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http://xenowar.net/forum/index.php?topic=44.0
Original issue reported on code.google.com by [email protected]
on 5 Aug 2011 at 8:13
In the builder, the current conversion uses simple threshold values.
Surprisingly good, but does result in "color drift". Try a simple diffusion
to try to maintain the color palette.
http://en.wikipedia.org/wiki/Floyd%E2%80%93Steinberg_dithering
Original issue reported on code.google.com by [email protected]
on 12 Jan 2010 at 12:57
- Cell weapons feel a little slow.
- Firestorm color
- Distinguish explosive cell weapons?
Original issue reported on code.google.com by [email protected]
on 7 Dec 2010 at 5:52
The updates are a welcomed improvements but however I still found that
sometimes you can still (drag move) your units without confirmation?
Original issue reported on code.google.com by [email protected]
on 12 Jul 2011 at 2:22
Forum discussion has nice summary.
Original issue reported on code.google.com by [email protected]
on 7 Dec 2010 at 6:12
Xenowar.exe from Xenowar_1_0.zip crashes with the following information:
Problem signature:
Problem Event Name: BEX
Application Name: Xenowar.exe
Application Version: 0.0.0.0
Application Timestamp: 4d439e4c
Fault Module Name: StackHash_e561
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Offset: 00000000
Exception Code: c0000005
Exception Data: 00000008
OS Version: 6.0.6001.2.1.0.768.2
Locale ID: 1033
Additional Information 1: e561
Additional Information 2: f4fc2724efb11b936046e46954d21266
Additional Information 3: 5d7c
Additional Information 4: 44037eeb8ee0aaaab2af56689b243c3d
Original issue reported on code.google.com by [email protected]
on 19 Feb 2011 at 9:38
I'm experiencing an encoding error in the battleship attack research message.
There should be an apostrophe instead of the euro symbol and number.
http://img703.imageshack.us/img703/4338/wrongencoding.png
I'm using the 2.0 windows version.
Original issue reported on code.google.com by [email protected]
on 14 Jun 2011 at 12:31
- add accuracy calibration and tracking
- account for target size
Original issue reported on code.google.com by [email protected]
on 7 Dec 2010 at 5:51
While creating the wiki, I saw that SG-I requires SG-I to get, not SG-K.
Original issue reported on code.google.com by rlaurie
on 5 Sep 2011 at 5:55
regarding your project. please look at my portfolio :
http://www.youtube.com/watch?v=LgZFQsrwkuE
http://gameoblivion.blogspot.com/
http://www.myspace.com/paulosamoes
http://paulosamoes.blogspot.com/
http://cargocollective.com/radioactivebrain/
http://vimeo.com/12097398
http://vimeo.com/12096838
http://vimeo.com/12097245
http://vimeo.com/11963236
http://vimeo.com/12353767
thanks,
Paulo Samões
Original issue reported on code.google.com by [email protected]
on 20 Aug 2010 at 4:22
When playing, I've never seen the AI use an explosive weapon, even when they
had secondary fire weapons and were aiming at a clump of space marines.
Something off in the AI tuning?
Original issue reported on code.google.com by [email protected]
on 17 Nov 2010 at 5:53
Lets say I have armor1 on, and I have armor2 in my inventory, if I click on
armor2, it should not move it to the unit's inventory, it should auto "wear"
the armor.
Same for weapons of the *same* type.
Original issue reported on code.google.com by [email protected]
on 16 Sep 2011 at 7:37
There are some situations when it's not easy to see which trooper is currently
selected. The most obvious example is at the start of a mission when everyone
is crammed in the ship. Also, when a soldier is out of movement points. Having
an indicator on the ground looks good, but it can easily be obscured e.g. in a
building.
How about some kind of glow, or outline effect, or possibly some kind of marker
hovering above the trooper. Something animated catches the eye more easily.
It might sometimes be useful to have an indicator like the "enemy spotted"
arrow, which shows the direction to the selected trooper when it's off screen.
Original issue reported on code.google.com by [email protected]
on 24 Aug 2011 at 12:22
Steps:
1. have a windows computer
2. connect to it with remote desktop
3. start the program
Program should start but instead you get "program stopped working".
Version 528 on 64bit Win7 (previous release did it too)
Stack trace is no good - there are no symbols and it runs on wow64.
Depwalker log says the last function loaded is:
GetProcAddress(0x6F8E0000 [OPENGL32.DLL], "wglGetPixelFormat") called from
"GDI32.DLL" at address 0x763E5876 and returned 0x6F9255E8.
Second chance exception 0xC0000005 (Access Violation) occurred at address
0x736AC9F1.
These are loads though, so it might only *help guess* where the crash happens.
I'm sorry I can't give you anything more...
Overall the issue is not really important - who would play over remote desktop.
But the part where the program fails to diagnose "hostile" environment could be
worse?
Original issue reported on code.google.com by [email protected]
on 28 Dec 2010 at 11:37
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 16 Sep 2011 at 7:39
Have seen this, but as yet unable to repro.
Original issue reported on code.google.com by [email protected]
on 10 Jan 2010 at 1:24
The little colorful circles indicating where your soldier can move and how much
TU will be left are sometimes covered by rocks and similar things.
http://img59.imageshack.us/img59/1859/hiddencircle.png
Frostrums or higher Z levels for 2d indicators instead would be great.
Original issue reported on code.google.com by [email protected]
on 14 Jun 2011 at 12:58
The camera pans to hit locations. Should it zoom out? Adjust angles? Is there a
more intuitive behavior?
Original issue reported on code.google.com by [email protected]
on 24 Jan 2011 at 9:13
In fast turns, it's hard to tell the aliens are done and it's the player turn
again.
Original issue reported on code.google.com by [email protected]
on 18 Jun 2011 at 2:52
Sometimes, when you resize window, right arrow (in right lower part of screen)
is out of screen.
Latest r490 on windows.
Original issue reported on code.google.com by [email protected]
on 20 Nov 2010 at 7:12
2 crash logs from the android 'inc' are in the 1st frame state.
- is per-turn saving working?
- is the save file in the correct place?
- even better, is in on the SD card so it can be accessed?
Original issue reported on code.google.com by [email protected]
on 21 Nov 2010 at 7:02
Building ceilings don't stop bolts, or cause impact. (Should they?)
Original issue reported on code.google.com by [email protected]
on 9 Jan 2010 at 5:14
Hi!
As many one around here, I wonder if you can give as some tips in buildings
such types of game, maybe with a tutorial ? :D
Original issue reported on code.google.com by [email protected]
on 14 Jul 2010 at 11:36
There is one online, that needs updating. But in game?
Original issue reported on code.google.com by [email protected]
on 2 Sep 2011 at 4:39
Can't build anything in 3rd base.
Original issue reported on code.google.com by [email protected]
on 11 Sep 2011 at 4:19
What steps will reproduce the problem?
1. select a unit
2. white "unit selection" appears
What is the expected output? What do you see instead?
Currently hard to see; add a glow or animation effect?
Original issue reported on code.google.com by [email protected]
on 24 Jan 2011 at 7:22
It's very easy to build a base by mistake/place it in the wrong location.
Adding a quick "OK/cancel" confirmation screen after placing the base should
fix this.
(Great game, btw!)
Original issue reported on code.google.com by [email protected]
on 8 Aug 2011 at 12:42
1. Currently: Click on the soldier (not the feet), no selection.
2. With model selection: click on the soldier, selects, but click on tile to
move and reselects.
3. With model selection: can't move to locations blocked by other soldiers.
Working as expected. But is it possible to do better with the select/move model?
Original issue reported on code.google.com by [email protected]
on 24 Jan 2011 at 7:20
For cell weapons, primary and secondary don't report charge used. The
secondary charge is always "0" on the inventory screen. Patch up, or switch
to primary (plasma) and secondary (something cool sounding) cell?
Original issue reported on code.google.com by [email protected]
on 9 Jan 2010 at 6:31
On PC I have to resize the game to whatever size every time I start the game.
Suggestion is to remember the size that the app was.
Original issue reported on code.google.com by rlaurie
on 2 Sep 2011 at 11:42
What steps will reproduce the problem?
In theory, the AI should never get in a logic death loop. but does, especially
around inventory management. need to add a "max iteration" count and an assert.
Original issue reported on code.google.com by [email protected]
on 4 Dec 2010 at 11:32
There is a problem with the file type registration. When using email (not gmail
account) it offers to open mail messages with Xenowar.
Original issue reported on code.google.com by [email protected]
on 19 Sep 2011 at 10:58
What steps will reproduce the problem?
1. Win a game
What is the expected output? What do you see instead?
I see black background instead of green one.
I notice also tile of window is SDL_app
What version of the product are you using? On what operating system?
UfoAttack_528 for Windows on XP sp3
Please provide any additional information below.
See image :D
Original issue reported on code.google.com by [email protected]
on 29 Dec 2010 at 1:03
Attachments:
There are always onscreen buttons to go back from e.g. settings screens, but
when using a phone, I'm very used to hitting the hardware back-key, which
brings me to the android home screen instead. It would be much more intuitive
if it just did the same thing as the onscreen "back"-key, where it makes sense
(otherwise nothing..?)
Original issue reported on code.google.com by [email protected]
on 18 Sep 2011 at 8:10
- still able to run tactical mission, but no equipment
- should that end the game?
Original issue reported on code.google.com by [email protected]
on 12 Jul 2011 at 2:24
Can there be a short or very short game? Forums has some discussion on this.
Should difficulty change?
Original issue reported on code.google.com by [email protected]
on 20 Sep 2011 at 4:25
It's currently not possible to get descriptions of items in the inventory. Need
a UI change.
Original issue reported on code.google.com by [email protected]
on 5 Aug 2011 at 6:00
An unarmed soldier can never shoot, regardless of his/her movement points. But
the game displays all movement dots as green, while the soldier marker (square
under soldier) is orange. The dots should probably be orange too.
Original issue reported on code.google.com by [email protected]
on 14 Jul 2011 at 9:43
Running r578 in debug I hit an assert in BattleScene::ProcessAction,
battlescene.cpp, line 1570:
GLASSERT( 0 ); // may be okay, but untested.
I continued passed the assert only to hit another assert in
grinliz::BitArray::IsSet, glbitarray.h, line 64:
GLASSERT( x >= 0 && x < WIDTH );
This was happening because ParticleSystem::DrawQuadParticles was testing a
particle against the fogOfWar that was outside of the map dimensions, see
particle.cpp line 539.
I believe what happened was that the time delta became very large because the
assert froze the game, which the large time delta caused a particle to be moved
outside of the fogOfWar.
It may be useful to have a clamp on the time delta for when asserts or break
points occur.
I'm not sure if it is necessary but it may not be a bad idea to either cull
particles that leave the map or to avoiding checking the fogOfWar if they are
outside of the map.
Original issue reported on code.google.com by [email protected]
on 23 Jan 2011 at 5:53
Current system to complex.
- reduce bounty
- apply for any UFO-shoot down
Original issue reported on code.google.com by [email protected]
on 16 Sep 2011 at 7:38
The standard Xenowar UI, with high resolution UI. Nice if you are playing on
the PC.
Original issue reported on code.google.com by [email protected]
on 29 Aug 2011 at 2:42
When a soldier is positioned close to e.g. a tree or a corner, and is firing at
a target positioned beyond the cover (but still visible) there is a high
probability that they will hit the cover instead. I think the player expects
the soldier to be able to automatically avoid accidentally hitting things that
are very close compared to their target.
Original issue reported on code.google.com by [email protected]
on 12 Jul 2011 at 9:32
It would be great if this game could be run in any resolution, because on
pc resolution is quite small.
I understand, that it's because of small handheld devices, but keep in mind
that there are many android based tablets, which also have bigger screens:
http://en.wikipedia.org/wiki/List_of_Android_devices#Tablet_Computers
For tactical game, it should be easy to add bigger resolutions, you could
just make bigger field of view.
Original issue reported on code.google.com by [email protected]
on 6 Jun 2010 at 8:03
What steps will reproduce the problem?
1. Download and install .apk
What is the expected output? What do you see instead?
"The application Xenowar (process com.grinninglizard.UFOAttack) has stopped
unexpectedly. Please, try again."
What version of the product are you using? On what operating system?
Xenowar_580.apk
Original issue reported on code.google.com by [email protected]
on 16 Feb 2011 at 1:12
What steps will reproduce the problem?
1. When aliens are selected (on screen) it can be hard to see sometime.
What is the expected output? What do you see instead?
Glow?
Target count indicator?
Original issue reported on code.google.com by [email protected]
on 24 Jan 2011 at 7:24
Too similarly shaped? Color of male units too close?
Original issue reported on code.google.com by [email protected]
on 24 Jan 2011 at 9:11
When an alien is standing in an 'unseen' tile, its weapon can still render.
Original issue reported on code.google.com by [email protected]
on 28 Nov 2010 at 3:20
Puts up an alternate title screen. (Johan's work in progress, somewhat
stretched by the import.)
Original issue reported on code.google.com by [email protected]
on 18 Sep 2011 at 6:32
Attachments:
Shooting straw bales removes them from the map. But they still block sight,
until their (now cleared) area is stepped on.
Aliens certainly get reaction fire as soon as soldiers step into area where the
straw was.
I'm not entirely sure but it could be that approaching the "invisible" area
from another side fixes LOS.
r528, Windows XP/sp3
(Screenshot has reduced colours.)
Original issue reported on code.google.com by [email protected]
on 7 Jan 2011 at 9:54
Attachments:
Game crashed when you click rmb in inventory screen.
Latest r490 on windows.
Original issue reported on code.google.com by [email protected]
on 20 Nov 2010 at 7:10
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