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Messages - XaverXN

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91
Mapping / New map candidate available for testing
« on: May 09, 2007, 05:10:34 pm »
1. Thx... it's inspired by the house I live in ;-)
Thats something I would leave to the test players/community to decide. Do you think we need more room inside buildings -> should I carve out one or two more rooms there?

2. I dunno... its thought as a room for the big trash containers... I don't think there'll be highly strategic battles in there anyway.

3. Right, will do that... Red carpet? Must be texture error. These look red with black squares. The multiple roof access was of of my top-priority ideas too.
(BTW, for our non-german friends: An 'Apotheke' is a pharmacy)

4. Huh? Don't understand what you mean, sorry. Maybe you could do a screenshot (F12)

5. Yes, kinda.. still waiting for flash of wit there. Painings in a staircase? Maybe lamps, yes. Or a wallpaper?

6. Haven't thought of that, right... will double the bollards, might be strategically interesting.

7. Hm, sure possible... will wait for more opinions on this one...

92
Mapping / New map candidate available for testing
« on: May 08, 2007, 09:08:49 pm »
Hey guys,

my new (and also first serious) UFO:AI map is nearing completion. It now needs testing, especially multiplayer, singleplayer and looking for errors. It would help me a lot if some of you took a look at it.

Errors, suggestions, critizism, praise ;-) : Any feedback is appreciated!

Howto:

1) Copy http://www.sr-welt.de/ufoai/apartments01d.bsp.zip to base/maps dir
2) Copy
   http://www.sr-welt.de/ufoai/int_tile14.jpg
   http://www.sr-welt.de/ufoai/int_tilecustom.jpg
into your base/maps/interior dir. Also, if you don't have the latest svn you need to copy
      http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/regal_pharma1.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/regal-pharma2.jpg
   http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/regal-pharma3.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/regal-pharma4.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/outlay.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/outlay2.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_shop/outlay3.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_streets/street11.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_buildings/doormat.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_buildings/whitewall_grafiti.jpg
http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/textures/tex_base/poller.jpg
into base/maps/textures and the respective relative dir.

3) Singleplayer: Load into UFO: start new game (or load old one), bring up console (^) and type 'map apartments01d' or 'devmap apartments01d' if you want to walk through for yourself.
Multiplayer: Click Multiplayer, then start server.

Interested mappers could have a look at http://www.sr-welt.de/ufoai/apartments01d.map
Please remember, this is beta, a few errors are expected and a few things remain to be done.

Some screenshots:

The front

The easter egg ;-)

The interior

Thanks for testing!
Regards, Xaver

93
Mapping / Warning to Mappers - Save in versions
« on: May 06, 2007, 07:58:33 pm »
How did this corruption show, wanderer? I've had quite a few errors like this but could always solve them by destroying one bad brush...

94
Feature Requests / Few bugs of 2.1.1
« on: May 06, 2007, 11:14:27 am »
I just installed 2.1.1 on a current debian stable ("etch") system, and got some error like 'GLIBC_2.4' not found. Indeed the libc6 version used in deb stable and testing is 2.3.6 (deb unstable would be 2.5.5).
This means UFO:AI is not really playable for debian stable/testing users, right?

Edit: I meant, playable using the installer. Currently compiling it from source, lets see...

95
Translating / Searching translators
« on: May 04, 2007, 05:29:38 pm »
Always good to have an expert on board  :D

You sure are welcome to help with the translations. Everything you need is explained in the wiki, basically. If you need any help getting started just post here, or pm me or any of the other translators...

96
Discussion / Excellent Game : A Few Constructive Criticisms
« on: May 04, 2007, 05:23:36 pm »
2) Yes, might be good. Always looks slow.
3) Actually, I'd prefer the RMB as well. It could have both functions...

But, as always, its a low-priority-done-when-someones-got-time thing. AND if the coders like it.

97
Discussion / Weapon suggestion : machine gun
« on: May 04, 2007, 05:14:41 pm »
Sounds fine to me...

Going prone/lying down is something i have thought about as well, especially in those wide maps without much covering. Some aliens aim like hell, even when crouching  :x

The point I'm a bit worried about is having another heavy-weapons item. I always feel theres much more (good) weapons in it that in the other categories...

98
FAQ / How do I build a new base?
« on: May 03, 2007, 11:58:51 pm »
Well you could start with a chinese translation if the language setting really bothers you  :wink:

Glad you like the game!

99
Mapping / Mapping for Dummies?
« on: May 03, 2007, 02:06:59 pm »
Quote
After about, oh, 7 reads I finally understand MOST of this file.

:-D  So thats why I didn't understand it really - read it only ~3 times! *g

When you get the plan of it, could you do a 'for dummies' version of this as well?

100
The weapon class sometimes depends on the firing mode (primary/secondary/...), so it is given in the object properties tab of the _ammo_ in the equip screen (I hope I remember that right). No need to look in the wiki everytime.

I am sure the language issue has been dicussed in this forum, use the search function. And I think theres information in the wiki, too.

[/u]

101
Feature Requests / Civilians with guns?
« on: May 01, 2007, 06:47:55 pm »
It might be nice but all the programming that would have to be done for this...
In the end, you would have to fight one alien less or one wounded alien in some maps. You mostly wouldn't even see the civilian shooting at the alien...

Actually, I'm not sure if this is worth the effort...

102
Sounds and Music / Voice acting?
« on: April 27, 2007, 03:58:59 pm »
blondandy just got what i meant to say.

Winter, I don't think if a soldier says Alien spotted or Enemy contact would be confusing, if thats what you mean by random outcries. I think, just like blondandy, that variety would add individuality to the game.

Other opinions?

And I think suggestions are always going to help, winter. Even though it definitely will be the story team to decide.

BTW, who is part of the story team we are talking about here? We should start getting them to be part of the process i we don't want to be beating around the bush forever. Is there a team leader or contact person?

103
Sounds and Music / Voice acting poll #1
« on: April 27, 2007, 01:41:29 am »
I think the suitability for children is a bit offtopic here. That's something to be decided in a bigger context, so we should not care right now...

104
Sounds and Music / Voice acting?
« on: April 27, 2007, 12:15:13 am »
OK, I think most people agree on most things. To get started faster, i will set up some polls to evaluate the more controverse points - first one up already.

For my personal 2c:

I'd strongly recommend not to have sounds on selecting a soldier. Because people that cycle through soldiers a lot (like myself) then would always here a lot of 'Yes, sir'-s one after the other and that would be annoying.

Destructavator and others have proposed quite senseful steps on the roadmaps.
Proposal: We should decide on the senteces we'd need now. Why don't we agree on 'categories' like Destructavator said and collect a lot of possible phrases with the same content/meaning. A voice actor could then take one or two of them. That way we'd have no voices saying the exactly same phrases and some individuality.

Example:
Category: Alien discovered
1) Alien spotted.
2) There's one!
3) Enemy contact.
4) Alien identificated.

105
Sounds and Music / Voice acting poll #1
« on: April 26, 2007, 11:55:21 pm »
There's been a lot of discussion going on about voice acting in UFO:AI, i. e. audio comments from the soldiers in-game.
To speed up the opinion finding process, I will try to post a few polls here to evaluate the most controversely discussed points democratically. Of course, there is no direct consequence from the answers as the coders, story people and team leaders will finally decide whats done and what not.


So here's question one:

HOW 'PROFESSIONAL' WOULD THE SOLDIERS HAVE TO BE IN YOUR OPINION?

Meaning, would they be swearing or go yeehaw on a kill - or just say 'missed' and 'target down' or so?

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