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.

Messages - XaverXN

Pages: 1 [2] 3 4 ... 8
Feature Requests / Re: latest svn trunk version hagup
« on: October 22, 2007, 03:10:11 pm »
You could try a gdb backtrace if you encounter it regulary (or even reproducibly) - see

Translating / Re: Searching translators
« on: October 22, 2007, 03:04:50 pm »
gt666: Dont get me wrong, any help from you is appreciated.
I just think it's better to directly translate the de.po and the wiki instead of creating a wiki and then doing it there...

jo11yroger: Seems fine, thank you. However, you are allowed to translate it a bit more freely... It sounds a bit bumpy (german: holprig) like this (e. g.: Zum Abschluss, ...)

Translating / Re: Searching translators
« on: October 22, 2007, 11:24:25 am »
-Head over to the wiki
-Go to List of msgid's
-Look through the categories
-Wherever it says 'please translate' in the status column, look into the column german and if it says [open] there or the german string is colored red, it needs to be translated; when it's yellow something still exists but maybe not everything, look at article.
-When you want to tanslate sth where it says [open], translate the title and create an article called like that, and put a link to it instead of the [open].
-Copy the english version (column: en (source)) to the german page and start substituting the text by the german translation. Try to stick to already existing translations if possible/unsure.

Artwork / Re: Intro animation
« on: October 22, 2007, 01:12:17 am »
I don't think we should really show an alien in the intro, that would take away the creepyness of the 'unknown'. Rather as silhouettes, shadows or single body parts, like "hands" grasping a gun or sth. Anyone knows the glowing eyes in the dark cave from Tomb Raider: Last revelation?

As for drawings, that sounds like a job for blywulf... is he still around?

EDIT: OK, I shoud've known there's nothing that' not on YouTube *g See at ~7:00
(very short, had it in mind longer)

Or what about a scene with minigun soldiers being mowed down like in Dune 2? See @ ~2:18
(Don't you just still love that intro? :-D )

Translating / Re: Searching translators
« on: October 22, 2007, 12:42:29 am »
OK, I see what you did.... you took the list from the fr.po and split it alphabetically, right?
I don't see why you did that, however.

Don't you think it would make more sense to translate some of the articles in the list of msgid's ( or just translate the strings in the fr.po (50 untranslated)?

Discussion / Re: "New" Weapon stats (2.2 - 2.3)
« on: October 20, 2007, 09:51:25 pm »
Then, what is that code from?
Quote from: BTAxis
Here are the defs for the minigun and heavy laser:
Code: [Select]
name "_Long Wave"
skill close
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0 0.8"
crouch 0.3
range 60
shots 1
ammo 3
time 12
damage "50 10"
dmgweight laser_light
reaction true

Discussion / Re: "New" Weapon stats (2.2 - 2.3)
« on: October 20, 2007, 07:45:35 pm »
Sorry, I am not into this, but does
"skill    close"
mean the heavy laser is really treated as a close-combat weapon, skill-wise?

Just checked the oct.10 binary:

*Sound issue (if there was one) is fixed
*Loading screen: so much better

New things:

*Game uses "2.2-dev" folder for configs, screenshots etc. Shoudn't this be some 'final' foldername already?
*Game starts windowed after first install. Intended?

On the Bolter/Elm. rifle issue: Well, it's bolter about everywhere (Research, equipment/as a weapon name, in the wiki message id bolter_txt)... except in the research proposal email... (IMHO: 'Bolter'  is better because shorter and sound better; at least when the actual weapon is used).
Well, what to do?

Anyone listening? Comments on the other items on the list?
Because looking for issues is a bit pointless if no one reads this...

Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 08, 2007, 10:42:52 pm »
I have to take back my last thread, wasn't aware the gamma' still up.

Yes, I've been some testing as well and I think I can live with light 35. It's still damn dark but then I can use the gamma to make a difference.

Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 08, 2007, 10:05:34 pm »
Ah, by sunlight you mean the "light" setting of the worldspawn, right?

Pushing the ambient setting to the value(s) you proposed really lights up the scene, as I expected. Even more than I expected... I can see everything now. The strange thing is, I took screenshots, and on those everything's dark again...

Can confirm that for 2.2 Beta installer, stiletto intercepter, self equipped.

Just realized, we have that picture in 1024x768 here:
So it shouldn't be a big deal setting it up with a status bar as a loading screen if no talented artists are willing to create anything...

Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 06, 2007, 07:57:12 pm »
He? I'm pretty sure ambient=sunlight. So no ambient=no light at all=black pixels everywhere (because you can nearly forget the lighting from light sources).
Yes I could correct the ambient setting by hand, but what do you expect? It gets slightly brighter, of course. What are you trying to see?

Feature Requests / Re: Feedback (2.2 trunk - rev 11999 - 2007-09-26)
« on: October 06, 2007, 07:22:00 pm »
Well... agreed, but that takes far too long for 2.2 stable.
I say as a short-term solution we give a little ambient light so we don't have 50% of the players (I guess even more) hardly able to play night missions. As I said, with just a little light you can use the gamma scale to light up. And even then you can always use it to make it darker for yourself.

Pages: 1 [2] 3 4 ... 8