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Messages - ghosta

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1
Feature Requests / muscle suit
« on: May 09, 2009, 12:46:47 pm »
If you run out of ideas for new armors, here you get the scientific basis for a muscle suit or at least for building muscles on your own:
http://www.sciencemag.org/cgi/content/abstract/sci;323/5921/1575

To summarize it you just need a bundle of nanotubes and some high voltage. Then the tubes bloat due to electrostatic repulsion.
Compared to normal muscles they would be 32 times stronger with a contraction of 220% which you are able to repeat 37000 times per second.

If you are able to understand german here you can read this:
http://www.weltderphysik.de/de/4245.php?ni=1327

Just to let you know.

Greets ghosta

2
FAQ / Re: Capturing aliens: Bug, or am I doing something wrong?
« on: December 21, 2008, 11:55:02 am »
Whoa hey, I would have never guessed that...

Is it planned to make it available when you can USE it? And there is no use in capturing aliens to watch them die.

3
FAQ / Re: Capturing aliens: Bug, or am I doing something wrong?
« on: December 21, 2008, 01:12:00 am »
Is it planned to make the alien containment facility available after the breathing apparatus is researched?

4
Artwork / Re: Need a modeler?
« on: December 10, 2008, 04:09:20 pm »
I dont know how you think the UFOs should look like, but please dont make them THAT wide. Increase the height...
It is a bit hard to implement those large UFOs to RMA.

5
Mapping / city map
« on: December 08, 2008, 01:01:01 am »
Here some pictures of what I am currently working on. When it is finished it should look like some sort of square built city. Like the ones you can find in UFO:Aftermath or lets say like the only one you can find in UFO:Aftermath...

The details get implemented, when I split the parts to single tiles, so don't try to find them :)

[attachment deleted by admin]

6
Linux / Re: Ufo:AI 2.2.1 and 2.3-dev Debs for Debian/Ubuntu
« on: December 06, 2008, 11:23:17 am »
For compiling the maps calculate around 5-6 hours on an average computer.

7
Feature Requests / Re: Some proposals for this already great game
« on: December 06, 2008, 11:21:56 am »
hihi, just every way you do it you do it wrong^^

We had this discussion with the old system, but the other way round.

In my opinion I think the current solution is the better one. You get a deeper tactical depth. You have to think about allowing reactionfire or reaching a save spot.
Especially the machinegunner shreds every alien into pieces when crouched and having his 2nd reaction fire activated. Great for covering a certain area.

8
Mapping / Re: Standard maps
« on: December 05, 2008, 05:59:03 pm »
My plan of assembling the desert maps is making just 512x512 sized tiles created via gensurf.
To roughen them  a bit you can use the fractals. But to make a big hilly landscape you can change the height of the corners to values like 0, 64, 128,...

Making different tiles that way you can connect them correctly via the .ump file and you get a very easy and fast way of creating landscapes. (Of course you should add some models or details, but this is just about creating the landscape)

On the first picture you can see one of those single tiles. On the second one they are connected, how they get connected ingame.

[attachment deleted by admin]

9
Mapping / Re: Standard maps
« on: December 05, 2008, 04:40:25 pm »
big means too big for RMA.
I wouldn't call the maps with switching spawnpoints RMA. Those maps can be used for multiplayer, where you need to balance something but for singleplayer I would only add assemblies.

10
Mapping / Re: Standard maps
« on: December 05, 2008, 07:39:34 am »
BTAxis if you want to finish your tileset made via gensurf you need to make some sort of CSG Mass Merge tool... Otherwise you get some nasty effects after compiling.

On the other side the unfinished desert map is some sort of, uhm, non RMA. The tiles are too big. And there is an easier way to create a random desert surface. I can show them to you this evening or tomorrow. But as I already said they cannot be implemented if the triangles arent merged.

11
Mapping / Re: Standard maps
« on: December 04, 2008, 09:15:39 pm »
Lets say in 3 years?

12
Mapping / Standard maps
« on: December 04, 2008, 07:53:44 pm »
I dont know how you think about this topic, but I am the opinion that there should be several "standard maps" covering the most scenarios like crashed/landed UFOs and maybe also terror-sites.

All of these maps should be created via RMA and as complex as possible, covering most UFO types.

Let me divide these maps:

nature:
  • arctic/frozen
    I dont know if in 2084 they are all melted, but it would be nice to have something to cover the real cold parts of earth. Just rough ice covering the whole map... Of course a bit textured and formed. No plane whiteness
  • cold
    Luckily we alredy have this one. Maybe we can extend it a bit, but the general shape is already here
  • forest
    Not much to say. Many trees, some aliens... We have this one.
  • grassy + hill
    I dont know if we need this one, but think about the landscape in braveheart :) Maybe extend the forest theme a bit. Maybe not
  • mountain
    Not absolutely necessary but this one would be a real challenge to map.
  • steppe/veld
    Something like the Africa map, but a bit more RMA.
  • desert
    Is waiting for blondandy to make a mass CSG-Merge tool ;)
  • jungle/tropic
    Theres one called like this in the maplist, but unfortunately I haven't played it yet. But it is good to have this one already

So much for the nature themes. But there is something else we need:
populated areas:
  • farm
    Nothing to discuss. This is a good one, but a bit too frequent in my opinion
  • village
    Already available. Already for two different cultures: western and oriental. Maybe we can make some more
  • city
    There are some available that call themselves city_blabla, but this aren't really cities... Just buildings... But I am working on this one.

Anything to add/remove? What do you think about it? Maybe mark it as TODO for the 2.4 release it would be good to have a target... and maybe we get some people who are interested in mapmaking...

13
Artwork / Re: Need a modeler?
« on: December 04, 2008, 05:00:35 pm »
It looks like plastic or modeled o.O

14
Windows / Re: Ridiculous mouse lag in certain menus
« on: December 02, 2008, 08:13:16 am »
Maybe when you change the armour of your soldiers and a new model is loaded?

15
I've got the same problem on my laptop. (LCD screen)

UFOAI : 2.3 Dev self-compiled SVN REV latest
OS : Ubuntu 8.10 64bit



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