDROPMSG: New object ID = 4645

    SOUNDMANAGER: Loading >../data/sound\SonicBoom.wav<

    SOUNDMANAGER: Status: No ALUT error found

    SOUNDMANAGER: Sound frequency = 44100

    SOUNDMANAGER: Sound channels = 1

    CHANGEDROPSTATUS: Change Drop Status to: 0

    MAIN: 33.33

    so whatever's happening to it never gets as far as the log file.

    Second: IIRC there was a problem if you had more than 12 players (including bots), but I'm not sure on that.

    I tried reducing it down to 10 players, but it still exhibits the same problem. Oh well!

    Phil.

  5. Some experimentation earlier this evening suggests the problem described here is reproducible on my PC (running Windows XP):

    - Using the 1.3.5 version of DropTeam, 'base' mod (i.e., not using a mod).

    - Choose Raid scenario, objective game type. I have 6 bots on my side, 7 on the other.

    - During the deployment phase:

    1. Promote myself to commander.

    2. Once promoted, select team -> hold all drops (in the map view).

    - Deployment phase ends...

    - Drop myself.

    - Choose one of the bots (via the map view, team menu).

    - Select drop, choose a vehicle, select drop once. The drop selection dialogue goes away, leaving the bot's menu open, so I click 'allow drop'... and it crashes into the Windows crash dialogue ("DropTeamMain.exe has encountered a problem and needs to close").

    Am I doing something obviously dumb? Is it a known problem? Can anyone else reproduce it?

    Thanks,

    Phil.

  6. Originally posted by poesel71:

    There has been a change to how engineers work. If I'd simply update CZ to 1.2.5 the engineers would stop working. There will be a new CZ version for (hopefully) next weekend.

    How did you create CZ? by cut'n'paste?

    If it helps, I did some experiments with XSLT (using Cygwin's xsltproc) to modify the units in a mod, and that seems to work fairly nicely. At least, it means I can script some changes.

    That's probably incoherent. Not enough coffee yet today.

    Cheers!

  7. Originally posted by Imperial Grunt:

    Clay, I did the update and now DT does not work. Every time I attempt to load a scenario, the game crashes completely. Tried 3 times on 3 different scenarious.

    At least it's not just me, then! Although on the plus side, it reduced my distractions so I actually did more work today....

    Cheers,

    Phil.

  8. Hi,

    I must have misunderstood the licensing.... I thought that one licence key would allow DT to be installed twice, and for both to be used simultaneously.

    I've managed to install it twice. But if I try to start a standalone game with the server box ticked (on the first machine), then I can't get the second machine to join to it. The second machine can't create a second username because the system says it's already subscribed, and the first machine (running the server) crashes if I use the same username on both machines.

    Help?!

    Thanks,

    Phil.

  9. I've spent a merry hour (lunchbreak smile.gif ) meddling with the physicalobjectgroup files in a mod directory. Thors with the Hurricane's mortar are fun.

    Can you say what each of the components do, please?

    </font>

    • CommandElectronicsSuite -- only in the Mercury. It appears to mean `this is a command vehicle, you can call in fire missions'?</font>
    • CounterBatteryComputer -- presumably shows up the range/position indicators indicating someone else firing.</font>
    • Computer -- er... no idea.</font>

    Is one particular component responsible for the detection triangles? Can they be turned off for an entire scenerio?

    Thanks,

    Phil.

  10. Originally posted by __Yossarian0815:

    the new patch has really improved the infantry.

    Do the bots drop any infantry units?

    Edit: I can answer my own question now. Yes, the bots drop infantry when they appear to have run out of vehicles that they can drive (if the scenerio lasts that long). smile.gif

    Phil.

    [ August 06, 2006, 08:11 AM: Message edited by: phil180 ]

  11. Originally posted by ClaytoniousRex:

    Do you mean some kind of scripting so you can program the bots?

    Yes -- then different behaviours could be played off. Or an interface that exposes something more abstract, e.g., messages saying `there's an enemy (whatever) over there'. (Sorry, my original question wasn't particularly clear. Not sure if this reply is any clearer....)
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