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> v.1.4 bugs, Perfection isn't all that perfect
Preda
post 5th October 2005, 8:35am
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I noticed some UFO-related bugs in v.1.4. The UFO-tracking window doesn't indicate UFO size very accurately, and there are many cases in wich a planter crashes, and in the tactical mission you see a Laboratory.

Can this be fixed by yet another patch?


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Slaughter
post 5th October 2005, 3:23pm
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It probably can, but I'd say chances are slim to none of ALTAR doing more patches for Aftermath. You'll probably have to mod it yourself to get it fixed, but I doubt it can be done without the source. I might bug Cenega a little to get the source released however...


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Kret
post 5th October 2005, 6:59pm
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Preda, you should note that some UFO types have 2 sizes, both planters and laboratory UFOs are such.


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Preda
post 6th October 2005, 7:09am
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QUOTE(Kret @ 5th October 2005, 9:59pm)
Preda, you should note that some UFO types have 2 sizes, both planters and laboratory UFOs are such.
*


Please do not insult my intelligence! Laboratories have branches growing out of them, unlike planters and bases.


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GigiDuru
post 6th October 2005, 9:29am
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QUOTE(Preda @ 6th October 2005, 10:09am)
Please do not insult my intelligence! Laboratories have branches growing out of them, unlike planters and bases.

You can still insult mine grin.gif (though I don't mind if you don't), as I obviously failed to realize these differences. I had only noticed that UFO layouts come in 3 sizes (or so I think).

But: by reading this thread I realize now how much I missed so I promise from now on to pay attention to the UFO alledged types and sizes BEFORE taking the guided (by Reticulans) tour to visit them.
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Kret
post 6th October 2005, 6:46pm
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Whatever, the thigs is, it isn't a bug.


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Accounting Troll
post 6th October 2005, 7:19pm
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There seems to be a certain overlap between the various classes of alien ship in Aftermath. I have sometimes had laboratories plant biomass nodes, and I have had a couple of games in which I have got the bionode material from the recovery of a wrecked laboratory.

Somewhere in the game files there is a bit that says what missions each class of ship can go on. If anybody feels like decoding it into a more meaningful form, it would make a great article for a future edition of the newsletter wink.gif
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GigiDuru
post 9th October 2005, 6:52pm
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QUOTE(Accounting Troll @ 6th October 2005, 10:19pm)
Somewhere in the game files there is a bit that says what missions each class of ship can go on.

Well, I think I found the UFO type and activity dependency by collating two files in gamedata.vfs. One thing is for sure, planters can do several types of missions and non-planter UFOs can plant too.


I put it in Excel format but I don't appear to have the right to attach files to my posts confused.gif.
So what can I do ? I think I could somehow embed the table as text within a post but there should be a better way hmm.gif ...
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Preda
post 10th October 2005, 6:55am
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QUOTE(GigiDuru @ 9th October 2005, 9:52pm)
Well, I think I found the UFO type and activity dependency by collating two files in gamedata.vfs. One thing is for sure, planters can do several types of missions and non-planter UFOs can plant too.
I put it in Excel format but I don't appear to have the right to attach files to my posts confused.gif.
So what can I do ? I think I could somehow embed the table as text within a post but there should be a better way hmm.gif ...
*



I'd like to know if you can fix this issue. It can get very irritating. borg.gif

I think you understood the problem. I shoot down a medium planter or base and on the tactical mission I get a laboratoy. Also, the UFO tracking screen shows wrong-sized UFO in the pictogram.


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GigiDuru
post 10th October 2005, 3:19pm
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QUOTE(Preda @ 10th October 2005, 9:55am)
I'd like to know if you can fix this issue.

Sorry but I don't think I can.

In fact the discussion had slided a bit off topic: starting from the bug you indicated we arrived to discuss configured UFO and mission types. In fact this bug seems to have nothing to do with configuration if the game "forgets" the type of UFO it generated earlier.

However, one queston: besides of the UFO inside layout, is there anything else that suggests the wrong UFO type ? Because if in fact it is just the wrong layout, this COULD come from the game configuration. I will look and try to figure out the UFO layout configuration part but this seems trickier than "reading" just the UFO type.
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GigiDuru
post 10th October 2005, 5:28pm
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I gave it a first look but the result is not encouraging.

The easy part is that there are seven icons for displaying different UFOs. This means that 2 icons are "shared" by different types of UFOs. The same icon set seems to be used for display in both the UFO warning screen and the dogfight screen and it is possible to see this set.

But... there is no way to identify each icon within the set because different configuration files use different kinds of indexes and suffixes so there is no clear "name" (such as "planter-medium") to be found everywhere. The links should be done in the game program code which cannot be red. To complicate things further, part of it is in Czech.

As to the UFO interior, I think there are 5 different sets of fixed layouts. Each set has exactly 7 layout items for different UFO types (possibly corresponding to the 7 icons above).


If I find the time I'd like to try to solve the 7 image puzzle but I think I'm getting farther from solving any bug while seeking just another type of fun with this game...
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Preda
post 10th October 2005, 6:11pm
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I am not talking about the interior of the UFO, I mean the exterior. The craft itself is different from what I saw in the dogfight screen.


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Kret
post 10th October 2005, 11:24pm
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GigiDuru, mind me asking what files have you checked?

If checked the listofufotype.txt with the following content

CODE
; Exported from file: \\VELRYBA\ufo\Documentation\Design\Dogfight.xls
LIST_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE FIGHTER_0
   VIDEO_TYPE 2
   VIDEO_MARK 0
   ICONS 0 0 0 1
   WRECK 0
 END_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE FIGHTERS
   VIDEO_TYPE 2
   VIDEO_MARK 0
   ICONS 0 1 1 1
   WRECK 0
 END_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE OBS_0
   VIDEO_TYPE 2
   VIDEO_MARK 0
   ICONS 0 0 0 1
   WRECK 0
 END_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE OBS_1
   VIDEO_TYPE 3
   VIDEO_MARK 0
   ICONS 1 1 1 1
   WRECK 1
 END_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE LAB_1
   VIDEO_TYPE 3
   VIDEO_MARK 0
   ICONS 2 1 1 1
   WRECK 1
 END_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE LAB_2
   VIDEO_TYPE 3
   VIDEO_MARK 2
   ICONS 4 1 1 1
   WRECK 2
 END_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE PLANT_2
   VIDEO_TYPE 3
   VIDEO_MARK 1
   ICONS 3 1 1 1
   WRECK 2
 END_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE BASE_2
   VIDEO_TYPE 3
   VIDEO_MARK 1
   ICONS 3 1 1 1
   WRECK 2
 END_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE PLANT_3
   VIDEO_TYPE 3
   VIDEO_MARK 3
   ICONS 5 1 1 1
   WRECK 3
 END_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE BASE_3
   VIDEO_TYPE 3
   VIDEO_MARK 3
   ICONS 6 1 1 1
   WRECK 3
 END_OF_UFOTYPE
 UFOTYPE
   UFO_TYPE BATTLE_3
   VIDEO_TYPE 4
   VIDEO_MARK 0
   ICONS 7 1 1 1
   WRECK 3
 END_OF_UFOTYPE
END_OF_LIST_OF_UFOTYPE


This backups my statement that one lab type ufo is similar to one of the planter ufos wreckwise. However, it also shows that Breda's "bug" can be fixed via mod if really needed.

This is what I can interprete for each value:

UFO_TYPE: This seems to be a name tag more than anythind else. Either some internal code or another file probably makes a reference to this.
VIDEO_TYPE: This determines what cinematics will be shown during the evaluation of the dogfight. Note that several ufo types share the same movies. Oddly enough, values are 2, 3 or 4 so a question rises from the missing possible 0 and 1 values.
VIDEO_MARK: I believe this refers to the begining of the cinematic where you see the player fighter wing and the ufo fighter wing break formations.
ICONS: These seem quite obvious, they determine what icons are shown on the dogfight screen for the ufos
WRECK: This determines the size of the ufo crash site and possibly landing site when applicable for the exterior part of the mission

I need to test all of this to finally confirm their functions.


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Preda
post 12th October 2005, 7:40am
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hmm.gif it's Preda.


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Kret
post 12th October 2005, 11:34am
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Sorry, the post was made during very late night hours, vision was kind of blury then


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Preda
post 12th October 2005, 6:35pm
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I don't really know how to install a mod, so if this will be done, I'd like to find out how to use it...


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GigiDuru
post 12th October 2005, 6:39pm
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QUOTE(Kret @ 11th October 2005, 2:24am)
GigiDuru, mind me asking what files have you checked?
If checked the listofufotype.txt with the following content...


It is this file indeed (and I agree to your assumptions Kret) , but together with strategic\configs\game\listofufomissions.txt which has entries for the different types of missions such as:

CODE
 UFOMISSIONS
   MISSION TRANSPORT
   STRENGTH 1
   UFO_TYPE 0 0 0 0 1 0 1 0 0 0 0
 END_OF_UFOMISSIONS
 UFOMISSIONS
   MISSION TRANSPORT
   STRENGTH 2
   UFO_TYPE 0 0 0 0 0 2 1 1 0 0 0
 END_OF_UFOMISSIONS
 UFOMISSIONS
   MISSION TRANSPORT
   STRENGTH 3
   UFO_TYPE 0 0 0 0 0 0 0 0 1 1 1
 END_OF_UFOMISSIONS


I think there are three levels or "strengths" for each type of mission and I also think the 11 UFO_TYPE digits indicate the possibility to have different types of UFOs assigned to the given type of UFO:

- 0 states that the mission cannot be assigned to that type of UFO
- Non-zero values seem to be weighting factors that translate into probabilities to have that UFO-to-mission assignment.

I have the result in a more readable form (sent to Zombie, should appear soon I guess) and it seems quite plausible.

One more hint: I am sure the mission + strength pair appears in the game phases description files (I saw it but I don't remember which file) to indicate which UFO missions may occur in each game phase.

About images, I agree with Kret that the listofufotypes.txt shows that some icons are shared between different UFOs but... this gives us 7 numbered images and no way of telling which is which. In theory some game programmer (or his/her boss) could have decided that, for instance, images #3 and #5 are physically the same! I don't think config files alone can throw any light over this possibility. Just another UFO mistery ?
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Kret
post 12th October 2005, 10:10pm
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QUOTE
I think there are three levels or "strengths" for each type of mission


Yup, here're some lines from the listofphase_content.txt file
I'm assuming 1st digit if frequency or probability over the other missions and the second the strength.
CODE
 PHASE_CONTENT
   PHASE 6
   UFO_MISSION_PATROL 2 2
   UFO_MISSION_TRANSPORT 2 2
   UFO_MISSION_INTRUDE 3 2
   UFO_MISSION_PLANTING 4 2
   UFO_MISSION_BASEATT 2 2


QUOTE
I also think the 11 UFO_TYPE digits indicate the possibility to have different types of UFOs assigned to the given type of UFO

11 UFO_TYPE digits match the 11 UFO_TYPE definitions in the listofufotype.txt file.
I would like to note that in this last file, it would be less confusing to refer to these definitions as ufo wing sets rather than actual ufo types

I've been trying to discern what the VIDEO_TYPE and VIDEO_MARK values do. So far, reading the listofdogfight.txt brings me to this conclusion:

VIDEO_TYPE combined with a precalculated dogfight result AND the number of craft present in the UFO wing determines which cinematic sequence will be shown
Each cinematic sequence is divided into several short scenes that refer to individual bik files. Each of these scenes can be have to 4 entries for UFOs and 3 entries for human fighters and they're labeled from VIDEO1 to VIDEO4. Each of these have 3 entries reflecting dogfight over ground, sea or at night. The VIDEO_MARK comes into play here when the games needs to figure wich VIDEOx scene to load for ufos and it most likely uses a different variable when figuring what file to load for human craft.
Little oddity: planter and base ufos share the same cinematics according to their VIDEO_TYPE and VIDEO_MARK. This is applicable to both sizes of both ufos.

So with this we return to Preda's issue (again, sorry to have mistyped your nick as a S2 grenade), both the dogfight icon and the cinematic would be different BUT for the tactical part of the game the LAB_2 and the PLANT_2 ufo types (wings) share the same wreckege and so does the BASE_2 ufo for that matter, thus giving the impression that there's some sort of bug in action while it is more of a design most likely related to the game being rushed.

11 UFO_TYPES (wings)
7 Ufo Icons
4 Wrekeges

Reading the files, no wonder they didn't know how to begin with improving the interception part of the game for AS. The one in AM seems in my opinion a tad messy with the scripting and the dozens of bik files.


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Zombie
post 13th October 2005, 4:30am
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QUOTE(GigiDuru @ 12th October 2005, 1:39pm)
I have the result in a more readable form (sent to Zombie, should appear soon I guess) and it seems quite plausible.
*

Well, here it is. GigiDuru's impressive spreadheet on UFO types and activity. It was created with Microsoft Excel and is 2.66KB zipped and 16.5KB normal. Enjoy, everyone! smile.gif

Attached File  UFO_Missions.zip ( 2.66K ) Number of downloads: 124


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Kret
post 13th October 2005, 4:54am
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Viewed the file and liked the table. There's just 2 things that I believe are incorrect:

1st, the level 1 patrol missions are solely conducted by solitary observers, not a single fighter
2nd, the battleship's probability in the level 2 intrude should be 20%

Of course, I'm assuming that the 11 digits order matches the order in how the UFO_TYPES are declared, wich is something you do GiriDuru aswell in the table, don't you?


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