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Topics - Zenerka

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1
Sounds and Music / [CLOSED] Footsteps sound effects
« on: July 25, 2007, 10:32:49 pm »
As you maybe noticed we recently introduced footsteps sound and particle effect. Currently the exhausting part of the work is to figure every surface texture on every map, add it to terrain.ufo, and then apply proper footstep sound effect and/or particle. While a lot of footstep sounds can be gathered from Internet, there are some which I fail to find. So now the request here about preparing some footstep sounds. From time to time (read: mostly daily) i will update terrain.ufo with new surface texture names, and - in case I won't be able to find the footstep sound, i will post the request here.

Currently i am looking for the footstep sound for stepping onto some straw. Some kind of "sssh" sound. The second one would be footstep on parquet floor - some not-so-loud step onto wood, or something like that.

Anyone wants to try it? :)

2
The code is done - all our actors (aliens, civilians, humans) can produce sounds after being killed. While thanks to your contributions we have pack of the alien death sounds to check and enable usage, we definitely do not have any humans death sounds.
If you are going to contribute, check
team_humans.ufo and team_civilians.ufo actor definitions. Currently you see there a lot of definitions with single soundfile called misc/newmission.wav. I put them there just because we don't have real death sounds for such actors.
Three things:
1) as you see in these scriptfiles, we can use different sounds for males and females
2) every actor type (german female or american male, etc) can have more than one sound definition - in this case these will be randomly picked
3) If you are going to contribute, please do not give us pack with many files to check - just post there a link to the sound with comment like "death sound for german female definition" or something like that.

Thanks in advance for your contributions!

PS You most probably noticed "hurtsound" definitions in scriptfiles; don't bother - the code about hurtsounds is not finished yet.

3
Feature Requests / Testing request: 2.1.1 testinstaller.
« on: April 20, 2007, 03:24:20 pm »
We have prepared new testinstaller for UFO:AI 2.1.1 version, which is mainly focused on bugfixing. No new features. It can be downloaded from:
http://mattn.ninex.info/download/ufoai-2.1.1-win32.exe (windows version) [20.04.2007 - deprecated]
http://mattn.ninex.info/download/ufoai-2.1.1-linux.run (linux version) [20.04.2007 - deprecated]
Heavy testing is requested. This testinstaller contains new, rewritten from the scratch savegame subsystem with savegame serializer. Please test it as much as possible and report bugs here. Please don't report bugs mentioned in BUGS file.
After saving the game try to load it immediately before quitting the game. If it fails, post here the info from ufoconsole (from both saving and loading the game), which contains number of bytes saved and loaded for particular save subsystem.
Note that "old" saved games (from 2.1.0 release) won't be able to load here.
Please, help making 2.1.1 as bugfree as possible.

EDIT: Known bugs already fixed but not included in testinstaller:
1) saving the game when dropship is on the air and returns from the mission to the base will not allow to load the game - a workaround is to save when dropship will return to base
2) using more than two ships with teams assigned will produce either crash on loading or crash when trying to enter the base - a workaround is to use only one ship with assigned team (we are not sure if this bug will be hit in case of just simply more than one base - using only one base is recommended with current testinstaller)
EDIT2: new testinstaller fixes these two (and some more) bugs. You can download it from:
http://szklo.eu.org/~mattn/ufoai-2.1.1-win32.exe for windows [22.04.2007]
http://ufoai.neowifi.pl/ufoai-2.1.1-linux.run for linux [22.04.2007]
For those, who have previous testinstaller, we prepared updated binaries and scripts. One can download them from:
http://mattn.ninex.info/download/new/
Needed files are:
- 0ufos.pk3 to base/ directory
- ufo.exe for windows
- ufo for linux
EDIT3: new testinstaller, fixing some smaller bugs and one serious bug in savegame system (that means you cannot load savegames from previous versions). One can download them from:
- http://szklo.eu.org/~mattn/ufoai-2.1.1-win32.exe for windows [24.04.2007]
- http://szklo.eu.org/~mattn/ufoai-2.1.1-linux.run for linux [24.04.2007]
If nothing bad happens, this is supposed to be the "final" betainstaller.
EDIT4: new testinstaller, fixing two serious bugs related to saving and inventory (that maens you cannot load savegames from previous versions). One can download them from:
- http://szklo.eu.org/~mattn/ufoai-2.1.1-win32.exe for windows [26.04.2007]
- http://szklo.eu.org/~mattn/ufoai-2.1.1-linux.run for linux [26.04.2007]
If nothing bad happens, this is supposed to be "final" betainstaller.
EDIT5: new testinstaller, mainly improving some features (or includiing minor fixes). One can download them from:
- http://szklo.eu.org/~mattn/ufoai-2.1.1-win32.exe for windows [29.04.2007]
- http://szklo.eu.org/~mattn/ufoai-2.1.1-linux.run for linux [29.04.2007]
If nothing bad happens, this is supposed to be "final" betainstaller.
edit by mattn
please also send you system data: 64bit, 32bit, big endian, little endian and so on

4
Artwork / Models needed
« on: April 13, 2007, 02:30:56 pm »
Out of date

Here is a short list of models we need in the (near) future. If anyone would like to give them a go, it would be very much appreciated. :)
Please note that if you decide to start a work on a model from this list, you should drop a post here about it to avoid having two people working on the same thing.

Some additional info:
- Most of the needed actors on the list could be done with a simple retexture of models already in our repository.

Models needed for maps & civilians:

1. Military base.
   Vehicles: jeep/hummer, tank (Abrams/Chieftain-like), military truck,
             fuel truck (in the future we will blow it)
   Buildings: barracks for soldiers, armoury with equipement, guard points,
              barrier, workshop with a lot of car parts inside (maybe
              some damaged car as well), fence (with and without gate, small
              gate for people, big gate for vehicles), big waste container
   Actors: soldiers with uniforms (riflemen, military police, officers)
WIP/Done:
- [done] fences - sitters
- [done] big waste container - sitters
- [done] military truck - sitters
- [done] fuel truck - sitters
- [done] hummer - sitters

2. City.
   Vehicles: police car, motorcycle (both police and civilian, can be one model with two skins, but the more models - the better)
   Buildings and addons: traffic lights, street signs, various neons, hydrant, busstop, small waste containers
   Actors: policeman
WIP/Done:
- [done] traffic lights - sitters
- [done] police car - sitters
- [done] civilian motorcycle - sitters

3. Construction site
   Vehicles: caterpillars, diggers, cement trucks, car crane
   Buildings: staff sheds, big waste containers, cement container
   Other: heap of sand, steel parts for buildings
   Actors: workers (with yellow hard hats!)
WIP/Done:
- [done] cement mixer - sitters
- [done] cement truck - sitters
- [done] caterpillar - sitters
- [done] waste container - sitters

4. Alien base.
   Decorations: Random alien items. Tools, scanners, vehicles, heavy equipment.
   Other: Alien device that creates and maintains a small wormhole in the air above it.
WIP/Done:
- [WIP] Alien wormhole device - Psawhn


5. Some of the models in our repository are appropriate for these stuations
but are unfinished (and nobody works on them at this moment):
- helicopters (heli and heli2)
- van2 lacks textures


Models needed for storyline:

1. Alien device listed under 'Alien base' requirements.
2. Alien syringe.
WIP/Done:
- [open] - Psawhn went MIA.


Models needed for other game purposes:

Actors:
0. Check out actor models in our repository, maybe it would be possible to add new nice textures to such models in some cases:
- civilians
- soldiers
WIP/Done:
- [open]

1. Soldier models in various types of armour. See the thread about these models.
WIP/Done:
- [open]

2. Human pilot models in advanced human flight suits.
WIP/Done:
- [done] female pilot - sitters
- [done] male pilot - sitters

3. Alien flying robot model and animations. This robot hovers using
   conventional compressed-air turbines. It is essentially a skirtless alien
   hovercraft with a small weapon turret on top. It must look lightweight,
   well-designed and dangerous.
   For animation, its movement will be somewhat unstable, but controlled and very quick. The robot's artificial intelligence compensates for the inherent instability of the hovercraft concept.
WIP/Done:
[WIP] Psawhn

4. Female medic body. Female medics currently have male models.
WIP/Done:
- [open]

5. Female scientist heads.
WIP/Done:
- [open]

6. We have a ''sheik'' model in    {{svn|trunk/base/models/civilians/male|civilians/male}} . We need a skin and walk animations for this model.
WIP/Done:
- [open]

7. We need more civilian models of all types, like Americans, Inuit and so on.
WIP/Done:
- [open]

8. Small (1x1 squares) human robot-drone, which will be used as ET_UGV on the battlescape as a 'scout bot' (look behind a corner, search for aliens in buildings, etc). Needs to have several visible cameras of different designs to announce the robot's purpose. One wheeled model and one small helicopter model.
WIP/Done:
- [done] wheeled - sitters
- [done] helicopter - sitters


9. We need versions of all current soldier heads with & without IR goggles
   (for the IR Goggles item). The intended goggles are the new model by Hoehrer, NOT the old binocular-type model.
WIP/Done:
- [open]

10. Aircraft equipment - some are already WIP, see the wiki TODO/General page for status:
- [done]Sparrowhawk AA Missile Rack
- [done]TR-20 Rocket Pod
- [done]Raven ECM Unit
- [done] Targeting Computer
- [done] Polymer Aircraft Armour
- [done] Alien Aircraft Plating
- Aircraft_Equipment/Electronics/Alien_EW_Suite (no article yet)
- [done]
- Aircraft_Equipment/Weapons/Alien_Launcher (no article yet)
- [open]
- Aircraft_Equipment/Ammunition/Alien_Antimatter_Missile (no article yet)
- [done]

11. Map Objects.

We currently need small 3d map icons for the following:

1. PHALANX base [WIP]
2. Terror mission [WIP]
3. UFO crash site [WIP]
4. Alien base [done]
5. Low-poly versions of current PHALANX craft (Firebird, Stiletto, Saracen) [WIP]
6. Low-poly versions of current UFOs (Scout, Fighter, Harvester) [open]

These are all high-priority.

Lower priority, not yet implemented icons also needed:
7. SAM site (could possibly be animated to track enemy UFOs) [open]
8. Radar tower [open]

12. Small semi-disassembled models representing all our UFOs (scout, fighter and harvester are priorities) for the purpose of UFOs disassembling in Disassembly menu. [open]

5
Feature Requests / Missing music files.
« on: April 12, 2007, 08:34:50 am »
Quote from: "Phantom"
- I had errors on missing music on some war maps...
- I had some messages about map items beying missing...

OK, I would be interested in these two types. I think that the missing music files are fixed for 2.1.1 already, but would be glad to check. Can you quote such errors?

Quote from: "Phantom"
After a restart of an urlier save game all went ok until I got a more serious problem witch is posted in another forum entry, namly an ASSERTION FAILURE, what ever that is :lol:

Assertion failure means that you hit an assert() function in the code, and that should never happen. assert() basicaly makes sure that impossible things are impossible ;) by simply conditions, which leads to game abort if they are not true. If you hit that, that means that thing which should be impossible got possible, and that means something bad is in the code somewhere.
Quote from: "Phantom"
- Why are the particle rifles I have in stock one group light brown and another group dark brown ? But thats another forum entry question ;) :lol:

I don't understand that, please elaborate. Or make a screenies to show the problem.

6
Discussion / Improving skills by gaining experience.
« on: March 15, 2007, 11:20:03 am »
People, I need a feedback, under what circumstances PHALANX soldiers will upgrade their skills.

First of all, the maximum skill value is 100 - skills higher than that will be available only with implants in the future versions.

In the current code, the algorithm to upgrade skills works like that:
1) upgrade SKILL_CLOSE after 4 succesful kills (or stuns) with CLOSE weapon
2) upgrade SKILL_HEAVY after 6 succesful kills (or stuns) with HEAVY weapon
3) upgrade SKILL_ASSAULT after 5 succesful kills (or stuns) with ASSAULT weapon
4) upgrade SKILL_SNIPER after 5 succesful kills (or stuns) with SNIPER weapon
5) upgrade SKILL_EXPLOSIVE after 8 succesful kills (or stuns) with EXPLOSIVE weapon
6) upgrade ABILITY_ACCURACY after 12 succesful kills (or stuns) with any weapon
7) upgrade ABILITY_POWER after 12 succesful kills (or stuns) with HEAVY weapon.

When I am writing "upgrade" I mean "improve given skill value by 1". Of course, only killing or stunning aliens counts.

That definitely can be improved. Should I change those values in any way? Should I add other improvements here?

7
Sounds and Music / Two weapon sounds still needed for 2.1 release.
« on: March 05, 2007, 03:40:05 pm »
Hi

Maybe someone can contribute in such way: in 2.1 we need sounds for two weapons:
1. Sound for Bolter Rifle shoot - the most accurate sound for it would be something very similar to a whipcrack, basically a tiny breach in the sound barrier.
2. Sound for Machine Pistol shoot - Machine Pistol is a smaller (pistol-sized), less capable version of the SMG.

Currently we are using the sounds taken from other weapons, but it would be great to have a more variety also in shoot sounds.

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