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Topics - Mattn

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17
Announcements / Buildbot / Windows nightly binaries
« on: September 29, 2010, 07:33:01 pm »
Out first version of the buildbot is online and is producing binaries for windows. More platforms and uforadiant installers will follow soon. See the download section for more information.

The goal is that the buildbot is creating binaries each night. These binaries can just be copied into your git checkout folder without the need to compile anything nor the need to set up a build environment. feedback about the binaries is welcome. They are statically linked => thus no extra dlls are needed.

18
Coding / New Build System
« on: September 24, 2010, 03:54:34 pm »
There is a new branch in the git repo called "makefile" - it would be nice to get some feedback about it. It's about a new build system with cross-compiling in mind. There is no need to run configure anymore and it does not base on autotools. It should currently work on linux, windows (mingw32) and macosx. you can crosscompile with mingw-cross-env from linux.

feedback and bugreports are very welcome, as it will "soon" replace the existing system when no critical bugreports were reported for some time.

19
Announcements / Changed from svn to git - svn is no longer updated
« on: September 08, 2010, 08:36:37 pm »
See the news post - we've changed to git

20
Artwork / Artwork replacement thread
« on: August 24, 2010, 11:24:11 am »
Unlicensed models and model skins
Unlicensed particle art

Post files here that are released under the GNU General Public License 2.0 or later (GPL2 or later) or the Creative Commons Attribution-Share Alike 3.0 (CC-BY-SA 3) and are replacements for those files that can be found behind the above given link.

If you attach a texture here and nothing is written about the license you have to ensure that we can take the GPL2 or later as a license. If you would like to pick the CC-BY-SA 3 you have to tell us per attached image in this thread.

Please make sure to submit png images that have the same resolution as the imageit should replace. It would be a nice addition if you could also submit the Gimp or Photoshop (or whatever) source files.

If the files are too big to get attached here - feel free to upload them at http://drop.io/ or the hoster of your choice.

Big thanks to all contributors

Directory listing in our svn: http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/

21
Artwork / Export blender vegetation models to md2
« on: August 23, 2010, 10:05:18 am »
It would be nice if someone could please export the models in this blender file into the md2 format (with the correct scale and centered to 0,0,0) (for the scale just import one of the existing md2 files)

http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/data_source/models/dim_arboretum.blend?view=log

Thanks a lot.

22
Artwork / Modelrequest: Model for stunned actors
« on: August 22, 2010, 08:19:26 pm »
We've recently add support for marking stunned actors on the battlefield with a particle hovering over the actor. What we need now is a nice model that is drawn there.

You are absolutely free and create whatever you thing would fit - it should just be a small model - the size of the actor heads maybe (it can even be animated).

23
Sounds and Music / MOVED: Particles
« on: August 04, 2010, 07:00:11 pm »

24
I know that we've fixed the "first actor can't move in first turn" bug by calling CL_CompleteRecalcRouting. But this function really takes a lot of time - especially in rma maps where a lot of inline models are involved. Does anyone see another way to fix that issue without calling that function? Imo it would be enough to call it for the first selected actor, no? The other actors worked well after switching to them, no?

25
Mapping / Map server
« on: April 16, 2010, 09:00:19 pm »
Dino4k was so kind to set up a build service for the maps.

http://static.ufo.ludwigf.org/maps/log

here are the logs.

you can use the contrib/scripts/map-get.py script to download them.


Now use this link: http://ufoai.ninex.info/maps/

Or use this script ./contrib/map-get/update.py
(need not to use python 3)

27
Mac / OSX installers
« on: January 14, 2010, 07:49:51 am »
I will try to upload updated installers from time to time to http://ufoai.ninex.info/snapshots

These installers are not tested and i need your feedback.

Intel version
PowerPC version

28
Coding / Requesting help from Java programmer
« on: December 22, 2009, 07:48:52 pm »
Hi,

if you are a java programmer and want to contribute to our little nice project - now you have the chance. We could really need an eclipse plugin that is able to read our UFO-scripts. The first step would be an outline, that would already help a lot to navigate in the scripts. The next step would be syntax error checks. The last big step would be searching for references or completion help.

If you are interested in helping out with writing an eclipse editor plugin, please let me know.

29
Mac / UFORadiant dmg
« on: August 27, 2009, 09:10:13 pm »
i could need some testers of UFORadiant. I managed to compile and run uforadiant on my mac mini and am trying now to integrate it into the dmg. If you build your dmg and install it, please let me know whether it works for you.

Maybe it would be better to create a standalone dmg for it - we'll see.

30
Sounds and Music / [WANTED] misc/breakelectric misc/breakwood
« on: May 30, 2009, 02:33:19 pm »
hi - and again we need two new sound files. this time for breakable stuff.

there are already two sounds for breaking glass and breaking metal - it would be nice to have three for each of:
  • glass
  • wood
  • metal
  • electric

for the electric break sound it should be something like a spark sound maybe.

the files should have the names break[type][1-3].ogg - they should be normalized against the weapon shoot sounds and the footstep sounds. the game would chose a random sound file for the given type (out of the 3 different sound files i would like to have) to play it when a func_breakable is destroyed

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