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Messages - Sandro

Pages: 1 2 3 [4] 5 6 ... 16
46
Newbie Coding / Re: extracting surface parameters from .map files
« on: March 10, 2014, 08:14:32 pm »
.bsp will be better since it got the final geometry. It is quite simple, actually, all the needed data is provided in the plain way. Vertices, edges, polygons -- everything is right there.

47
Newbie Coding / Re: extracting surface parameters from .map files
« on: March 10, 2014, 02:11:54 pm »
Please clarify what exactly you want to accomplish? Remove textures which are almost always not seen by player? Or, optimize memory usage? Second one would not work -- texture is always loaded in it's entiriety.

48
Newbie Coding / Re: extracting surface parameters from .map files
« on: March 09, 2014, 08:26:46 pm »
Possible, but will requre some serious math. Or you can use the processed data from .bsp files.

49
Newbie Coding / Re: extracting surface parameters from .map files
« on: March 09, 2014, 06:28:31 pm »
Those are not vertices; those are clipping planes for convex polytopes called brushes.

50
Artwork / Re: Hyperion
« on: March 09, 2014, 06:25:40 pm »
whats the biggest angle soliders can walk?

About 60 degrees IIRC.

51
Hmm, you would prefer "infinite" count for mundane items?

52
Gurus wanted ! / Re: [doxygen] strange warning
« on: March 01, 2014, 12:34:41 pm »
Block starts with the /** instead of /*

It therefore expects some doxygen, but can't find any.

53
Tactics / Re: Empty Production Queue
« on: February 21, 2014, 01:50:16 am »
No, you cannot earn money that way. Personally, I don't like the idea, but most of the team says it is the way to go.

54
Coding / Re: memset(*this,0,sizeof....
« on: February 03, 2014, 02:46:17 pm »
Or overrun the next object in memory, since vtbl link in some compilers uses negative offsets. And I've did not start talking about multiple inheritance classes ...

55
Discussion / Re: Some UI2 Base design issue.
« on: January 23, 2014, 08:48:31 pm »
My opinion: to both.

Combine equip/assign menu to the hire/sack one

56
Feature Requests / Re: Aliens have bad memories and are deaf
« on: January 21, 2014, 09:34:06 am »
Aliens always know where you are, and trying to avoid becoming targets at the of the turn. That is is the reason why they  do not do the Zerg Rush.

It would save civilians.

Aliens' plans is NOT to save the civilians.

57
Discussion / Re: a small grapfical inaccuracy
« on: December 16, 2013, 07:50:38 am »
No need for save -- confirmed on my side. Guess there is a some error in rendering of the sun glare. Will investigate.

58
Discussion / Re: Unable to build more than one radar and SAM site
« on: November 28, 2013, 05:59:53 pm »
Yes, there is a per-base limit.

59
Coding / Re: Question about a roadmap for 2.5 branch (packaging for Fedora)
« on: November 28, 2013, 05:58:52 pm »
1. What is the status of the compatibility with Inter cards? Karel Volny an RPMFusion packager created a wrapper which disables GLSL Shaders (?) by writing 'set r_programs "0" a' to the config file on the first run on given machine with Intel card. Is it still required or UFAI by default sets some safe mode (I have seen a topic about it on forum recently, but I couldn't find it today)?

So far, it is better to avoid shaders with Intel hardware. Period.

60
Linux / Re: Official Debian release for UFO:AI
« on: October 27, 2013, 03:45:10 pm »
I hate having to boot up Windows just to play.  :(

But you can always use the Linux build ...

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