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Messages - tilli

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16
Mapping / Re: new +forest map and tiles
« on: August 20, 2011, 07:44:04 pm »
markers are removed
I also added another river crossing
unless some serious issues come up, I consider +forest done for the time being

Tilli


17
Mapping / Re: randomspawn in maps
« on: June 03, 2011, 12:33:26 pm »
Quote
And this work only for aliens, or phalanx will be under this flag too?
Either both or none.
But for Phalanx that is not much of a problem, it only effects, who is standing on what side of the dropship.
For the aliens that results in being anywhere, if enough spawnpoints are available.  

18
Mapping / Re: randomspawn in maps
« on: June 02, 2011, 07:49:12 pm »
Quote from: Kildor
can you explain, what «randomspawn» means exactly?
randomspawn is activated on a map under worldspawn and has the effect of randomly assigning the actors to different starting positions. So you put in for example 10 starting positions for the aliens. If the map now starts with 4 aliens, then these 4 aliens will be randomly distributed between the 10 starting positions, resulting in different starting configurations every time you play the map.

tilli

19
Mapping / randomspawn in maps
« on: June 02, 2011, 11:27:14 am »
as randomspawn now seems to work without problem, I would like to integrate this in several maps.
I already tried it in fightercrash.map and the result in my opinion is very good.
I would like to tackle some other maps with this, e.g. +industrial, +oriental or +ufocrash.
Would that be ok, or is somebody currently doing major work on that?

tilli

20
Discussion / Re: Easy way to help out - Firebird model
« on: May 24, 2011, 07:46:20 pm »
+cemetery
+city_disco
+community_centre

done

21
Discussion / Re: Easy way to help out - Firebird model
« on: May 23, 2011, 08:16:53 pm »
+construction (you can cross the road now)
+desert harvester_crash
+druglord
+eaglenest

should all be fixed now

tilli

22
Mapping / Re: new +forest map and tiles
« on: May 21, 2011, 08:06:02 pm »
just an information

I consider my part for +forest done
there are for sure some minor points still to do and of course if somebody points them out to me, I will try to fix them

I will leave the tile markers in for the moment (makes troubleshooting easier), but will remove them before we go for release of 2.4

hopefully it was an improvement

tilli

23
Discussion / Re: Easy way to help out - Firebird model
« on: May 21, 2011, 07:52:39 pm »
village and transport should be fixed

and spedition too

can somebody please start at the top of the list???


and shelter, scout crash, military convoy, oriental, mart, italy, gasstation are hopefully correct now

24
Discussion / Re: Easy way to help out - Firebird model
« on: May 21, 2011, 07:24:00 pm »
stadium should be fixed

tilli

25
Discussion / Re: Easy way to help out - Firebird model
« on: May 21, 2011, 07:17:25 pm »
just a small warning when you move to firebird model
afterwards there are two brushes, one no draw and one actorclip, in the front of the troop compartment, which have to be shortened (!) so 10 soldiers can occupy the ship

tilli


26
Discussion / Re: Easy way to help out - Firebird model
« on: May 21, 2011, 12:18:54 pm »
Quote
There are two possible fixes: The one used in +forest
Just for information, the only thing I did was moving the firebird model a little bit until it lined up correctly.

tilli

27
Discussion / Re: Easy way to help out - Firebird model
« on: May 19, 2011, 07:34:39 am »
+forest should be fixed, or so I hope :-)

tilli

28
Bugs prior to release 2.4 / Re: bug with grenades and water
« on: May 17, 2011, 09:13:43 pm »
"kleiner wald" is +forest "little forest"
The water has no bottom, so it behaves correctly in letting things fall through. I think I won't fix that, because I prefer grenades in water to be harmless
Just think of the grenades not waterproof :-)

Tilli

29
Mapping / Re: New Map
« on: March 24, 2011, 07:39:30 pm »
just had a look at your map. looks nice, and the player will really have to hurry to save the civilians.
And I can already imagine the aliens dropping down grenades from above. 

Can you add some more furniture to the rooms? Maybe some drawers for storing clothes?

About dropships and crafts: I would actually recommend to not include any of them. Would the roof really support such aircraft and have a large enough space. I think it more likely that they simply dropped by rope from the hovering aircraft.

About RMA: That has it's own pitfalls, I'm not sure how the RMA assembly in z direction is progressing. So at the moment it might be simpler to have a separate map for each landed ufo.

tilli

30
Mapping / Re: new +forest map and tiles
« on: January 21, 2011, 05:33:15 pm »
thanks H-Hour

just for the moment, the little boxes you mentioned are binary code tile markers, to help identify the tile. Most of the tiles (except the river tiles) have them in the upper right hand corner. So if you could just tell me the marker (white 1, black 0) I can easily identify the problematic tile.




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