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Messages - freegamer

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1
Coding / Re: idTech2 running on Urho3D
« on: August 10, 2018, 03:45:17 pm »
Bit of a necro but the link is now defunct. It seems their forum migrated to a new platform, but they did keep the old topics:

https://discourse.urho3d.io/t/idtech2-running-on-urho3d/217/14

2
Artwork / Re: License discussion
« on: October 21, 2011, 04:34:22 pm »
Another thing that would be useful is an honest assessment from sitters of all his models that were not originals.  Relying on players to spot common models between games is not going to be a porous mechanism for catching all rips.

Which is why it is important that sitters just comes clean about it rather than ignoring the problem until people poke the models in his face asking for replacements.

It's obvious sitters intends good things for UFO:AI, and the motivation behind producing the models is not being questioned (by me).  It would just be nice to 1) recognise that ripping models is bad and 2) identify all offending content so it can be marked for replacement.  Ignoring the issue is counterproductive.

3
Artwork / Re: Armor model updates
« on: October 21, 2011, 04:29:09 pm »
Incredible work guys.

4
Artwork / Re: License discussion
« on: October 21, 2011, 04:26:56 pm »
freegamer, please STOP flaming! The copied models will be replaced, I'm sure. You react like it was your intellectual property that was stolen. But we didn't wanna stole anything, and we will remove deus-ex models if you tell us which ones are they.

I'm not so afraid of eject from Sourceforge, most of our services are on Ninex already, the source is mirrored by github, only the bug/feature trackers are there and it's not even the best bugtracker I've seen. However I hope you don't want us to be ejected from SF and you don't ask them to do. I'm sure we can solve this legal issue ourselves. Thanks.

-geever

It's not flaming.  Multiple projects have been shut down (and I don't mean kicked off Sourceforge) for IP infringement.  If you guys want to roll the dice and not ensure you have original material going into UFO:AI, that's up to you, but Sitters has a record of ripping models out of commercial games and presenting them as his own work.

I've never seen sitters actually say, "Sorry, my bad, I shouldn't have done that." He just seems to ignore it.

You want to risk UFO:AI being shut down by some vindictive big game plublisher?  If not, be serious about the matter of artwork being original creations and not rips.

5
Artwork / Re: Screenshot Thread Of v2.4 Artwork In Action
« on: September 12, 2011, 12:47:38 pm »
Hi sitters.  Have you learnt yet that you are not allowed to rip or directly copy models from commercial games?

The reason it is so important is because it puts the project at risk.  Big game companies especially have been known to issue Cease & Desist orders over very trivial things.  Also just copying models from other sources can be reason enough for a service like Sourceforge to eject a project.

6
Artwork / Re: Screenshot Thread Of v2.4 Artwork In Action
« on: June 24, 2011, 02:26:42 am »
This is not the first time that Sitters has done that though, is it.  I remember he vigorously denied plagiarising anything the last time there were similarities, but this is now more than coincidence.  Sitters needs to come clean on how he comes across his models.

7
Newbie Coding / Re: First coding attempts : pilots
« on: February 23, 2011, 05:30:46 pm »
Option 3:
Give a pilot base skills that are fixed and have another stat for experience that starts at 0.  Modifiers use a combination of the two.

8
Artwork / Re: Intro animation
« on: August 23, 2010, 12:05:10 pm »
What I'd do would be an animation in a style similar to this one (you might have already seen it):

http://www.dailymotion.com/video/x1wygv_iraq-animation

It's basically a series of well done drawings. The camera moves from one spot to another and all things come alive, they seem to move even though they're mostly static. I think it's realtively easy to do (it's certainly easier to do than a full blown 3D movie) and it wouldnt consume a huge amount of time to get it done.

Oh and if there's no chance for a simple but good looking intro then I'd suggest having no intro at all :D
I think this is a great idea.

The drawings can be concept art, and should be relatively straight forward for somebody with a bit of stylistic ability to create.  It would be reminiscent of the old UFO: Enemy Unknown intro - which is another positive.

I would avoid doing 3D stuff, it is much harder to pull off.  Even in the 2D arena, I'd avoid things like animations (beyond very simple flashes or gun muzzles or movement indicators).

9
Artwork / Re: Modelrequest: Model for stunned actors
« on: August 23, 2010, 11:57:28 am »
I think part of the effect comes from it being 2 spiral models rotating at different speeds.

10
Discussion / Your best screenshots
« on: August 23, 2010, 02:07:31 am »
I am doing an article to debunk the myth that FOSS games do not look good.

Please, give me your best looking screenshots, I believe UFO:AI should be in the article but don't like the screenshots on the website.

11
Discussion / Re: When will be the next release?
« on: April 08, 2010, 09:15:02 pm »
So... are you guys going to do a 2.3rc or 2.3beta release and alleviate community pressure/demand for 2.3 final (as well as good more feedback / bug reports) or what?

12
Finally, as to bump-maps for ocean floors, they're easy enough to remove if people don't like them; once I'm done improving the rendering code I'll look at working on the textures.  Do other people have thoughts about whether oceans should have topographic depth or not?
The thing is, water is not totally translucent.  There's a reason you don't see any hue variation - other than in shallow waters - in images of the globe (1024x1024 image, source).  So it looks odd to have the topgraphic depth represented by bump maps.

Light mainly travels to ~100m in the ocean.  From there to ~1000m it is very dim, and from there downwards it is no light at all (reference).

There are two questions:
1. does the depth of the ocean affect UFO:AI gameplay?
2. if it does - is there a better way to represent it?

13
we won't add the high res textures due to the reason muton rised above. we can offer another download of a pk3 file. and we will not remove the support for old cards
I think this might be an untenable position if you want the game to really look good in today's (or tomorrow's) gaming world.

You might want to consider distributing UFO:AI with a low-res and hi-res data pack option.

14
Artwork / Re: mechs? other art contributions?
« on: April 05, 2010, 01:36:02 pm »
http://img13.imageshack.us/i/m1color.png/
http://img410.imageshack.us/i/stormhqu.png/
Hey maackey, where do I find these two models?  I wanted to forward them to the linwarrior3d project.  I can't seem to find them in the Complete Annihilation model depot link that you posted.

15
Artwork / Re: mechs? other art contributions?
« on: April 02, 2010, 01:56:40 pm »
The linwarrior3d project could do with better mechs.

I'll point them in this direction.

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