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Messages - tempsanity

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16
Discussion / EGL effects in UFO:AI?
« on: April 12, 2007, 12:40:43 pm »
http://egl.quakedev.com/about/

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

Quote
Particles:
    *  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!)

etc.


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

17
Discussion / Atmosphere!
« on: April 12, 2007, 10:08:55 am »
Yes, PhaD:

http://ufoai.ninex.info/phpBB2/viewtopic.php?p=5289&highlight=#5289

check this thread.

Btw. I also suggested screams, voice communication between soldiers ('enemy spotted', 'soldier hit') etc. in another topic. And I agree about the GUI - it works well but looks really bad. But that's gonna be changed in the future I guess. I don't even know if somebody would code it if I created a new GUI/asked a friend gfx artist to do that.

As for the sounds - great, hopefully the team will add some of your samples (if they're yours)!

18
Artwork / Modeling
« on: April 11, 2007, 08:40:49 pm »
Wow...and a tank please ;-)

19
Discussion / Back from vacation
« on: April 11, 2007, 01:20:37 pm »
Welcome back :)

I would like to suggest ambience sounds: like wolves in the night version of some forrest/village maps or wind in the arctic maps (or cow/bull on the village map :D) etc. Plus different reloading sounds (you could judge what weapon the enemy is using - it's helpful) - right now the RPG reloading sound is the same as pistol's o_O

Footsteps on different materials: grass, carpet, stairs...

But these are only suggestions that need to be commented by the dev team.

20
Feature Requests / Please! Please! Please! Let me Rename my Soldiers
« on: April 11, 2007, 12:24:25 am »
No!

;) I think this is going to be added soon.

Btw. Cheers, I lived in Liverpool for almost a year. Interesting place for a newcomer (scouse english o_O).

21
Discussion / Grenade blast radius?
« on: April 10, 2007, 05:28:02 pm »
Officially you shouldn't, but there are some bugged maps - like for example I killed somebody throwing a grenade at a car on office06 map when the other player was behind it - he died.

22
Artwork / Modeling
« on: April 10, 2007, 11:38:44 am »
Hmm a motorbike lying on the ground would be nice. Also, if you can make skins for humans - pilots, soldiers, etc. are needed (devs - please give him some more details on that ;) ). Or a tank / helicopter... (though I think Winterslice should suggest the type of the tank/heli).

Peace.

23
Artwork / Modeling
« on: April 09, 2007, 02:09:00 pm »
Sitters do you have any experience in animating humanoid models? I know you do not like it but a new alien model or more soldier animations would be really nice. So I'm just asking, I know it's not your hobby.

...and the van is cool as always :)

24
Feature Requests / Re: 1280x800 Resolution
« on: April 08, 2007, 10:47:35 pm »
Quote from: "activenet"
I use 1280x800 resolution on my VAIO's notebook, but i play only at 1024x768. Do you have any patch to enlarge the resolution?

P.S. Your game is really amazing. thanks for great job!


start the game with +set gl_mode 17 :) or try /set gl_mode 17 in the in-game console

have fun :)

(I found the list of gamemodes thanks to a link from Plouj on #ufo:ai)

The list (resolution, gl_mode number):

#{ 960, 720,   5 },
#{ 1024, 768,  6 },
#{ 1152, 864,  7 },
#{ 1280, 1024, 8 },
#{ 1600, 1200, 9 },
#{ 2048, 1536, 10 },
#{ 1024,  480, 11 }, /* Sony VAIO Pocketbook */
#{ 1152,  768, 12 }, /* Apple TiBook */
#{ 1280,  854, 13 }, /* Apple TiBook */
#{ 800,  500, 15 }, /* as found modern */
#{ 1024,  640, 16 }, /* notebooks    */
#{ 1280,  800, 17 },
#{ 1680, 1050, 18 },
#{ 1920, 1200, 19 },
#{ 1400, 1050, 20 }, /* samsung x20 */
#{ 1440, 900, 21 }

25
Feature Requests / 1280x800 Resolution
« on: April 08, 2007, 08:36:49 pm »
*bump*

 :roll:

26
Discussion / Alien reaction fire
« on: April 08, 2007, 12:08:46 pm »
Me too, still - with the current accuracy of reaction fire this could be really frustrating.

27
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 :)

28
Discussion / Alien reaction fire
« on: April 08, 2007, 10:18:05 am »
I asked that question on the channel (#ufo:ai) some time ago and Zenerka told me it depends on your game difficulty level. Set it to hard and you will get more laser beams in your face ;)

29
Artwork / Modeling
« on: April 07, 2007, 01:33:36 pm »
Wow. Nice! I can't wait for the next ones!

30
Artwork / Modeling
« on: April 06, 2007, 01:12:54 am »
Very nice. Thanks!

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