project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - vedrit

Pages: 1 [2] 3 4 ... 30
16
Artwork / Glowmaps
« on: October 14, 2010, 11:24:33 pm »
I noticed that the glowmap for the geomap is still lighting up during the day. Since animated textures are supported, why dont we use an animated glowmap for the earth?

Also, I noticed that in the battles, glowmaps are...broken for many models (several civilians, trees, scout debrie are all that I remember off the top of my head) I'm sure its a simple problem, like the texture referencing the wrong image for the glowmap

17
Feature Requests / Re: MP CO-OP Different approch
« on: August 20, 2010, 11:16:54 pm »
Just thought that co-op would be easier to do because the mp code for battles is allready there and adding it on a simple basic form for story mode without changing groundmaps would cover it nicely  ;D and could be expanded in the future somewhere without having to rewrite the game  ;)

On the other side it would have been really bothersome to rewrite it if 1 player would go for aliens and the other for humans.

But i understand your point that it would consume some time to do so.

So, the thing is that in Multiplayer, time is universal (turns) whereas the geoscape is variable. Since players can select their own time for the geoscape, you get sync gaps, IE One player is ahead of the other. You'd have to have something like a voting system to make sure eveyone wanted to change time speeds, and either everyone would have to pause when something came up, or no one would. Same for if someone goes into their base. Either time pauses for everyone, or going into a base does not pause time.

I wouldnt be suprised if this never gets put in since, as geever says, it would require essentially a complete re-write

18
Artwork / Re: Armor model updates
« on: August 17, 2010, 05:52:30 am »
Very cool. Cant wait to animate it

19
Offtopic / Re: Working towards power armor
« on: July 31, 2010, 08:30:59 am »
too bad its so awkward looking, not the gracefull look sci-fi shows

20
oh lol
I saw this on one of those inventor-gets-funding shows, and thought I'd never see mention of it
The would-be backers were not impressed

21
Offtopic / Re: GEEX Show 2010
« on: July 23, 2010, 12:06:57 am »
That sucks. If I were well-to-do, I'd get you, and probably anyone else from UFO AI plane tickets to come to GEEX
Course, if I were that well-to-do, I'd pay my way into E3

22
Artwork / Re: UGV weaponry
« on: July 20, 2010, 04:41:36 am »
will there be a chance to recover and repair an inoperable UGV? Understandable if not

23
Offtopic / GEEX Show 2010
« on: July 18, 2010, 07:11:37 am »
GEEX Show 2010 just finished up, and it was a blast. I had entered into the Game in a Day competition, and out of the 10 or so groups involved, mine took 3rd place
Its worth braging about because of all the issues we ran into.
First, numerous power-outages due to city power grid being unable to handle the sheer amount of power the hundreds of computers, TVs, etc were drawing.
Second, model import issues. No matter what converter I used, my models would not go into Torque right.
Third, camera. When we did get something into Torque for the character, the camera was at the characters feet.
Fourth, AI, or lack thereof. Despite the programmer in the group being the one to suggest Torque, he just could not get AI's to follow paths

But hey, I dont look a horse in the mouth, as the saying goes.

24
Artwork / Re: UGV weaponry
« on: July 02, 2010, 07:03:43 am »
Simplistic turrets (camera/sensors)

I, for one, really think that important. Sometimes being able to see your enemy is more important than having an extra gun.

25
Artwork / Re: New Rocket Launcher
« on: June 28, 2010, 09:26:00 pm »
I know american claymore mines have 'This side towards you' and 'This side towards enemy' printed on them.

Regards,
Winter
Partly why I said it. I saw a warning label on a chainsaw that said "Do not attempt to stop chain with hands or genitelia"

26
Artwork / Re: New Rocket Launcher
« on: June 28, 2010, 03:18:05 pm »
heh "Warning: Do not look into the barrel when firing." or "Warning: Do not place limb in, or over, opening of barrel."

27
Artwork / Re: New Rocket Launcher
« on: June 28, 2010, 02:39:56 am »
when the new characters are ready, then a position will be made for weapons such as this

28
Windows / No reaction fire
« on: June 24, 2010, 12:56:25 am »
When the entire alien team gets to expend 90% of their APs, right infront of my soldiers without my troops so much as twitching, theres a problem. Has someone changed the reaction fire code, so that humans dont get to do it? I know reaction fire works for the aliens, but, like I said, 3 of my soldiers, staring right at 4 aliens while THEY shot, didnt pull the trigger. Reaction fire was on, they had the APs, but no shots were taken

29
Artwork / Re: New here. Want to help
« on: June 23, 2010, 06:40:44 pm »
I do know how to animate, but i have very little experience with character animation. I do intend to try though, and learn as i go.
Dont worry too much about it. Between me and Destructavator, we can get animating done, especially considering how compatible 3DSMax is with Maya (My forte)

On that note: I have been working on learning how to do rigging, which makes animating easier.

30
Windows / Re: Win32 Development Binary Installer Links
« on: June 14, 2010, 06:09:20 pm »
Default directory, only within the D:/
not root

Pages: 1 [2] 3 4 ... 30