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Messages - Sandro

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31
Discussion / Re: Some general remarks/questions & bugs
« on: August 16, 2014, 06:44:33 pm »
There are 2 possible solutions:

A) Revert the offending commit in local branch and compile the old version (dangerous! You can break your local repo by such tricks)
B) Update libraries to glib 2 (should be safe)

Technically, I am planning to go route B, but because of my lazyness, A is the current solution for me.

Will try to recompile the latest and attach it, if Win32 binary is ok.

32
Discussion / Re: Some general remarks/questions & bugs
« on: August 16, 2014, 05:41:14 pm »
Look forward to the solution I'm currently using a very old Radiant that doesnt recognise camera entities so be nice to compile the newest version

I can provide working compiled binary for 32-bit Windows if that is what you are asking for.

33
Discussion / Re: Some general remarks/questions & bugs
« on: August 09, 2014, 01:35:30 pm »
Ah, that looks familiar. Recently it was changed to use newer version of glib, and that did happen. Will try to remember how I've fixed that.

Also, a hint: do not open .cbp files in C::B, use the ufo.workspace instead. That is what it is for.

34
Discussion / Re: Some general remarks/questions & bugs
« on: August 09, 2014, 10:35:39 am »
Odd..what compile method are you using Sandro

As described here: http://ufoai.org/wiki/Code::Blocks

just tried to compile from todays master using codeblocks under Vista64 fails with 10 errors and 8478 warnings

Feels like some incompatibility with Vista64. Did you try running C::B in WinXP compatibility mode?

Also, can you provide the error log? Including only those 10 errors, obviously, nobody will read 8500 lines in detail :)

35
Discussion / Re: Some general remarks/questions & bugs
« on: August 08, 2014, 10:36:38 pm »
That "editor is not working" stuff looks more and more strange to me. Just rebuilt it from master branch under WinXP/SP3 32-bit -- works fine. Maybe there is some error in the packaging process?

36
Discussion / Re: Character customization - any plans?
« on: August 08, 2014, 09:59:21 pm »
Adding different helmets and armors requires new 3D artwork, and we are VERY short on 3D artists. Adding new paint schemes for existing armor is simpler; basically, you just have to recolor existing skin into something else. Programming job is already done for that.

37
Artwork / Re: small dropship
« on: July 25, 2014, 01:43:21 am »
why do you think ion engines are extremly unfiednly for enviroment? you can use oxygen from air as propellant and you than only need very powerful enegy source.

Toxicity, of course, depends on propellant used. Considering the propellants available on Earth, most effective among technically simple to use will be mercury, which is highly toxic. Especially mercury oxides created when exhaust will be mixed with air, they are much more toxic than mercury itself.
Of course, you can live with xenon, as modern ion engines do, but at cost of bigger fuel tanks, cryogenic system onboard and specially designed ionizer for the gas.

Oxygen is generaly a bad idea -- its atomic mass is way too small. You want a propellant with high atomic mass to have an effective ion jet propulsion. The heavier ejected ion is, the more specific impulse is (impulse gained by ejecting the same mass of propellant) for the same engine design.

38
Windows / Re: Ambient Occusion?
« on: July 21, 2014, 08:21:28 pm »
As of now, there is no ambient occlusion or any other complex light environment model. The effect you mention is the result of ambient light forced to be unusally bright to compenstate visually for the lack of said model.

39
about half of the programming team (including me) are against using stl

my personal reasons are: not thread safe, unsafe iterators, unsafe realloc behaviour. Not to mention compiler errors which do not fit into 256 characters and consist mostly of ::<>::<>::<>

40
Mapping / Re: Getting meshes from Blender to UFO Radiant
« on: June 07, 2014, 09:01:18 am »
For now, UFO:AI level geometry is NOT mesh-based. There were some attempts on writing mesh->brush conversion script, but all of them failed. So far, at least.

41
Maybe we can do that like Fallout 3/NV does:

Break a shot timing into several stages. First, the aim, then firing each shot in sequence. That should be more realistic IMHO.

42
Artwork / Re: Cars in battle maps
« on: April 03, 2014, 09:47:48 am »
1000 should be affordable for any hardware able to run UFO:AI at all.

43
Artwork / Re: Cars in battle maps
« on: March 26, 2014, 06:35:58 pm »
I'm not so sure how they would look among all those not-so-futuristic buildings, but in order to find that out, we would need some in the first place ;)

Almost every building is boxy, since it makes simpler to design and build them, and it is questionable if this trend will change in future :)

44
Artwork / Re: Cars in battle maps
« on: March 26, 2014, 06:32:09 pm »
Sure. I take it, no one has been making new cars? There was talk about replacing some of the boxiest cars with something nicer, if someone made them...

Someone tried, but left, though his prototypes were nice.

45
Newbie Coding / Re: extracting surface parameters from .map files
« on: March 11, 2014, 09:10:02 pm »
Indeed. IMHO maps should refer to materials, not textures

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