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Messages - Sandro

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196
Discussion / Re: Why Quake 2 and not Quake 3(or Ioquake3) engine?
« on: March 28, 2012, 07:06:34 pm »
Contact-me, i would like having some documentation and models from the project in order to start understanding what is going on, but, i am looking forward to help in a possible code migration to something more modern that could bring to the game some new functionalities without the need of doing miracles and all. (yes i am talking about the destructable terrain thing).

Documentation is available right here in the wiki ("Contribute" tab), and code is freely downloadable along with all game data from the SourceForge. So you can start hacking at code without any permissions or help.

197
Discussion / Re: Why Quake 2 and not Quake 3(or Ioquake3) engine?
« on: March 28, 2012, 07:01:56 pm »
I know that this game started in 2003 when Q3 engine wasnt open source and Q2 was already open source for years, I dont know why UFO:AI wasnt transfered to Q3 engine since it became avalible because of some features and I am not expert, coder or dev but I dont know if it is more complex to develop something on Q3 engine... Or IoQuake 3 engine...

It's as simple as that: engines are not like gloves, you cannot change them at a whim. They use different data formats, different integration methods, and so on -- it's a massive rewrite of code comparable, I think, to developing an engine specifically designed for UFO:AI. So -- I'm not doing it personally, and my guess is nobody of the team will.
Also, current engine is not the idTech2 anymore. It was heavily changed, modified and upgraded. Actually, it supports most of GFX features of idTech3 already, save for the support of portals --which are not needed for UFO:AI anyway -- and the outdoors terrain (which is missing from the original Quake3 engine, by the way). So, what's the point?

198
Windows / Re: Combat....... Attacking.....
« on: March 27, 2012, 10:15:15 pm »
But yes, clicking on the weapon's picture to fire it seems much more logical. And saves a bit of screen space.

199
Mapping / Re: map +beach
« on: March 03, 2012, 10:41:49 pm »
It's a "r_materials 1". Note the "s".

200
Bugs in older version (2.3.1) / Re: Black Screen when launching Missions
« on: February 10, 2012, 04:27:35 pm »
Have you tried disabling shaders?

201
Discussion / Re: Impressions after playing the latest nightly
« on: January 27, 2012, 04:25:07 pm »
One idea that came to me to slightly reduce the tedium of missions would be to keep a list of recently used maps and bias the map selection logic against those maps

I second that.

202
Mapping / Re: need advice
« on: January 17, 2012, 04:37:54 pm »
Another guess is that you're missing an origin brush or something like that...

Indeed. Careful inspection shows that entities 163 and 164 do not have the origin brush.

203
Windows / Re: black screen
« on: January 06, 2012, 09:32:00 am »
Try to disable shaders -- 9600 is an old card and is very likely to have problems with the GPU features we are using.

204
Mapping / Re: first mapping attempt
« on: December 22, 2011, 03:08:42 am »
Screenshot looks good. Was afraid you'd disappeared on us.

Agreed :)

Check out the phong surface property.

Actually, phong surfaces are somewhat broken in the ufo2map, so there can be weird lighting on them. But ofc one can try and see if it works out.

2MCR: HP2410U is still on the sale :) And I'm seriously thinking about buying one of those. Living with shitty TN 16:9 6-bit panel with insane colorshift is not fun :(

205
Bugs in older version (2.3.1) / Re: Game crash at the start up
« on: December 18, 2011, 10:31:20 pm »
@shaders && intel

Just tested latest 2.4 dev on intel g35
does run as inteded

Check your log -- it says that shaders are disabled.

206
Bugs in older version (2.3.1) / Re: Game crash at the start up
« on: November 28, 2011, 04:31:03 pm »
It is a known problem. Our shaders are not compatible with GMA, you should disable them by starting the game with the following command (once is enough):

ufo.exe +set r_programs 0

And don't enable shaders in the options menu -- it will crash the game again.

PS: Mattn, maybe we should automaticaly disable shaders when Intel GMA is detected?

207
Can trigger similar bug by the following method:

1) Start skirmish game on RMA
2) Open console and try to load any other RMA

Maybe that helps.

208
Bugs prior to release 2.4 / Re: Can't Start Campaign
« on: October 08, 2011, 10:59:19 am »
Fixed already -- sorry for the bug

209
Artwork / Re: Armor model updates
« on: September 25, 2011, 11:42:18 pm »
Models and animations are done, and have been sent off to Mattn.

Wow -- they are cool, excellent work! Their armor really looks like combat type one, not the some sort of Hollywood prop :)

But -- as I see, you are using the game without shader support, so your models are tested without normal or roughness maps, right? Maybe you should consider making those maps, and enabling all the renderer features to test them?

210
Mac / Re: bugs (in Mac version at least)
« on: September 24, 2011, 10:15:19 am »
./base/ufos/ and ./base/ufos/ui -- but most likely, you already got them there (considering your build is able to load maps and textures, which are also in the various ./base/ subdirectories)

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