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Topics - ghosta

Pages: [1]
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
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]

3
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...

4
Feature Requests / night missions too dark
« on: November 30, 2008, 11:48:28 am »
I recently started to play the latest build again and there I noticed that the night missions are terrible dark.
If there is not light source defined everything is just black.

I dont know why this got changed, but I would recommend that the background lightening is a bit higher. The way that you can recognise some shapes.
It also looks a bit strange when every model is some sort of glowing.

Another request I would like to add here is to add a light source inside the soldier models... I know that it is terrible difficult to code, but maybe someone has an idea.

5
Artwork / Images for basescreen
« on: October 12, 2008, 08:58:07 pm »
Blabla same text I tried to copy 5 times before.

Here some pictures for the basescreen, especially the landing sites.


The little icons can be used as refilling, rearming, repairing, pilot missing icons... At least thats what I thought while creating them.

€: Unfortunately the .zip file has a size of 1078 kb so you have to deal with this:
http://rapidshare.com/files/153369765/drop.zip.html

6
Artwork / large hangar image confusable
« on: September 02, 2008, 09:20:17 pm »
I noticed, that it is quite hard to notice what buildings are built on the first glance. So I tried to change the large hangar image that looks very similiar to the large ufo hangar. What do you prefer?

If this image gets accepted I am going to do the same with the small hangar.

[attachment deleted by admin]

7
Mapping / prefab_UFO_supply.map bugged
« on: August 26, 2008, 11:22:33 pm »
This map had some of its floors marked as nodraw and some of its spawnflags set to 2 (only drawn on 2nd level). The ramp wasn't working too.
Should be fixed in the attached version of this map.

On the other hand please check: http://ufoai.ninex.info/wiki/index.php/UFO/Supply_Ship
It says max Capacity of 30. For a ship that has the size of a scout?!?!
Additionally the model doesnt really look like a supply-ship, not even a small one! I would recommend it to be some sort of heavy scout, bomber or a Alien dropship (for short distances) with a troop capacity of MAX 8 Aliens (there is simply not enough storage room inside the ship).

[attachment deleted by admin]

8
Feature Requests / Aircraft/UFO Status window
« on: August 22, 2008, 01:53:26 pm »
What do you think about a Status Window after klicking a UFO or Interceptor.
Containing information like speed, direction, height, size,...
With some sort of "blueprint" of the UFO as graphical improvement. Something like you can see in StarCraft:

This has nothing to do with destroyed engines or something. The pictures should only indicate how damaged the UFO or Interceptor is after a fight.

The picture is made out of segments with green, yellow and red lines and they get exchanged when the unit gets damaged.

[attachment deleted by admin]

9
Feature Requests / multiple dropships on missions
« on: August 17, 2008, 04:08:46 pm »
I just clicked through some of the UFOs and noticed that later you have to fight a crew of ~30 aliens! With just 8 men.

How about using more than one dropship on missions (1 - 3)?
I guess it would be quite easy to implement with RMA mapparts (I also would like to see every map made with RMA except some special ones) and with 2x2 units implemented there would be 1 2x2 unit and 4 soldiers (quite few in my opinion).
Additionally it would be easier to accept losses in the battlefield. Maybe its just my opinion, but I feel like restarting every mission in which I loose more than two soldiers. Then you can get the impression of those superior aliens.

What do you think about it?

10
Mapping / Oiltanks for RMA
« on: August 01, 2008, 09:45:06 am »
I tried to make my first map:

Its polycount with 200 is a bit high I guess, but it would be nice if anyone could take a look at it and tell me, if something else is wrong.




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