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Topics - H-Hour

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46
Mac / MOVED: Another two hours wasted.
« on: July 19, 2011, 02:56:00 pm »
This topic has been moved to Offtopic because it's not related to UFO:AI.

http://ufoai.ninex.info/forum/index.php?topic=6095.0

47
Discussion / Easy way to help out - Firebird model
« on: May 18, 2011, 11:50:32 pm »
Here's an easy way to contribute. In many of our maps, the firebird dropship has bad collision information, so soldiers can walk into the interior walls. If you have a couple minutes, load up a quick map (Single Player > Skirmish) and check it out for us.

If you find a soldier can partially disappear into a wall in the firebird, take a screenshot (F12) zoomed far enough out so we can recognize the map (provide a ufoconsole.log if you can, if not a screenshot will do).

Maps recently found to have problems:
+forest
+bomber_city
+bridge
+cemetery
+city_disco
+community_centre

+construction (entire firebird craftdrop tile impassable)
+desert harvester_crash
+druglord
+eaglenest
+gasstation
+italy
+japan (japan_big has map name +japan small and freezes UFOAI when loading a skirmish)
+mart
+oriental
+military_convoy
scout_crash
+shelter
+spedition
+stadium
+transport
+village

48
Discussion / MOVED: UFO & ALIEN
« on: May 08, 2011, 11:28:38 am »

49
Artwork / Particle request: glass shattering
« on: March 19, 2011, 11:37:53 pm »
I would like a particle that is like glass bits shooting out so I can turn a glass window into a func_breakable that shatters when destroyed. Crystan, I'm looking in your direction. ;)

50
Artwork / Broken HUD WIP
« on: December 21, 2010, 05:03:42 pm »
Well, I put a lot of time into this a couple months ago and then came back to it recently, but just can't seem to figure out how to do anything properly with the UI system. Here is what I've got so far. Almost everything on it is broken.

To try it, unzip the attached file and place the the 9hhud.pk3 file in your /base/ directory. Load a map and then bring down the console (` key for me) and type:

ui_push hhud

Below is a long list of things that are missing, not working or not completed, either because they're not possible yet or because I don't know how to make them happen (this is most things). For the most part, I use image nodes because I don't really understand how any of the other nodes work. If anyone (such as bayo) knows which node a particular button should be using, let me know.

Broken or not available:
1. Soldier panel not available
2. Battlefield status panel not available (#s aliens/civs sighted, levels, etc.)
3. Firemode and inventory popups appear in the old design and not aligned properly
4. Firemode TU reservation: buttons disappear when selected and though it appears to work, no TU is actually reserved
5. Crouch TU reservation doesn't actually reserve TUs
6. The following buttons don't update when selecting a new soldier: time unit reservations, crouched/standing status
7. Inventory can't be de-selected through its bottom panel button and the button never seems to reset
8. Stats don't pop up and can't be de-selected.
9. Left hand (on right side) doesn't work and isn't aligned properly.
10. There is no goggles button (it will appear below fire reservation and to the left of crouch reservation)
11. Many buttons extend beyond their visual boundaries because I've exceeded use of excluderect.

Not yet doing what I want
1. Ammo count should also have a bar graph, not just a number
2. Reload should go bright when out of ammo, and should depress when clicked
3. Switch right/left hands so right hand is on right side
4. Firemode and reload for left hand should not appear if nothing is in that hand
5. Bottom panel doesn't expand left or right if playing in widescreen
6. Base panel has none of the final touches it would need to look good
7. The currently selected firemode should display below the weapon

51
Bugs prior to release 2.4 / ATI rendering oddities
« on: November 19, 2010, 05:38:52 pm »
Some screenshots showing effects and current settings for the ATI rendering problems

52
Discussion / Alien language -- one for all you geeks
« on: November 17, 2010, 05:54:56 pm »
Does anyone have any objections if I use the attached image as the general style for an "alien alphabet"? It would be used in the alien base map, maybe in screens on UFOs, etc., if I ever get around to it. I just want some symbols I can throw up on things and came up with this real quick.

Am I stepping on any known sci-fi cliches I should avoid?

53
Artwork / Anyone know Blender to export some stuff to MD2?
« on: November 17, 2010, 12:12:32 pm »
I had a look over the opengameart.org repository and it looks like there's a bunch of good vegetation that could be useful for maps. Anyone willing to output this stuff in md2 or as an obj so I can do it in 3dsm?

Pack of plants/trees
Pack of plants/tress 2
Gum tree
Plants
Trees
More trees
Plant

54
Discussion / UI Adjustments: Battlescape
« on: October 20, 2010, 12:24:22 pm »
This thread is an attempt to start a slow, step-by-step process of re-evaluating the UI. The GUI Design thread in the Artwork forum has long been throwing around ideas, but there's been no focus on any one thing nor a clear sense of what is do-able at the moment. This thread will focus on the battlescape and I will modify this first post to keep track of what we're working on and what has been settled on.

This will be a heavily moderated thread. Posts should make clear proposals or constructive comments on existing proposals. Posts should also focus on what is do-able in a short time frame. This is not the place to completely revamp the whole UI, and for now the GUI Design thread remains the place to suggest new art styles for the UI. Mockups don't need to be drawn in the existing UI style, but should be able to be implemented in the current style.

Current Focus: Reducing the buttons and complexity
The current default HUD has a lot of buttons on the screen. Let's try and figure out some better ways to group the functions and reduce the complexity of the interface. In addition, there are some features of the althud which reduce the buttons as well as some additional information (particularly soldier stat bars) that should be incorporated in the default HUD.

Specs
  • The HUD should be designed within an 800x600 frame. I think our overall UI minimun will likely be 1024x768, but working towards a smaller frame may help us compress where we otherwise might not.
  • The proposed HUD should be implementable with the current art style.
  • All HUD work has to be approved by Bayo, our resident UI man. He more than anyone else knows what is POSSIBLE.

55
Mapping / New default lighting at night
« on: October 18, 2010, 06:57:48 pm »
I've changed the default value for the night lighting, which will affect most maps. The parts of a map lit by sun are a little darker and the parts in shadow are a little lighter. For those getting the latest compiled maps or compiling themselves, please let me know if you notice any problems in the future.

56
Mapping / Some questions about window panes
« on: October 16, 2010, 05:05:10 pm »
I'm getting some odd results using the trans33 brush property and I wondered if these are expected results or something we might consider working on in the future.

I'm using a grey texture, roughly even between white and black, because I noticed that very white transparent windows tend to brighten everything that is viewed behind them. However, while it does neutralize the adjustment in some cases, it still seems to be brightening certain spectrums.

Also, I've found that if a shadow is cast on a window pane, everything you view behind it will be darker. If you view the same thing through a window pane that isn't in shadow, it will appear brighter. A bright object behind a window pane, even if the surface of the pane is itself in shadow, ought to be bright.

Here are some screenshots showing what I'm talking about. I doubt this is a huge problem, but it can be a bit off-putting to see walls go light and dark as the camera moves around.

57
Mapping / Maps needed
« on: September 04, 2010, 01:40:25 pm »
If you want to know what maps we need, head over to the TODO/General for a list of our mapping needs. TODO/2.5 will also display those maps we need most urgently for the upcoming release.

58
Artwork / Artwork needed
« on: September 04, 2010, 01:31:16 pm »
Artists seeking to contribute should look here for information about what's needed:

Where to start as an artist: Read this if you know what you can do, or what you want to do, but you don't know where to start.

Roadmap: This is the most up-to-date list of all of our existing or planned content, with indications for things that are missing.

TODO/2.5: This is the small list of artwork that we need for 2.5. These items are the highest priority and any helping knocking them off the list will be very appreciated.

TODO/General: This is the long-term list of artwork that we need for planned items.

In addition to these lists, updated or improved artwork for existing content is always welcome.

If you notice something is missing or out of date, please edit the wiki if you can or post in this thread to let us know. I will try to keep the list as up to date as possible so artists aren't confused about what's required.

59
Artwork / MOVED: Armor weights
« on: August 22, 2010, 10:10:42 am »

60
Mapping / Another +city building WIP
« on: August 04, 2010, 10:58:00 am »
Hello everyone, here's a little in-editor screenshot of the next building I'm working on for the +city RMA. It's supposed to be a little indoor mall. It's just brushwork at this point. No texture work has been done and all the textures are just place-holders.

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