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Messages - morse

Pages: 1 [2]
16
Linux / Gentoo overlay
« on: September 29, 2010, 06:23:23 pm »
Do you have a gentoo's overlay with ebuild for SVN (or git or whatever) version?

I'd like to see the developer's version but do not want to install anything outside portage.

17
Design / Re: Stun Rod
« on: September 01, 2010, 03:12:45 pm »
I'm in a loss too: I understand the gameplay logic (first - keeping aliens alive, then - capturing them), but I don't understand the game mythology. How men will know that aliens are to die in our atmosphere in a few hours, before they research this breathing apparatus? Nothing on field is suggesting that: aliens are walking, shooting, and dying not because of asphyxiation but because of being shot. The desire of capturing an alien must be independent of the real capability of keeping them alive.

18
Artwork / Re: UGV weaponry
« on: July 27, 2010, 12:38:05 pm »
I thought about 1x1 UGVs pros and cons and ended up with an idea (yes, I know you have plenty of them, but still :) ). What is the main difference between soldier and 1x1 UGV? Firepower and toughness. So, we take a soldier, give him heavy armor with exoskeleton (IIRC we have proposals for those), and give him more powerful weapon. And here comes an idea: make this weapon with backpack - like in "ghostbusters": some kind of accelerator with power supply on the back (weight doesn't matter as we have exoskeleton), and some kind of ejector in hands. Like this it can be done more powerful without "realism" issues. Will do for "heavy particle weapon" or "heavy plasma" or whatever.

The resulting unit won't differ from 1x1 UGV in any way, and still be a soldier.

19
Mapping / Re: WIP on alien base
« on: July 26, 2010, 04:09:51 pm »
I can certainly try. As I said i never did it before, so it'll take some time.

And where should get the textures? Because if I go to flower park in search of nice sources to shot 'em, it won't take long - it'll take forever...

20
Mapping / Re: WIP on alien base
« on: July 22, 2010, 06:42:39 pm »
Here.

I don't know anything about licenses, so do whatever you want with it, just don't submit it for "worst model of the year" award.

21
Mapping / Re: WIP on alien base
« on: July 21, 2010, 12:40:29 pm »
As I see in news, 2.4 is closer and closer, and nothing new here.

Well, I am still ready to try myself in alien base construction. I've made models for some nice alien flowers :)

I do not fully understood how to texturize objects, but I can try if these objects are needed.

22
Mapping / Re: WIP on alien base
« on: July 14, 2010, 09:31:17 pm »
At this point I think the two big powercore objects in the screenshots above are about as close as I have gotten to an artistic concept.

And what about alien wormhole device, whatever "wormhole device" is?

23
Mapping / Re: WIP on alien base
« on: July 13, 2010, 11:02:37 pm »
Hi guys!

Nice project you have here. X-COM was one of my favorite, and this is so much like it, so I felt a sudden urge to contribute :).

I wan to do something for alien base - assault on alien base was the most thrilling moment in the original game, so I think that it must be done really perfect here. I never worked with map editors, and I don't think I have a time for it right now, but I did worked with wings3d a little, and ready to model some little low-polygonal niceies to fill those bases with.

Where can I find some info about requirements for such a models, and may be even some concept-art?

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