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Messages - XaverXN

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16
Feature Requests / Re: latest svn trunk version hagup
« on: October 22, 2007, 03:10:11 pm »
You could try a gdb backtrace if you encounter it regulary (or even reproducibly) - see http://ufoai.ninex.info/forum/index.php?topic=1875.0

17
Translating / Re: Searching translators
« on: October 22, 2007, 03:04:50 pm »
gt666: Dont get me wrong, any help from you is appreciated.
I just think it's better to directly translate the de.po and the wiki instead of creating a wiki and then doing it there...

jo11yroger: Seems fine, thank you. However, you are allowed to translate it a bit more freely... It sounds a bit bumpy (german: holprig) like this (e. g.: Zum Abschluss, ...)

18
Translating / Re: Searching translators
« on: October 22, 2007, 11:24:25 am »
-Head over to the wiki http://ufoai.ninex.info/wiki
-Go to List of msgid's http://ufoai.ninex.info/wiki/index.php/List_of_msgid
-Look through the categories
-Wherever it says 'please translate' in the status column, look into the column german and if it says [open] there or the german string is colored red, it needs to be translated; when it's yellow something still exists but maybe not everything, look at article.
-When you want to tanslate sth where it says [open], translate the title and create an article called like that, and put a link to it instead of the [open].
-Copy the english version (column: en (source)) to the german page and start substituting the text by the german translation. Try to stick to already existing translations if possible/unsure.

19
Artwork / Re: Intro animation
« on: October 22, 2007, 01:12:17 am »
I don't think we should really show an alien in the intro, that would take away the creepyness of the 'unknown'. Rather as silhouettes, shadows or single body parts, like "hands" grasping a gun or sth. Anyone knows the glowing eyes in the dark cave from Tomb Raider: Last revelation?

As for drawings, that sounds like a job for blywulf... is he still around?

EDIT: OK, I shoud've known there's nothing that' not on YouTube *g See at ~7:00
http://www.youtube.com/watch?v=fDxQD6imHlQ&mode=related&search=
(very short, had it in mind longer)

Or what about a scene with minigun soldiers being mowed down like in Dune 2? See @ ~2:18
http://www.youtube.com/watch?v=tppjzT-su0Q
(Don't you just still love that intro? :-D )

20
Translating / Re: Searching translators
« on: October 22, 2007, 12:42:29 am »
OK, I see what you did.... you took the list from the fr.po and split it alphabetically, right?
I don't see why you did that, however.

Don't you think it would make more sense to translate some of the articles in the list of msgid's (http://ufoai.ninex.info/wiki/index.php/List_of_msgid) or just translate the strings in the fr.po (50 untranslated)?

21
Discussion / Re: "New" Weapon stats (2.2 - 2.3)
« on: October 20, 2007, 09:51:25 pm »
Then, what is that code from?
Quote from: BTAxis
Here are the defs for the minigun and heavy laser:
(...)
Code: [Select]
firedef
{
name "_Long Wave"
skill close
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0 0.8"
crouch 0.3
range 60
shots 1
ammo 3
time 12
damage "50 10"
dmgweight laser_light
reaction true
}

22
Discussion / Re: "New" Weapon stats (2.2 - 2.3)
« on: October 20, 2007, 07:45:35 pm »
Sorry, I am not into this, but does
"skill    close"
mean the heavy laser is really treated as a close-combat weapon, skill-wise?

23
Just checked the oct.10 binary:

*Sound issue (if there was one) is fixed
*Loading screen: so much better

New things:

*Game uses "2.2-dev" folder for configs, screenshots etc. Shoudn't this be some 'final' foldername already?
*Game starts windowed after first install. Intended?

On the Bolter/Elm. rifle issue: Well, it's bolter about everywhere (Research, equipment/as a weapon name, in the wiki message id bolter_txt)... except in the research proposal email... (IMHO: 'Bolter'  is better because shorter and sound better; at least when the actual weapon is used).
Well, what to do?

24
Anyone listening? Comments on the other items on the list?
Because looking for issues is a bit pointless if no one reads this...

25
Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 08, 2007, 10:42:52 pm »
I have to take back my last thread, wasn't aware the gamma' still up.

Yes, I've been some testing as well and I think I can live with light 35. It's still damn dark but then I can use the gamma to make a difference.
Thanks...

26
Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 08, 2007, 10:05:34 pm »
Ah, by sunlight you mean the "light" setting of the worldspawn, right?

Pushing the ambient setting to the value(s) you proposed really lights up the scene, as I expected. Even more than I expected... I can see everything now. The strange thing is, I took screenshots, and on those everything's dark again...

27
Can confirm that for 2.2 Beta installer, stiletto intercepter, self equipped.

28
Just realized, we have that picture in 1024x768 here: http://ufoai.ninex.info/gallery/albums/promo/wallpaper1_1024x768.jpg
So it shouldn't be a big deal setting it up with a status bar as a loading screen if no talented artists are willing to create anything...

29
Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 06, 2007, 07:57:12 pm »
He? I'm pretty sure ambient=sunlight. So no ambient=no light at all=black pixels everywhere (because you can nearly forget the lighting from light sources).
Yes I could correct the ambient setting by hand, but what do you expect? It gets slightly brighter, of course. What are you trying to see?

30
Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 06, 2007, 07:22:00 pm »
Well... agreed, but that takes far too long for 2.2 stable.
I say as a short-term solution we give a little ambient light so we don't have 50% of the players (I guess even more) hardly able to play night missions. As I said, with just a little light you can use the gamma scale to light up. And even then you can always use it to make it darker for yourself.

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