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.


Messages - XaverXN

Pages: 1 ... 4 5 [6] 7 8
76
Artwork / To sitters
« on: May 21, 2007, 08:35:19 pm »
I think it would be good to 'see' the crash in the textures, too... splashed mud /sand/earth, black burnt parts or maybe the "green lights switched off" (if they are supposed to be lights).

BTW, Winter:
Quote

Ideas for the 'terror mission' icon:
Flag with a bloodied Kerrblade.


That really sounds cool... or maybe two Kerrblades crossed...

77
Feature Requests / Grenades falling out of the map
« on: May 20, 2007, 11:11:30 am »
As a player, I like the "unpassable fog" idea. As a mapper, I don't ;-)

The thing is, wouldn't that just shift the problem? What if the grenade rolls through that area? It would explode outside the map, again...

To me the only solutions are 1. leave it like that (it expoldes in the off, so what?) or 2. to suppress the explosion (if a lot of people are bothered).

78
Translating / Searching translators
« on: May 20, 2007, 10:58:40 am »
Don't forget to rename your compiled (.mo) language file to ufoai.mo and copy it into base/i18n/xx/LC_MESSAGES if you test it...

79
Mapping / Strange map compiling behaviour
« on: May 18, 2007, 07:08:50 pm »
Self defense ;-)

Thank god, for me its mostly just one brush now and then. But I had one 'voodoo brush' once, that was fun... had copied it so often that they were about everywhere... in every form, content and texture :twisted:

80
Feature Requests / Game freeze before first mission ever
« on: May 18, 2007, 05:57:03 pm »
Please give some technical details if you still have that problem.
Which version (esp. if from svn, did you compile the maps?)?
Which OS?
Also, any output (console/log files) could be interesting. Maybe look at the wiki for how to debug.

Redownloading/reinstalling is always worth a try, but I wouldn't bet on that.

81
Translating / Searching translators
« on: May 18, 2007, 05:33:07 pm »
Quote from http://ufoai.ninex.info/wiki/index.php/Translating :

Quote
If our fonts do not have all characthers you need, you are able to use your own fonts by translating the font paths in your po file. Just submit the font and your po file (keep in mind, that the font itself has to be released under GNU GPL or Creative Commons with no "non-commercial" clause).


So that shouldn't be a problem...

82
Feature Requests / Grenades falling out of the map
« on: May 18, 2007, 10:57:23 am »
To be honest, I don't know if this is really so much of a bug. The maps are nothing cut off from the rest of the world, like with a wall around or sth... so why shouldn't grenades roll of the playing field?

Besides, I think even Mattn would say it's just a usability problem  :D

83
Mapping / Strange map compiling behaviour
« on: May 18, 2007, 02:13:42 am »
Quote
-chop is busted for our usage


Ah, OK, didn't read that. But I just found out that it works without that option anyway ;-) Why I could't start my map anymore was a 'normal' bad brush thing that I had to find and eliminate...

That jump in size and compile time I described is strange still, but I think I'll just ignore that for now...

Thanks for helping!

84
Mapping / Strange map compiling behaviour
« on: May 17, 2007, 10:30:39 pm »
Na, I am almost sure my systems allright.

Mattn, I can compile and run it too (without the -chop 32 in win of course), thats not the point. The point is that these three brushes shouldn't take it 5x as long to compile and give a 1,4 MB bsp instead of a 38 kb.
Thats why I think theres some point to the errors that I get with -chop 32 ...

85
Mapping / Strange map compiling behaviour
« on: May 17, 2007, 07:41:16 pm »
OK, I'm slowly going insane with mapping... first the linux gtkradiant is so instable on my system that I had to switch to windows for mapping, and now I can't get rid of these errors:

Take a look at http://www.sr-welt.de/ufoai/ascr.map, this is a small piece of ground (7 brushes) of my actual map.
-When compiling it (in windows) without the 3 grey textured brushes, everything runs fine, done in 23 secs.
-When adding the one grey brush on the left, it compiles, but takes ~10 mins (!).
-When adding the left and right grey brushes, it gives me a MAX_MAP_PATCHES exceed.
-When adding all three brushes, it gives me a MAX_MAP_VERTS exceed (meant: vertices), while I think this is simply impossible on a 7 brushes map.

It is the MAX_MAP_VERTS error that got me testing in the first place because I got it at some point while mapping and couldn't get it fixed. Doesn't seem to be just one 'bad brush' this time...

And where the windows compiler takes 10 mins the linux compiler takes 4 secs  :shock: !

Anyone any idea?

86
Discussion / Rotate battle Map? Possible or not?
« on: May 17, 2007, 01:04:42 pm »
Theres lots of camera motion possible, including rotation, angle, zoom and first person view. Look at the Keyboard settings in 'Otions'.

87
Artwork / Polymer
« on: May 12, 2007, 02:11:49 pm »
Well, apart from the fact that all rings are circular ;-) , yes.

Well, who knows what chemistry will lok like in - what was that again, 40 years?
Maybe we could call it Atrocex or so...

88
Mapping / Rediculously sized map
« on: May 10, 2007, 07:05:02 pm »
I compiled your map on my linux system, with quite simple lighting setting, and its still 5,7 MB. So it's not a compiler error of yours and not due to extraordinary compiler options (to the extent of my small knowledge, of course).

89
Discussion / sourceforge tagline...
« on: May 09, 2007, 05:20:07 pm »
At this very moment? UFO:AI does take place in the future, right?

90
FAQ / make deb problems
« on: May 09, 2007, 05:18:41 pm »
Hm, I never used make deb.. so I can't tell you what this is about. Does this create a .deb package?
You could try checkinstall for making a package, otherwise I would just install it with make install or even leave it where it is and not install it at all.

Pages: 1 ... 4 5 [6] 7 8