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Messages - XaverXN

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61
Feature Requests / suggested improvement list
« on: May 30, 2007, 11:26:42 pm »
I think I read somewhere the superhuman soldiers are a bug that will be dealt with...?

62
Feature Requests / Log files and CTD's
« on: May 30, 2007, 10:47:15 pm »
OK, I've done a recompile on linux, and it crashes here too. Console isn't helpful (just a sudden 'shutdown game' or so).

For me this often happens if I got a bad brush somewhere. I can check this if you like (basically, what I'd do is delete half of your brushes, see if it works, delete another half of whats left or go half the step backwards... quite fast&effective).

If your logfiles seem stuck, why don't you just delete (or rename) them and see if new ones are created?

63
Feature Requests / basis angriff --> absturz
« on: May 29, 2007, 11:31:41 pm »

64
Discussion / Just to share some info about UFO's
« on: May 28, 2007, 12:54:23 pm »
Yes, and think of Kellogs, right? They have the big K as a logo... and crash would be spelled 'krash' if it was a german word... and where are a lot of ufo crashes? In the USA! Just where the wheat grows that the aliens love to make circles in. And what enterprise needs that wheat to make cornflakes and resides in the US?
Fucking amazing! It's all so obvious now!

:wink: Don't be offended... but I think thats not the best place for conjuration theories here...

65
Artwork / My First Modification
« on: May 27, 2007, 11:26:46 pm »
Hmm... I don't have big particle experience either. Those blue 'shots' look a bit... rectangular... or is that due to jpeg compression?

As for the 'mod publication':

1) Your 7z-way is fine... you could however add a possibility to just unzip (&overwrite) the files if theres no pk3 files in base, like it is for svn users (they have 'the pk3 files unzipped already', so just folders and no pk3).

2) You could just ask Mattn if your things can be integrated into the official build, then you wouldn't need to worry about it ;-)

66
Feature Requests / soldiers getting stuck on / between furniture
« on: May 27, 2007, 10:39:40 pm »
Hmm... no idea about that...

Maybe you could just name the place for a start (like: blue sofa, 2nd floor of main building) and only take a screenshot if it's ambiguous... should't happen too often, I guess :?:

67
Feature Requests / soldiers getting stuck on / between furniture
« on: May 27, 2007, 09:56:07 pm »
Solving two problems at once: :-)

Start a game (or load one), open console and type 'devmap [mapname]' ...
Just you, no aliens, no civilians, end of your turn=beginning of your next turn ... VERY useful for testing purposes!

A list would be great, thank you a lot! (Mattn, shout if I'm wrong ;-) )

68
Feature Requests / basis angriff --> absturz
« on: May 27, 2007, 09:06:17 pm »
About the screenshot, what can you see on it? If its relevant you could
1)use a service like imageshack (.us?),
2) upload it to the bug tracker on sf (http://sourceforge.net/tracker/?group_id=157793&atid=805242)
3) send it to me (xaver.xn at host web.de) and i'll upload it

Most important things in short for nong-german readers:
-On base attack, screen goes black instead of battlescape
-ESC gives geoscape, repeating some times makes game exit with error
-The game: great though buggy
-dissect button does nothing, to be implemented?
-can't recruit soldiers in one of three bases, though same buildings as others!?

69
Feature Requests / soldiers getting stuck on / between furniture
« on: May 27, 2007, 08:39:48 pm »
-When running Linux, screenshots are found somewhere in ~/.ufoai/[version]/scrnshots

-When running Windows, they are in (i dont know what the exact folder names are in english, but I think you'll find it) C:\documents and settings\[username]/application data\UFOAI\[version]\scrnshots . Note that 'application data' is a hidden folder with default settings.

- I think that bug is known generally but can't be dealt with overall and has to be fixed in the maps, so we would need a list of where this can happen...

70
Coding / *.mo
« on: May 25, 2007, 09:22:09 pm »
Thats great...

You know you need to edit the .po file in a gettext editor like poedit (poedit.net, I believe), right?
When you click save it will be compiled automatically in poedit.

There are some pages in the wiki with more info's...

71
Artwork / To sitters
« on: May 25, 2007, 12:00:03 am »
Well if those fine tentacle arms are visible it will be visible if half of it is smeared with mud ... or stuck in a small heap or so...

72
Mapping / New map: subconlab01n
« on: May 24, 2007, 11:47:19 pm »
Me too. The upper floor is a bit rough done (original version)... but the concept is nice.

You know what could add on to that military-research-style? Wire netting and/or barbed wire...

73
Feature Requests / R.I.P.?
« on: May 24, 2007, 11:43:53 pm »
Quote
Awarding medals and ribons


Oh, this is great... anyone remember the old TIE Fighter? All those medals one could get...

Would love to see sth like that in UFOAI

74
Feature Requests / Destroyable Objects
« on: May 24, 2007, 03:42:49 pm »
According to what Zenerka said, we just need particles and sound, the rest is up to the person mapping. So not much to code here, is there?

The problem I see with destroyable objects is that its a "property" assigned to a brush - so you would have to split up e. g. a fence in a lot of small brushes that are func_breakables so the damage seen will be any near the impact position. That results in a lot of brushes, and a lot of entities - which have an upper limit as Mattn just stated, not to mention performance costs.

Its probably the best to have a few brushes that are destroyable - which the player can guess - like windows, that fence, an already cracked wall, chairs.
At least with the current 'break-system' thats more suitable than having the goal of a even nearly realistic breaking behaviour of most map pieces.

75
Alex, now that sounds interesting... maybe I will try this when I'm done with my current map...
I think theres a list with suggestions for maps in the wiki, how about you put it in there for now?

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