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Messages - mattheus

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16
Linux / Re: flickering screen (compitz-videocarddriver conflict) [SOLVED]
« on: January 30, 2009, 07:36:07 pm »
Sure - KDE 4.2 uses KWin - similar composing window manager like Compiz. So - questions are still up? Are there any better solution against flickering on composing window managers? Are there solution for KDE?

17
Translating / Re: Searching translators
« on: December 23, 2008, 12:27:56 am »
In meantime updates ruined my old translated file, so I started it again. Current version of Estonian translation fix is up there - http://dl.getdropbox.com/u/75508/et.po. I was not able to use http://drop.io in moment, so I used other service. Quite well service for private sharing between work and home computer too.

18
Artwork / Re: Need a modeler?
« on: December 13, 2008, 03:10:10 pm »
First of all it needs antimatter engines, yours still look like jet engines.
The body has to be something between the dragon and the stingray. It needs a definitiv alien feel, but should still be obviously of human design..

For antimatter engines fuel is also used much more matter - for atmospheric flight its also economical to use air inflow, but much smaller then in jet case. Even smaller then ramjet or scramjet. Take a look at SR 71 and you see - its inflows are really small. I agree that it needs also some sure signs that it uses alien technology - maybe weapons or at least currently missing texture. Its looking like human supermodern fighterjet and as it - it's very nice design!

19
Translating / Re: Searching translators
« on: December 13, 2008, 12:27:46 am »
About Google translate ... nooo!

1. Its designed to translate all the text, for translating po files it must be quite tweaked with code.
2. It translates funny - its not acceptable solution for culture reference rich content like game text. Direct translation could sound really weird.
3. It still has no support for smaller languages like Estonian.

I had a look on Estonian translation, current version is translated by quite unliterate person. Its full of obvious errors and also childish examples. I have made some work on this translation, but my time is also quite limited and I don't know how to submit changes.

20
Artwork / Re: Need a modeler?
« on: December 11, 2008, 11:40:49 pm »
Maybe we should brainstorm for it? Which concept could be best:

1. "Legionaire" - Big armored shield on top and huge energy weapon in one end through, maybe with other arc. Big engines, smaller particle beams and other weapons under shield.

2. "Battle Hedgehog" - structure like first tanks, with fixed beams out to every direction.
 
3. "guntowers" battleship - use my old rendering, you see what I mean. Most radical departure from current ships, I think. Particle beams in armored towers around heavy looking ship.

Okay, all were "wingless", but because map size limits we probably must more think of "dense" ships - two or three floors, partially open area inside. Wings are for small fighers, big ships like battleships are more for firepower and slaving humanity.

[attachment deleted by admin]

21
FAQ / Re: Are there any UFO:AI related tutorials available?
« on: December 09, 2008, 08:33:13 pm »
It took 12 days to build second workshop, this makes 260 hours. So left is 240 and because rate is from now on double - it takes about 120 hours (almost 5 days). Okay, its still quite much ...

22
FAQ / Re: Are there any UFO:AI related tutorials available?
« on: December 08, 2008, 08:47:48 pm »
One workshop gives space to 10 workers, so for 20 workers you need 2 workshops too.

23
FAQ / Re: Are there any UFO:AI related tutorials available?
« on: December 07, 2008, 10:41:27 pm »
In current system - all workers are working on first task in list. So cant divide work in one base between more tasks but only prioritize tasks.

24
Discussion / Re: cheatcode: reveal / kill aliens (aka invisible alien)
« on: December 07, 2008, 10:34:41 pm »
a cheat code to kill the alien so that the mission can end...

We have "debug_killteam [teamid]" for it - alien team id is in single player games 7 - civilians are 0 and player team is 1.
Also "debug_stunteam [teamid]" could be helpful.

"sv debug_showall" is probably usable to show aliens.

I think its fine now - debug commands should be undercover and in old school way.

25
Artwork / Re: Models next part 2
« on: December 07, 2008, 08:29:31 pm »
May be it could have additional small door to side near communication post? In current way exit under fire may be complicated.

It looks great!

26
Feature Requests / Re: loading trouble and combat problems
« on: December 07, 2008, 03:21:52 pm »
Savegames are not intentionally braked, but when game has crashed or closed and loaded game, then when time stop is removed, game crashes. In current condition - game is not playable for more than 3-4 month game time because its so unstable. It has been much better in development version earlier ...

Also - sometime it seems that after loading ufos and terror/crash sites are missing. Sites for wich game was saved. Seem to be that for saving should take moment when no ufos and sites are shown on map/radar.

27
Feature Requests / loading trouble and combat problems
« on: December 06, 2008, 07:21:57 pm »
Hi!

I took a look on development version over a year. Unfortunately, once in a while save files corrupt. Or ... loading still works, but when time starts to run error drops me out of the game. Its quite difficult to assume when it happends and for how long playing time goes lost. Its very annoying to lost 25 days (last working save was on 1st day of month).

Console says:
ufo: src/client/cl_ufo.c:431: UFO_SearchAircraftTarget: Assertion `ufo->mission' failed.

Also, game complains on console constantly over this:
R_RegisterModelShort: Could not find: 'radar'
Could not find model 'radar'

Or:

R_RegisterModelShort: Could not find: 'ufoyard'
Could not find model 'ufoyard'

I have latest development snapshot from subversion. Also in combat mode aliens are sometimes invisible and I cant use ladders. Maybe it will be corrected with complete new "make maps", but it takes time ...

When we can hope for more stable (and joyful) testing phase?

28
Linux / Re: flickering screen (compitz-videocarddriver conflict) [SOLVED]
« on: December 04, 2008, 12:07:08 am »
Thanks! It still works.

Or anyone has better solution?

(Using Compiz on Ubuntu 8.10, Ati drivers)

29
Design / Re: Terror from the Deep
« on: October 05, 2008, 07:14:45 pm »
Lets wait! When UFOAI will be almost finished, then fans of Terror from Deep have chanche to make a fork! Nice fork - UFOAI in Deep! Until then everyone can give his/her best to make UFOAI even better!

30
Sounds and Music / Re: [WANTED] Footsteps sound effects
« on: March 12, 2008, 03:14:26 am »
When you say that, do you mean that you would like those without a license??

He probably thinks that those sounds must be under free license like "Commons Sampling Plus 1.0 License", so if you have done them and your work's author rights were not given by you to this radio station or something and you still own authors right and you can / want to give those sounds under "Commons Sampling Plus 1.0 License" to this project here (and everyone else who wants to use it, mentioning your name when he/she does it).

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