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Messages - qubodup

Pages: [1] 2
1
Artwork / Re: Artwork replacement thread
« on: June 28, 2012, 10:29:15 am »
Can somebody check whether the remaining unknown models ( http://ufoai.org/licenses/license-unknown.html ) happen to be from http://www.md2.sitters-electronics.nl/models.html (NSFW)? I didn't find a way to view md2 models.

2
Artwork / Re: Artwork replacement thread
« on: June 10, 2012, 04:19:37 pm »
Because of the small size, I've cut out the planet.
If the "in orbit" part of the icon information is not essential, that should be no problem.

Are you ok with us using the attached image with the following license entry?

Code: [Select]
base/pics/geoscape/orbit.png | Public Domain | qubodup
That's fine, thanks.

3
Artwork / Re: Artwork replacement thread
« on: June 10, 2012, 03:06:16 pm »
Hello people, thanks for the quick replies!

H-Hour: the description is very helpful! How about
http://openclipart.org/detail/170526/yellowblack-ufo-over-planet-16px-icon-by-qubodup-170526

If it's good but needs improvement, please make a screenshot for me where that icon is used in-game, so I can mockup-test it without having to run/find the icon in-game :)

About the sounds: I'd gladly nag the appropriate people to nag about adding/replacing sounds if you want me to. ;)

4
Artwork / orbit.png
« on: June 10, 2012, 11:51:57 am »
Somebody mentioned in a blog post comment that there's still non-free art in UFO:AI:
http://ufoai.org/licenses/license-unknown.html
http://ufoai.org/licenses/license-cc-samplingplus10.html

I figured I can make at least a tiny contribution to replace orbit.png.

http://openclipart.org/detail/170525/yellow-planes-flying-over-black-ground-16px-icon-by-qubodup-170525
Creator: me, Legal status: CC0/Public Domain

Regarding female scream sounds, there are two freely-licensed (cc-by 3.0) samples on freesound, which apparently only need to be cut:
http://www.freesound.org/people/FreqMan/sounds/42848/
http://www.freesound.org/people/FreqMan/sounds/42849/

Hope this helps. Cheers!

5
Sounds and Music / Re: [WANTED] Ambient sounds like fire
« on: March 13, 2010, 11:40:48 am »
Heres an ambient sound or two I just made for you guys:

http://omploader.org/vMnlzMw/hum.ogg

http://omploader.org/vMnl4Zg/hum2.ogg

Do what ya like with 'em. I'm going to see if I can make some more. I'd say they sound quite alien spaceshippy. Ideally I want to create something properly mechanical sounding at some point.

Oh for anyone who wants to know I made it using the Triple Oscillator in Linux Multimedia Studio :)

EDIT: Just edited hum2 a little. Realised it had about a second of silence at the end meaning it didnt loop quite right.
I like these two a lot! If you can, you should upload the lmms files - we'd have the source available that way ^^

There are a few Ambient sounds on OpenGameArt.

6
Sounds and Music / Re: [WANTED] misc/breakelectric misc/breakwood
« on: October 23, 2009, 04:59:14 pm »
Some neat freely-licensed destruction sounds (at least some wood sounds I hear there): http://opengameart.org/search/art?keys=destruction , mostly taken from http://www.johannespinter.com/inu/ljudbank.htm, which itself is public domain.

7
Sounds and Music / Re: Musician wanting to contribute
« on: January 26, 2008, 11:48:33 pm »
I think 7zip might be able to open pk3. try your default winzip/rar/whatever though.

8
Discussion / Re: Soldier models
« on: January 19, 2008, 04:13:37 pm »
I say: make them look real and create a cheat/e-egg for big heads

9
Artwork / Re: Wanted: research category icons
« on: January 15, 2008, 04:17:40 am »
You could get some inspiration from the freeorion project. their icons are so far the best thing about the game =)

http://www.freeorion.org/forum/viewtopic.php?p=26636#26636

10
Discussion / Re: I don't get it....
« on: January 14, 2008, 05:11:29 am »
Not implemented yet, but may be done in future. Though I'm thinking the gas should count as lethal damage for civvies due to its violent nature, and to make it less easy to cheat with them.
What if you hit civs by mistake? would that not be a hard punishment to make them die?

11
Discussion / Re: I don't get it....
« on: January 13, 2008, 03:31:24 pm »
Hi there!

- why there's a portable laser
--> but no -stun mode for lasers?
http://en.wikipedia.org/wiki/Electrolaser
--> I can't remember the write-up for lasers and their clips. But if its battery-based, then its plausible to have stun mode (half a charge for plasma channel, half for the stun jolt).
The 'projectile' of lasers is light-based

- why there's only one 'brand' of each type of weapons.
--> I've always thought that Special Ops troops have access more varieties of weapons. For example, two types of sniper rifles. The lighter anti-personnel types for meat and the much heavier anti-materiel types for canned meat. :D
I was wondering too, but there's an ok explanation in the wapon's paeida text.

- why there are no battlefield sensors/traps? Sort of like a mine, but without lethal payload. More for terror sites. Scatter them either by hand or rocket. Any body (xcom, civie, alien, dog, cat) who moves near one, poof, a small cloud of coloured smoke.
Well... the game has not as much depth as ja2 (in the fight scenes) but it would be implementable probably.

12
Discussion / Re: How you can help to speed up the next release?
« on: January 13, 2008, 07:31:41 am »
There are several things you can do to speed up the release.
First of all head over to the wiki and have a look at the TODO-list

other task you can do:
  • we need reports for maps. Please check whether there are any glitches in the maps right now. Missing models, unreachable areas, and so on... Please submit screenshots of the problems. Use "developer 1" (type this into the console) to show missing models in console and send these strings, too
  • the best would be to send a fixed map :-)
  • check the wiki for open translations or spellcheck already translated articles
  • found a bug? add it to the bug tracker
  • opengl problem? e.g. black geoscape or wrong textures on some models? use r_checkerror cvar and set it to 1 - report the console output (ufoconsole.log - see faq)
  • ... maybe this list is going to be extended - but check back the TODO in our wiki if you wanna help.
It's a very good thing you have this thread here. You should include the changes I made for easier access to other parts of the project pages though. (I also fixed a link) Quote this post to see the bbcode for the following:





There are several things you can do to speed up the release.
First of all head over to the wiki and have a look at the TODO-list

other task you can do:
  • We need reports for maps. Please check whether there are any glitches in the maps right now. Missing models, unreachable areas, and so on... Please submit screenshots of the problems. Use "developer 1" (type this into the console) to show missing models in console and send these strings, too
  • The best would be to send a fixed map :-)
  • Check the wiki for open translations or spellcheck already translated articles
  • Found a bug? add it to the bug tracker!
  • Opengl problem? e.g. black geoscape or wrong textures on some models? use r_checkerror cvar and set it to 1 - report the console output (ufoconsole.log - see faq)
  • ... maybe this list is going to be extended - but check back the TODO-list in our wiki if you wanna help.

13
Discussion / Release 2.2 discussion
« on: January 13, 2008, 07:20:04 am »
So you got a new release, eh? So what? Wanna fight about it?

Let me put it this way: UFO:AI 2.2 is friggin' AWESOME!

See how it went for me: (This is what was in my brain at time of play, sorry for being so boring ^^

Installing game... Starting game...
  • Ok, so I downloaded 2.1 yesterday and found it pretty unadventurous compared to one year ago, this better be good...
  • Oh, they force/require to enter the name at the start! No Idea what that's good for, but at least now people are going to write their names.
  • Ah, language selection at the start, very good for the unfortunate mono-tongues out there who want to enjoy a nice game too!
  • Tooltips! Very usefull, concidering the unintuitive key configs of the x-com series (and consequently ufoai it seems)
Let's go to options...
  • Drop down menus! Much better than stupid clicking! And they drop down at mouse over too! cool!
  • Isometric mode? That must look ugly..
  • Alternative HUD? Let's check that out.
  • Centre view... Tooltips... 3D View!?! Allright!!
Let's start a game then...
  • Huh? Max. civilian deaths? Did they have that in xcom too? Well, more cash is better than little cash, right? Super easy it is!*presses start*
  • Meh, not-pretty text. So they mention terror, eh? "of the late 20th" sounds strange, "100 years" ago would be better I think
It starts...
  • So... why is the globe black? Haven't they figured out how to uv map it without making it ugly? well, whatever might be a problem with my system. And a ball is much better than this boring, static thingey they had before. Could use some moon/sun rotating (I know, the earth rotates, but The view is fixed after all) and stars!
  • *builds HQ* oh, so the base still looks this way... they should consider 3d maps instead of these not-very identifiable bitmaps.
  • *goes to hiring* so they removed the scientist's states, that's good, confused me a little back then. *tries to employ all scientists* what? not enough living quarters? Ah, so it's becoming a more mature game, eh? well, let's build some.
  • *goes to research* what? not enough research stations? Well, let's build some... Not enough cash? This is getting serious! ^^ Ima go dump some equipment then..
  • Cool machine gun! Micro shotgun? Googles, cool! But why are pistols etc. close combat weapons??
  • *goes to hiring soldiers* So no more supermen/women? Allright, let's see... *collects a squad of 8*
  • *at aircraft* Equipt aircraft? What's that? *click* no waai! Thay have that implemented already?! neato
Oooh, first mission!
  • Nice map... but so biiiig. IIRC, the maps were always small in the beginning/at easy play level
  • Huh? Middle mouse click is not 'look this way' any more? dang!
  • crouching still is so slooooow
  • one of my soliders has near-zero hp, why didn't I get some info that she was shot?,...
  • this alternate gui is awesome!
  • lol, If I select a solider that stands, and then one that crouches, the standing figure will do the stand-to-crouch animation ^^
  • Ok, killed an alien, aimig is strange...
  • huh? Why can't I pick up an ammo type twice?
  • ?!?!?! Who is Phillip Cage? Why Will he be selected, even though I have him not in my team, if I stand over an alien corpse and try to pick up a plasma pistol? whaaat? ^^
  • damn, this map is huge
  • can't soliders jump down roofs? hm, 't be cool if they did that jagge alliance 2 thingey.
  • I aimed with the grenade launcher three fields in front of me, why did the grenade explode in my face?
  • and why can the aliens attack with the blades at a distance of two/three fields?...
  • nice footsteps, very subtle...
  • hehe, seeing what the units do in the window to the right is very informative, now I have something to look at while waiting for them to finish the movement
  • What is missing now is *hearing* the enemy...
  • Mission won, allright!
Back to base!
  • Hey, the winning music keeps playing... cool track!
  • It's still playing. oh well.
  • cool! I can zoom in and out the globe! but the ship stays the same size...
  • I have to *research* kera blade? come on!... well maybe it' won't take long
  • disassembling? Will this give me back cash or what... hm, I expected it to be reverse engineering... to support the scientists... by destroying one item of that kind...

PS: Me made screenies - http://nothingdoesntsuck.googlepages.com/ufoai1.png http://nothingdoesntsuck.googlepages.com/ufoai2.png http://nothingdoesntsuck.googlepages.com/ufoai3.png

PPS: http://nothingdoesntsuck.googlepages.com/ufotalk.png Seriously, there is this map, and no sight of my plane -_- random map-making problem?

14
No offense intended with the feedback, but it seems you didn't want to disturb someone in the next room.
Heh, exactly right. But the reason was that it was about 3 AM when I did the recordings, a little screaming at day time would be ok I guess. (Then again, the recording quality isn't that much better as I thought it was when posting)

15
Sounds and Music / Re: Voice acting poll #1
« on: January 12, 2008, 04:47:33 am »
my 4 cents:

leet language - only as an easter egg.

fu*beep*ck - no! annoying, instead no sound file

strong language - yes! but how about to only provide it as an add-on?

Take a look at FEAR at minute 30. http://speeddemosarchive.com/demo.pl?FEAR_extreme_11555

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