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Messages - vedrit

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Windows / Re: Win32 Development Binary Installer Links
« on: June 14, 2010, 12:10:42 am »
Post a tracker item of this along with ufoconsole.log and an accurate description of your setup, including what hard drives you're using for what, where you try to install etc.
Default directory, only within the D:/
the windows cmd window opens saying
"The system cannot find the file specified.
The system cannot find the path specified.
Press any key to continue..."
and it looks like the file its trying to load is "C:\DOCUME~1\<user>\LOCALS~1\Temp\makepk3_full.cmd" "pk3.7z"

im updated my game on harddrive D:\ without any problems... which OS you using?

EDIT: the problem is that I was trying to do a fresh install, rather than update

Windows / Re: Win32 Development Binary Installer Links
« on: June 13, 2010, 06:40:39 am »
Just to note, but there seems to be an issue when I try to install to a secondary drive, with either of the installs. Failure to load .pk3 files, but it seems to work fine for C:/

Artwork / Re: Una nuova interfaccia grafica o No?
« on: June 11, 2010, 06:08:58 am »
there doesnt seem to be much rhyme or reason to the insigneas

Discussion / Re: Fuel Pods are they worth it?
« on: June 10, 2010, 06:37:23 pm »
i dont even waste the space with the fuel pods. I sell them right from the get-go. They slow the craft too much, and provide too little boost to fuel.

Artwork / Re: GUI Design
« on: June 05, 2010, 05:50:29 am »
I like that mock-up, but I think the stat bar options is a little useless. TU's, Health and Morale should be the only options, as those are the most important on the battlefield

Artwork / Re: GUI Design
« on: May 28, 2010, 08:14:47 pm »
some people want more info than where the unit is, and unless there is a unit info popup when you hove over the unit on the map, there will be a lot of clicking to find the unit they want

Artwork / Re: GUI Design
« on: May 27, 2010, 12:16:53 pm »
why not put scroll arrows? That way it doesnt have to be any bigger, while still providing GUI space for large squads. I know its not very good looking, but isnt the mind-set "function before fashion"?

Artwork / Re: Shoulder Patches for new soldier models
« on: May 25, 2010, 06:15:09 pm »
this might require some extra creativeness, but why not have the patch colors mimic the camo colors? IE: the patch for the urban camo would consist mostly of blue or black. Desert, orange or beige

Artwork / Re: GUI Design
« on: May 20, 2010, 05:39:12 am »
I, for one, greatly prefer the pre-assigned order. It would be a nice cross between X-COMs near-infinate troop amounts, and a modern games organization, giving the best of both systems, with none, or few, of the drawbacks (Not knowing which soldier out of how many you are on, limited number of troops allowed, etc)

Artwork / Re: Yet another try at this (in Blender)...
« on: May 05, 2010, 12:52:05 am »
Its actually fairly easy. You apply the heightmap as a second image, but without color, and set it to displace. In the example below, I used a very exaggerated bump of a heightmap of a planet.

The first image is the render in blender, the second is the heightmap I used.

The problem Blender seems to have is that the amount you displace very hard to estimate. Even setting the displace value to the full 1, changing nothing else produced very little effect, though Im sure that the gentleness of my heightmap is much to blame for it

EDIT: I played with the settings a bit. Turn "No RGB" on, and then adjust the displace values. The third image is the latest result

Artwork / Re: Yet another try at this (in Blender)...
« on: May 04, 2010, 07:39:20 pm »
heightmaps can be used to render out bumps, or other small details, through shadowing rather than extra geometry on the model. Its how a lot of top-gen games get awesome characters with relatively low polygons.
In this case, heightmap would, for example, give a bumpy look to the top of his hair, without it being modeled, or creases in the clothes, or seams.

Artwork / Re: New Feature: "Glow" textures
« on: April 25, 2010, 09:09:42 pm »
I dont quite understand what it issue is for animated glow maps. Cant it be done in just the same way as the regular animated textures?

Discussion / Re: UFO:AI Online
« on: April 15, 2010, 05:56:43 am »
Try to think this way:
Let's assume I was a potential player of your MMPORG game and you'd even charge me some 10$ per month. Now tell me why should I want to play that game (insted of usng UFO:AI as is ?
First off, I wouldnt charge.
Secondly, I would ask "What do you like about UFO:AI as it is? Its similarities to the origional X-COM? Would you like to play as one of those soldiers, defending the Earth against alien forces with superior technology? With other players?"

Infact, I put those questions to you now. My proposal was, in essence, exactly that; playing as one of those soldiers (or aliens), with all the same plot, locations, technologies, etc etc. As was previously stated, this project isnt made to survive or thrive, just like UFO:AI.

Well, you still have some chance, you still have several options that the rest of us here have mentioned, I wouldn't give up and have such a mentality like that just yet.

As I said, I'd be willing to help some, which is better than nothing.

I didn't say that I strongly dislike or hate your idea or anything, its just that I don't think it stands out strongly enough - as it is - that it would attract enough people in the saturated on-line multiplayer gaming market.

To be honest, any help is welcome, and I know everyone is trying to help, and if someone with the know-how or know-who does this instead of me, I would be far from dissapointed. But if I'm going to have a hand in the actual production (Putting everything together into an end-product), then I have to find something I can work with. But everything I've looked at was either too heavy in code for my little mind to grasp, or wasnt compatible with GPL, which is kind of REALLY important.

Discussion / Re: UFO:AI Online
« on: April 15, 2010, 01:45:06 am »
But this isnt a 'burning desire', just something I thought people might like. If you dont like it, then I will never be able to convince you to even play, much less work on it.
I wont try and convice anyone to work with me. If they arent convinced from the first get-go, then tough luck for me. Duke, you see lack of concept. I saw concept within the first few of my posts. If you want anything more than what details I've posted, then you want more than just concept, you want hard, 100% gurantee to work and be in the game, content. That, I cannot provide

Discussion / Re: UFO:AI Online
« on: April 15, 2010, 12:36:24 am »
Learning to program isn't as hard as it looks, ANSI C has about 30 keywords to learn for example. If you expect to read about programming and then understand it you are making some false assumptions. Like anything worth doing it takes practice and discipline, there are no shortage of tutorials out there; nobody was born knowing how to code. That isn't even the end of the story; if you don't know about vertices and matrix calculations you have some very basic reading to do.

Im not saying people are born to code. But some people learn it better, quicker, and more thuroughly than others. Its just one of those things about the human mind.
I'll put it this way: I struggled to learn the basics of HTML, the BASICS, from several sources.

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