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Topics - tempsanity

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Discussion / EGL effects in UFO:AI?
« on: April 12, 2007, 12:40:43 pm »

Maybe you could investigate the source code and use some of the stuff from EGL? Like new particles engine etc.

    *  Completely new particle rendering and handling system. All effects were written from scratch
    * Customizable railtrail and spiral colors
    * Tons of optional particle effect changes for Gloom
    * Clipped decals!
    * Decal LOD (level of detail) control
    * Per-frame particle 'intelligence' -- think functions that can handle physics, animation, rotation, etc
    * Frustum culled decals and particles
    * Controllable particle smoke linger, blood gore, and overall effect quality
    * Optional particle lighting (like on smoke)
    * Vis culled decals
    * Optional screen rattling when close to an explosion

New supported formats:

    *  PKZ -- Zip file package format
    * PNG (can also optionally save to as screenshot)
    * TGA (can also optionally save to as screenshot)
    * JPG (can also optionally save to as screenshot)
    * MD3 -- Quake3 Model Format*
    * Quake3 BSP*
    * MD5 -- Doom3 Model Format (not done yet! coming soon!)


Worth checking out, isn't it ? ;) Check out the screenshots as well.

Discussion / tempsanity's multiplayer feedback and suggestions
« on: April 08, 2007, 12:04:58 pm »
OK guys, after one (and a half) day of testing multiplayer in all kinds of configurations (coop2, coop3, 3vs3, 4vs4, 1vs1vs1, 2vs2vs2) I have experienced all kinds of bugs and a lot of ideas appeared in my mind. Here it goes:

Bugs I remember:

- A couple of players after dropping a weapon couldn't use any other weapon - because the 'dropped' one was still in their hands. Metalhead42 also said that after dropping his pistol he had an invisible one with full ammo.

Edit: Yes I experienced this bug as well. Tried to drop a grenade to the ground/backpack - I got an error saying that I have too many items in one slot or something and couldn't drop the grenade (it cloned - it was in my backpack and hand at the same time).

- I don't know in exactly what game modes, but for sure in 2vs2 or 3vs3 (maybe both) when a player got disconnected he had new soldiers upon reconnection. Also often after disconnecting (for example when my laptop got overheated) I didn't get my team back.

- In coop2/coop3 modes (all coop modes I guess) alien teams fight with each other instead of teamplay rendering this mode totally useless (pity!)

- Sometimes when playing 3vs3 for example people didn't get any soldiers, some of them had their teams, some of them didn't

- On the beach map (don't know the exact name) the team that starts on the beach has almost no chances of surviving - the enemy starts at the top level and can shoot the other team like rabbits ;) (the team starting at the beach cannot climb the sand on the left! It has to be fixed - mapbug I guess)

About multiplayer:
The maps are beautiful and really cool, i'm amazed by the mappers skill. It is my favourite game for multiplayer currently, even though the bugs are terrible atm.

Suggestions for the future:

- Small player nick next to his every soldier (over soldiers' head or under his feet)

- Circle (like when throwing a nade) showing you where your ally saw an alien - instead of seeing his exact position - that would make it more interesting. When the voice files will be ready the allied soldier would say something like 'enemy spotted'

- Smoke grenades lasting longer, like three turns? Are they even working right now? I'm not sure

- Being able to reserve some slots for spectators - for example 2 additional spectator slots in 3vs3 game

- Objective based missions - examples to discuss:
a) One team has to defend a new technology (like a weapon) which can be taken from for example three places - the second team tries to pick one of the weapons and bring it to some point
b) Both teams are trying to get the other team's documents or something - meaning that the team that gets into a certain place (near enemy's base) wins
c) One team needs to hack a certain ammount of computers which the second team tries to guard. The more advanced version of this (probably hard to code) would be that the player can choose to have hackers and soldiers in his team - hackers can hack and use weaker weapons (scientist model) and soldiers guard them. This mode would be very interesting imho.

- Small campaigns:
Players choose to play a campaign of 3 missions connected together. For example 1st mission takes place on village07d, next on village07n (so it looks as if some time had passed and it became darker) - the team that wins 2 missions is the winner. You can connect it by objectives - you have like 3 objectives and after completing one of them, next mission starts - for example the 3 objectives are - take control of point 1, 2, 3. The second mission starts when the attacker team takes control of point 1 - they are spawned in that point. Bigger maps would be needed. Points could be awarded for which you could buy some additional stuff for your soldiers, or just points for the sake of points :)

Probably more ideas and bugs to come, please post your suggestions, opinions and bugs you have found in 2.1.

Cheers, and see you online :)

Discussion / Archlinux + UFO:AI 2.1 (jack dependency - solved)
« on: April 02, 2007, 11:40:06 pm »
I downloaded the installer (wow, looks sweet) and resolved the dependency problem with jack (info for Arch users: I had to install jack and make a symbolic link to libjack).

Code: [Select]
ln -s /usr/lib/ /usr/lib/

My ATI drivers don't work right now so I'll get back to test it tommorow. This is just a little piece of info for Arch users with this problem.

Feature Requests / Scary alien, cloaked alien, 2d backgrounds?
« on: February 11, 2007, 01:25:30 am »
So, I've been following the development of UFO since the earliest stages bla bla bla. The game is becoming more and more enjoyable, and I'm having some good  time playing it, but I miss this feeling you had when you played UFO: Enemy Unknown. I was really scared thanks to the music, door sounds etc. But the thing that sent chills down my spine was: the enemy. Mainly Chryssalid. And yeah, I'm very cautious while playing, but it's not the same. Horror factor ;) is a lot smaller. I really miss this alien and XCOM's atmosphere. I really hope you guys will come up with a similar alien - making it really scary :) I'm not saying - copy his look etc. Just create an alien that will make the players shiver ;) An alien turning your soldiers to zombies would rock so much.
Besides, Chryssalid looked cool. :roll:

I also think that a cloaked alien would be cool - he may be mainly staying in the UFO's. He may as well sometimes be roaming around the crashsite, mind-controlling some other aliens. I recently came across this screenshot: - something like those guys inside the ship would be great.

Another idea:
Hm, maybe an alien leaving eggs - if you won't destroy them - some new aliens will appear :) Maybe the player could discover a hidden alien laboratory with a new species - they would destroy the cryogenic cages they were kept in and start attacking your soldiers. I don't know what is possible to code within the boundaries of this engine and coders skills. So don't be mad at me, saying 'ah, yeah, what else? maybe half-life 2 like physics?' - these are only suggestions :)

I have a question by the way, is the UFO:AI engine capable of running backgrounds like these?

I'll try to get my friend who is a gfx artist to contribute some 2d art, maybe he'll create one or two cool backgrounds. Are there any restrictions?

Feature Requests / svn version: not being able to shoot
« on: February 09, 2007, 11:48:06 am »
I downloaded the newest svn version (a couple days ago, then updated it everyday hoping for a bugfix) and I can't shoot... When I land somewhere, the mission starts and I simply cannot shoot, when I choose 'primary fire' or any other type of attack a word appears on screen - as if I said something
Code: [Select]
temporarysanity: firerp

I checked the aliens and reaction fire - they can shoot and my soldiers use reaction fire. I just can't order them to shoot when I want.

Any suggestions?

When I tried to shoot two times, this is what I got in the console:

Code: [Select]
Team 0 ended round, team 1's round started!
tempsanity: firerp
tempsanity: firerp

Sounds and Music / A great sound artist that could maybe help you guys
« on: February 01, 2007, 02:55:54 am »
A long time ago me and my friends were creating a rogue-like game with graphics, the project died because of some accidents and **** idiots (like an admin who hosted our backup files, forums and art who deleted them because he had a quarrel with our coder) anyway... I'll get to the point. We asked Alexi, a great music artist who created the music for Wesnoth for example (amazing, isn't it?) for some help and he said that maybe he will be able to create some tunes for us. I know he's quite busy with his skills, but maybe you should try contacting him - I mean somebody from the dev team, and asking him for at least one music theme? I think it's worth it.

Mapping / Any info on the Linux version of the bundled package?
« on: February 01, 2007, 02:45:14 am »
I mean: Radiant + UFO: AI plugins? I created one map for WesternQuake3 so maybe it won't be so hard for me to start... I would prefer to wait for a bundled package for Linux though.

Is creating the maps for UFO harder than creating them for Q3? Or is it basically the same? Cause maybe there are some things specific for a turn-based game like this one that make the creation of maps more difficult?

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