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Messages - kracken

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1
Translating / Re: Redone French .po file translation
« on: October 15, 2009, 03:09:19 pm »
Lines containing underscores shouldn't be translated in the .po file.
These translations are long translations that are on the wiki (at least the ones ending with _txt -- I don't know about others). You should translate these strings in the wiki, and then we will update the .po file from the wiki with a script we have.

Concerning the texts in the wiki that are not in the .po files, I guess that just means that they are not integrated in game yet.

Kracken

2
FAQ / Re: Capturing aliens: Bug, or am I doing something wrong?
« on: December 22, 2008, 10:24:10 am »
the mail from events.ufo aren't used (correct me when i'm wrong) anywhere yet.

I already implemented ufo_crashed_report and ufo_recovery_report (see src/client/cl_uforecovery.c::UR_SendMail()) (ok, that's only a small part of the job ;) )

3
Artwork / Re: Needed: new starmap texture
« on: December 21, 2008, 03:54:27 pm »
On a side note: is the earth properly tilted? as the game starts in march It' difficult to tell.
It should, if I didn't mess up the calculations ;)

4
Artwork / Re: Needed: background image for campaign victory message
« on: December 19, 2008, 08:28:42 am »
When this picture will be displayed, a text will also be printed to say that game is over.

Maybe that would be nice to keep some room on the picture to write this text? (a dark zone)

5
Artwork / Re: Model for geoscape for corrupter
« on: December 18, 2008, 10:28:02 pm »
It's now 2700 poly's

Thank you a lot sitter :)
Unfortunately,  I didn't manage to use the model with the texture we have:
http://ufo.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/models/geoscape/ufo_corrupter.tga?view=log

(and this texture doesn't look finished btw).

Maybe you can improve / remake it, as mattn suggested?

6
Artwork / Model for geoscape for corrupter
« on: December 18, 2008, 06:57:03 pm »
Hi all,

At the moment, we can't incorporate Corrupter UFO in game because the model we have has too many vertices (it has more than 4096 vertices).

Could someone work on the model we already have to reduce the number of vertices?

Here is the source file (well, I think it's the good one as I can't open .obj file):
http://ufo.svn.sourceforge.net/viewvc/ufoai/ufoai/data_source/models/geoscape/ufo_corrupter.obj?view=log

Thank you

7
Translating / Re: Chinese translation
« on: October 08, 2008, 08:54:50 pm »
Chinese support for this flawed, I found that in the game, the line is too long this will not be able to show that because it seems unable to deal with a branch. May need to add man-made line breaks or change the script automatically to the Chinese or any other branch of the East Asian text

The line is too long because there are no whitespaces at all in one line in the wiki. At the moment, the game uses whitespaces to know if it can split a line in 2 or not.
The problem is that the Chinese sentence is just considered by the game like only one word. Therefore, there is no new line.

8
Feature Requests / Re: Day or night during missions
« on: June 24, 2008, 08:09:04 am »
i have a base on the north pole and the south pole in every game... great radar coverage.

Bases on north and south pole has the same radar coverage than bases at other locations. It's not really obvious on 2D geoscape, but you can easily see it on 3D geoscape.

9
Feature Requests / Re: Building-Tree
« on: June 20, 2008, 08:16:45 pm »
so you need to
- have the building in your base
- buy or produce that rocket launcher
- buy or produce some missiles
I don't remember exactly if base defence changed between 2.2.1 and trunk, but you shouldn't need to buy missiles (basically, you shouldn't be able to buy missiles).
Once you bought a missile launcher, you must equip your base defence system with it (like for aircraft weapon) in the base defence menu.

If missile launcher is properly set, you should be able to select the base in the right part of the intercept popup, showed when you click on a UFO on geoscape.

10
Feature Requests / Re: Sort Employees
« on: June 16, 2008, 07:27:36 pm »
kracken: what will happen to the soldiers you "click away"? Are they gone for good?
yes

I still think it would be a nice addon to be able to sort them tho ;)
Probably, but there's a lot of nice addon that just wait to be added ;)

11
Feature Requests / Re: Sort Employees
« on: June 16, 2008, 08:48:39 am »
No, this is not implemented in current trunk. However, now you can remove employees you don't want in the recruiting list by using right mouse button on the box to select them.
This should ease the employee management a bit.

12
Feature Requests / Re: identified unidentified flying objects
« on: June 15, 2008, 10:24:34 am »
That's true.

I fixed it in current trunk.
Thank you :)

13
Tactics / Re: Help for beginner
« on: June 14, 2008, 03:31:32 pm »
You should strenuously avoid the auto-mission button.  The important thing about going on missions is that your soldiers earn experience to make them better.  Auto-mission == no experience.
And no alien items collected either.

14
Coding / Re: Offsite Installation development
« on: June 12, 2008, 09:13:59 am »
There is already a status on the struct.

oh sorry  :-[

15
Coding / Re: Offsite Installation development
« on: June 11, 2008, 07:47:55 pm »
Alien bases are already implemented, but they are quite basics: see cl_alienbase.h

Concerning the structure offsite installation, I guess you could add a status to know if the installation is under attack for UFO yards.
when alien will attack UFO yards, you'll be able to defend them by sending a drophip. If you don't, well... you're probably going to loose all your UFOs...

I think you don't need to use an array 'aircraft_t aircraft[MAX_AIRCRAFT];' : a pointer to UFO template in aircraftTemplates[] should be enough (aircraft_t *aircraft[MAX_AIRCRAFT];)

Regards,

Kracken

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