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Messages - DuKe2112

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46
I already askeed last time and didn't get a response WHERE do you pass the parameter -quant 6, to which command?
The only thing that comes to mind is 'make maps', but that's doesn't know quant.

47
I don't know if this helps, but if I use my selfcompiled maps everything, even the soldiers and weapons in the menu, glows ratiated.
If I use Spyros version everything is almost fine, only the ground on day missions seems too bright and also soemwhat oversaturated.

I say almost, because the Firebird is lit on the night missions and doesn't cast any shadow, but thats probably an oversight in the tile itself?
Also the civilists (including cows) on night missions are uniformerly lit bright, while the soldiers and aliens are properly shaded.

48
Linux / Re: Problem with installation
« on: December 28, 2008, 01:09:26 pm »
Ok, so it's your first time compiling? Maybe ufoai isn't the right thing to practise on. I gennerally know how to compile, but I still didn't manage to do it properly for ufo.
You might want to consider using the premade packages you can in this forum, which distro do you have?

For your compile problem, it's pretty standart you are missing some package ufo needs to be compiled. (that's pretty much always the case if you want to compile a programm for the first time.)

In this case you need to install gtkglext, it might also be libgtkglext, not sure. And for compiling, but not for playing you also might need gtkglext-dev (depends on your distro)
Then call ./configure again and see if it complains about another package.

49
Artwork / Re: Hyperion
« on: December 27, 2008, 09:44:36 pm »
No, but it is also much wider then it is long. As opposed to the other craft who are longer then wide.
And as I recall the dropship tile is not quadratic either.

Apropos hangars, do you want to make another one tile craft for the late game, or is the stiletto going to remain the only one?

50
Artwork / Re: Hyperion
« on: December 27, 2008, 09:00:42 pm »
how about shortening the heck even more and making the fuselage slightly wider?
Then it would fit in sideways like the stingray.

51
Artwork / Re: Hyperion
« on: December 27, 2008, 04:15:48 pm »
hmm, i think a lot of the alien feel comes out of the texture, although a kinf of fluent shape is probably helpfull.

And Psawhn it's nice to know there is someone as nitpicky as I am (;
I took the elevator, because the ugv pods use them, too. I actually had a ramp and the ele only for the internal ugv, but then I thought this was more practical.
Well an ambush could be avoided by a simple plate around as cover and it could also be dropped during vtol. But as you said moot point.

I don't get your firefly reference though, I'm pretty sure you two don't mean the bug and I had the profile of a raptor in mind.
I also figured the alien materials won't care much about the stress.

52
Artwork / Re: Icon for "free space"
« on: December 27, 2008, 03:51:10 pm »
Ok point taken.

But ufoai isn't realy something for the "next-new-thrill playertype" anyway (;

53
Artwork / Re: Textures
« on: December 27, 2008, 03:09:08 pm »
Well, sitters normal map has a texture, although it is very subtle, because it's just cloth.

And why shouldn't it, does it take more calculation time to apply a complex normal map than it takes to applly a simple normal map? As far as I know it doesn't.

I don't think UFO:AI let's you zoom in far enough that it matters, but it doen't hurt to have the detail either.

54
Discussion / Re: How Do I Attack?
« on: December 26, 2008, 01:16:27 pm »
Hmm, when you click the alien threat on the map a popup should appear listing your aircrafts, just choose the firebird and it will fly there.
You also have to unpause the game and speedup time to shorten the wait. (the arrows on the top)

55
Artwork / Re: Hyperion
« on: December 26, 2008, 12:20:22 am »
Hmm you can be space capable while having wings, too (; (like the Stingray)

I made a little concept earlier today, I wanted it to resemple it's name, like the Dragon and Stingray.
So It's a sleek design with a big hardpoint under the nose (the 'mouth') and two on the bottom fins, which are suppose to be stabilisers as well as the landing gear (the 'claws on the feet')
And for a change it doesn't have doors, but instead lowers the entire cargo bay.
I also gave it a full wing body to resemble the stingray. Oh and foldable wings to fit it's space.
The mini engines on the front are for vtol.

Hope it gives you and idea.


[attachment deleted by admin]

56
Artwork / Re: Icon for "free space"
« on: December 25, 2008, 07:54:36 pm »
Well the hospital was ment to work automatic (or has the personnel incorporated like eg the command centre).
But having to take a scientist(or more) off research to opperate the hospital is actually a great idea.

The same idea could also be used for the workers. If their area was extended to to observing the radar administering the hangars, controlling the displays in the command centre.

If your are short on staff (eg after an alien attack on the base) you'd have to decide where your priorities lie.

57
Linux / Re: 64 bit problems
« on: December 25, 2008, 02:18:05 am »
Hmm, i generally don't realy trust such scripts.
Packaging seems to work much smother in a lot of cases.

58
Artwork / Re: Icon for "free space"
« on: December 24, 2008, 06:47:19 pm »
The faces on those pics are cut above the chin strap. But goggles would gdo to differ them from the workers more.

As far as I know doctors are removed eintirely, because they don't realy have a purpose. So unless we reintroduce field medics the are gone permanently.

59
Artwork / Re: Needed: new starmap texture
« on: December 24, 2008, 12:37:51 pm »
Although he needs to officialle state it, he practically used CC-BY-NC-SA. It's not limited to games, but the rest should be OK.

60
Feature Requests / Re: Whats bugging me so far with 2.2.1
« on: December 24, 2008, 12:02:50 pm »
We could make it so that you can control all civilian in sight, like you would control a soldier. exept that the armed ones are constantly on rection fire and can't shoot manually.
Although they would also need a stay in place command.

Then they need much lower morale so that they panick easier and the need another mechanism, that lets them flat out refuse a command.
For that case one might want to add a foce action command for the soldiers.

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