project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Destructavator

Pages: 1 ... 9 10 [11]
151
Sounds and Music / How does this track sound?
« on: December 30, 2007, 02:24:59 am »
I tried to go for something a little different:

www.destructavator.com/public/Alt_Track_1.mp3

I know it isn't like the current game tracks, but on the other hand it is something unlike my own past work.

152
Discussion / In-Game Video Content and other Extras
« on: December 21, 2007, 11:45:56 pm »
I've noticed that the downloads for the entire game have slowly been getting larger as it has been developed, and since there have been ideas for more content, including video support, to be included, has anyone thought of making some of the content optional?  Don't get me wrong, I'd be happy to see more stuff in the game, but I'm starting to feel sorry for those with dial-up connections.

I'm not sure if this has already been addressed, but would it be possible for the programmers to code the game so that if the program doesn't find some additional content it would simply show some of the existing still-shot pictures, or automatically use videos in the UFOPedia and cutscenes etc. if it finds them in the installation directory?  Maybe have more than one version available once the whole game no longer fits on a CD?

(Sorry if this was already brought up.)

153
Another bug, with SVN version 13699: When starting a new game and attempting to enter the first mission to go to the battlescape, the screen flickers but then stays on the geoscape, the actual mission never comes up.

I also found this in the terminal when running the game (hope this helps):

------- Loading game.so -------
LoadLibrary (./base/game.so)
==== InitGame ====
CM_AddMapTile: orientaln/or_h03 has wrong version number (71 should be 72)
********************
ERROR: CM_AddMapTile: orientaln/or_h03 has wrong version number (71 should be 72)
********************


Not being a C programmer, I'm not sure what this means.  I've noticed this problem for several days through SVN revisions, at first I thought I grabbed a broken revision and updating would fix it, but this error has been persisting.

154
Discussion / Base defence without a dropship or hanger?
« on: November 15, 2007, 09:10:27 pm »
Not sure if this was already addressed, but is it possible to have soldiers with equipment defending a base without any aircraft or even hangers?  I remember in the original X-COM game I would sometimes have a dedicated research or manufacturing base with just a few soldiers and some small arms in storage in case the base was attacked, without any aircraft or hangers.  In the original game this worked, when the base was attacked the equipment screen would come up before combat.

155
Feature Requests / Can't compile "ufo2map" from SVN version anymore...
« on: November 15, 2007, 12:02:03 am »
I got this error when compiling ufo2map:

  [linker error] undefined reference to `__cpu_features_init'
  ld returned 1 exit status
 C:\Documents and Settings\Dave\My Documents\ufoai\build\projects\Makefile.win [Build Error]  [../../ufo2map.exe] Error 1

This happened in Windows XP with both codeblocks and Dev-c++, and it didn't use to do this! (It worked fine in the past.)

I don't have visual studio installed, so I haven't tried that.

I'm not a C programmer, what am I doing wrong?

156
Feature Requests / Small idea for new feature
« on: November 08, 2007, 12:05:27 am »
I've noticed something in some of the commercial remakes/inspired-by versions of X-COM/UFO that aren't in UFO:AI that I'd imagine would be easy to have implemented - simple animation for weapons and inventory items in the equipment description screens.  Even something as simple as having a rifle rotating around in a circle slowly in the UFOpedia would add some attraction to the screens, IMO.

I've also seen versions where there are buttons to control it, zoom in and out, etc., although I would think that would mean more coding work.

Then again, I admit I'm not a coder.

What would really be nice would be embedded video clips that play in a loop, perhaps also for research topics in the UFOpedia, although that might be a bit overboard, I don't know.

Just a random thought...

157
The subject line says most of it, I noticed this bug in the past and then the game no longer did this after several revisions, so I thought it was fixed - now the UFOPedia is unstable again with the latest binary and reading various entries sometimes causes a crash to the desktop (Windows).  I can't seem to pinpoint any specific entry that causes the crash, If I can figure out what it is I'll post more info.

158
Artwork / Can you guys use this? (MPEG Titile Animation Clip)
« on: October 07, 2007, 01:27:44 pm »
Hi,

First off, sorry I've been out of touch for a while, I've gotten very busy with work the last several weeks, I haven't been in this forum for some time, although I still have tiny bits of spare time here and there.

I've recently purchased some upgrades to my video editing software, more of it is still on it's way in the mail, but I've been running tests with what I have so far to try it out and came up with this title animation:

www.destructavator.com/public
filename: UFO_Title_Anim_1.mpg

Can this be used for anything for the project?  (I can covert it to almost any format.)

I might be able to make another promo trailer like the old one for 2.1 as soon as 2.2 is officially released - I could save this animation for that if anyone thinks it looks good, or you could use it for something else for the project.

I can always make changes, add the project URL, change the colors, etc.

BTW, I'd like to thank whoever suggested posting the old promo on the internet archive - I forgot to credit that person before, which is my fault and I apologize.

EDIT: I also encoded a second version with variable (instead of constant) bitrate that has a much smaller filesize, filename UFO_Title_Anim_2.mpg.

-Destructavator

159
Sounds and Music / Work in progress - opinions?
« on: August 15, 2007, 01:20:21 am »
I decided to try another shot at making an ambient track with some of the components I collected for the last submission - This one's unfinished, but I was wondering if it sounds OK so far?

You can grab it at: www.destructavator.com/public

It's track_5.wav, the only file in that folder on my website (no HTML files to navigate through this time).

Any feedback would be appreciated, although if any is negative, please tell me how you think it could be fixed to sound better, thanks.

160
Sounds and Music / (submission) How's this for ambient music?
« on: August 12, 2007, 01:53:34 pm »
In my search for scream samples with a compatible license, I didn't have much luck so far, but I did come across some other VST instruments for making some soundtracks that I think sound nice.  I threw together a track and have it posted on my own website under "downloads" listed as "Track 4."

www.destructavator.com is the main URL, from there click the button next to "Downloads" and it can be found under "MP3 files only," track #4.

Does this sound original and like something that could be used for the game?

-Destructavator

161
Sounds and Music / Music for Airfights / Interceptions Question
« on: June 21, 2007, 02:23:27 pm »
I noticed that air-to-air combat is being worked on and might be implemented soon (from another part of the forum) -  Do you guys already have any music for the air combat yet?

If not, would you be interested in something kinda like the original XCOM combat music?  I remember the tune - it had a strong beat and took off quickly, although it was the exact same tune every time (something we wouldn't have to do, it would be nice to have multiple tracks).

I don't have any new completed tracks right now, but I do have some partially finished ideas I could put together that might work, although it would come out with real guitars and instruments instead of the synthetic sounds from the original XCOM.

BTW, while I'm on this topic, what will the air combat look like anyways?  I remember the original game had short and simple fights compared to the ground missions which could get lengthy.

162
Sounds and Music / More Music (Creative commons)
« on: April 24, 2007, 02:02:35 pm »
I mentioned this in another topic, but thought I would put it out here as well - On my website I have a download page where I've been putting various things that are all free, and they include a ZIP file with soundtracks that could be used for the project.  As of this message there are just two tracks, the first of which was used in the video trailer I put together, but as time goes on more tracks will be added, anyone is welcome to use the tracks for this game or other projects.

I'm also open to constructive criticism, feedback always helps me improve my work.

The URL is: www.destructavator.com
(Click on the "Downloads" tab on the left menu).

163
Sounds and Music / Soldier Voices (English) / Music (Metal/Rock) Offer
« on: March 05, 2007, 09:04:33 pm »
Hi everyone,

I'm a heavy metal musician with a lot of professional gear and recording equipment, and I also have voice abilities - I do real singing (not screaming), and I also know a little about programming, although most of my tech knowledge is web-based HTML, Java, etc.

I've never contributed to an open-source game before, but I'd like to start offering sounds and audio.  I've downloaded the SVN version, actually got it to compile on windows (I also have another machine running Kubuntu Linux), and like this project a lot, being a fan of the original XCOM games.

For starters, I already have two sets of a bunch of sample recorded voice parts you might be able to use for soldier voices.  The two zip files are both just under a megabyte, and contain oggs encoded from 24-bit recordings I put together.  If someone gives me an email address, I'd be willing to send them for someone to play around with to see if they are usable.

At this time I don't have any instrumental music to offer, but I do have time to compose some, and I do have experience making video game music.  I don't use just emulation and sampled synths, but I also have pro-quality and semi-pro quality recording equipment and am willing to put together some rock or metal tracks with real instruments if you guys think you could use that kind of thing.  Again, I don't have many music samples right now, but within a few weeks I could come up with some stuff with some ideas I've been working on.

Back to the voice acting, I can easily make more if anyone wants it, and I also have vocal FX processors to make them sound like they are coming over a radio, or from a computer/robot/machine, etc.

Also, I might (no guarantee) be able to get some weapon sounds, as for my last part-time job to pay bills I have been employed by a police department (as support staff, not an officer), and I still know a lot of the cops who work there...  (Again, no guarantee on that one.)

Does anyone want the voice samples I have so far?

-Destructavator

Pages: 1 ... 9 10 [11]