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Messages - MXcom

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1
Design / Re: Alien Design: The Gaak
« on: June 24, 2012, 02:20:42 am »
Hi, I'm bored, so here's a translation.

---

At the head of the complex caste system are the queens. The queens produce eggs from which diverse caste members develop. Furthermore, a queen has a big brain structure, which controls a complex pheromone-neurotransmitter system, as well as psionic, bioelectrical fields. A colony can include multiple thousands of queens who are linked together to one shared consciousness via air-bound neurotransmitters as well as direct telepathic contact. The Gaak are the dominant species on Hader 7d. A big colony can thus reach a CQ (consciousness quotient) of 7*10^19 (human: 1). Whenever a queen dies, she is immediately replaced. The consciousness as a whole is preserved, only individual 'brain cells' are replaced. Therefore, a quasi-immortality is achieved.
The sensor caste has a relatively big brain and highly sensitive sensors, which are used to monitor the colony. They also regulate the pheromone flow within the colony. Squads of multiple thousands of this caste can reach a level of perception which surpasses even the biggest technological telescopes.
The regulator caste possesses a tiny forebrain, some sensors and a big spongelike body, which is riddled with groups of muscles. Members of this caste occupy the ventilation shafts of the colony. The cave systems of such a lair span thousands of kilometers under the earth. They regulate temperature and humidity and enable selective redirection of pheromonal orders into different sections of the colony by feedback to the queens and sensors. Their spongelike bodies draw in the air from the corridors, manipuilate it and then systematically pass it on.
The gardener caste cultivates and harvests algae and fungi.
The transporter caste can be further differentiated. The water transporter caste possesses a huge stomach which is used to store water to supply the colony with. These castes likewise possess only a tiny forebrain and are controlled directly by the queen [sic] and the sensors. Flying transporters have six pairs of wings, which enable them to carry heavy loads.
Workers are equipped with a diverse set of tools for tunnelling, material collection etc. They are the biggest caste in terms of numbers.
Soldiers are equipped with sharp biting- and stinging implements. They include diverse poison glands as well as a flinging organ which enables them to catapult capsules filled with poison or explosive chemicals over several hundred meters.
The diplomats ('antennae bugs') have a relatively big brain and several organs to create sound, light, pheromones and psionic fields. The function of this caste is communicating with other species.
Generally, a drone can only receive orders within its colony. Should a drone leave its colony, it is only able to execute its current order until it returns to the colony. A diplomat cannot deviate from its predefined orders. It is not possible to dissuade a drone from executing its order, since it does not have an independent consciousness. It is further impossible to contact a drone or the whole colony, since foreign individuals are not perceived by the colony as such. Unauthorized entry into the colony usually leads to immediate aggression. They cannot discern friend and foe in such a situation.
Communication is only possible, when a diplomat is programmed for communication by the collective consciousness, which means the only the colony can initiate it. Due to their polycorpal [polycorporal?] physiology (one consciousness across many bodies), their intellectual world is xenomorph, meaning so unfamiliar that communication with beings without compatible psionic abilities seems impossible.
When a diplomat drone is linked to the collective during negotiations, the colony adapts to the other party by regulating the influx of pheromone neurotransmitters and the type of psionic fields, thus creating a compatible adapter to lower levels of consciousness. During communication, the drone receives direct orders from the collective's data stream. A well developed colony perceives unicorpal [see above] individuals (one body, one consciousness) about the same as we would perceive a mite.

---

Okay, that's it. I left some comments in square brackets.

Is this, like, an overview for this species you designed? Or an actual part of some book/story? Because there are some .. unsatisfactory gaps in this text. Honestly, it doesn't really look very well thought out, just like a bunch of ideas written down in the order you got them.
Sorry, just my opinion.

2
Artwork / Re: New design for Stiletto interceptor model?
« on: January 13, 2011, 10:30:25 pm »
Is there a way to clone Origin?

git clone origin destination

3
Offtopic / Re: New Ufo remake
« on: May 10, 2010, 09:05:06 pm »
Looking good :) Only thing I can nag about is that your artist decided to put dollar signs into the food stands at that terror mission. I doubt that's a good idea, since the tiles are probably supposed to be used for terror missions all over the world and not only on US territory, no? ;)

4
Artwork / Re: GUI Design
« on: May 06, 2010, 05:33:20 pm »
Please do not remove the one-button-per-soldier - I would feel horribly lost if I had only a "next" and a "previous" button, as it was in X-Com.
On the contrary, I would actually like seeing these buttons extended with a little bit of information about each soldier, e.g. two (very small) bars, one for TUs and one for health.
The first one would e.g. spare me from what I'm doing up till now every turn: Flipping through all soldiers to see if I accidentally forgot to move one; the second one would e.g. spare me from doing the same if I know someone was hurt in alien turn, but don't know exactly who.

Jagged Alliance had such info (they only had to fit 8 though): http://forevergeek.com/wp-content/uploads/2008/08/jagged-alliance_2.png

5
I'll go ahead and disable specularity for now; to be honest, I don't really like the way it currently looks either.  I think it looks nice from an oblique angle, but when the specularity is right in the middle of the view it looks wrong.

In terms of "earth from space has no specularity," it depends on the images you look at.  For some examples of earth from space with specular reflection:
[...]


Dropping in to give my 2 cents to that topic one page back...

I also thought that the sun reflection on the earth was looking wrong, so I'm glad you decided to remove it - but looking at the pictures you linked to in the quoted post, I had an idea how you could maybe - instead of removing it - improve it (so it does not look wrong anymore).
My idea is: let the reflection only alter the brightness (aka intensity or value or lightness in various colour spaces), not the colour.
Actually, this made me think further - maybe the real cause is that the sun is much too yellow? Looking at your third link (and also other space images), the sun seems to be much much more white when viewed from space.
Maybe the real solution is not making the reflection only apply to brightness, but making the sun much less yellow in the first place?


Just some thoughts...

6
Windows / Re: Win32 Development Binary Installer Links
« on: November 18, 2009, 10:29:12 pm »
The versions posted here are development builds, i.e. always the latest changes the developers have made to the code. On the sourceforge (not soulforge, nice unintended pun btw  ;D) page, only so called stable releases are published. This is pretty much standard in open source projects.
The stable builds are guaranteed to be quite playable, whereas the development builds can and most likely will contain some bugs. Their reason is actually for people to test them and find those bugs - so the devs can fix them. Normally to get them you'd have to check out the source code and compile the game for yourself (i.e. have at least basic knowledge of coding), but Destructavator (and odie before) are so nice to compile and upload them, so more people (who can not or do not want to compile them themselves) can test it.

If you compare it to commercial games, playing the development builds is like partaking on an open beta. You'll have to endure a bug or two here and there. And it would be nice if you report them in the forum, if you find any. On the plus side, you'll get a lot of new features that wasn't in the last stable release.
Especially for ufoAI, where the last stable release was ages ago, much much has changed.

7
there are missions with objectives - e.g. the fueldump mission. but in none objective missions you have to kill 100%


Could you please elaborate a bit on that mission? Is it available in normal gameplay, or do you have to explicitly start it via the console? From which revision on is this mission available?

8
Bugs prior to release 2.3 / Re: Sound choppy
« on: September 10, 2009, 07:53:27 pm »
Does this also happen with other apps on your computer now?  (Other games, media players, etc.)

Nope, only in UfoAI...

9
Bugs prior to release 2.3 / Sound choppy
« on: September 09, 2009, 02:09:30 pm »
I recently started encountering chopped up sound (&music) in UfoAI. It started when I downloaded and installed r26082 built by Destructavator and uploaded here, but strangely, I encounter it now on ALL builds of UfoAI I start up (even the older ones I still have installed that worked fine previously).

Here's more info (copied from other thread):

- In what part of the game is the sound choppy?  The whole thing, all the time, during all missions?  Or just one area?
- Can you please tell what version of Windows you are running and a few basic hardware specs about the machine you're running it on?
The whole thing, all the time. As soon as some music starts playing (when loading the game), it's messed up. I've tried different settings in the sound menu, and on the lowest available sample rate, I can at least hear the music (but in horrible quality). On any other rate, all I hear is mess.
Maybe there the problem lies somewhere. I read some changelogs concerning OpenAL lately (?), maybe there was a bug introduced there.
Btw, the last build I tested (r25862 built by odie) ran fine for me, without any sound problems.

I'm running
Windows XP
Home Edition
Version 2002
Service Pack 2

on an ASUS A6JM laptop with
Intel Core2 Duo T5500 @ 1.66GHz
1.65GHz, 1GB RAM


edit: hmm, maybe the fault lies somewhere in my settings. Strangely, the problems now also exist when I run one of the older builds that ran fine previously... :(

edit2: hmm, here's something from the console that might be of interest: firstly what driver and versions are running, and then, everytime I change the rate and click on "restart sound", it seems to miss a sound file 'nife'... :/
Code: [Select]
------- sound initialization -------
SDL_mixer version: 1.2.8
... driver: 'dsound'
... audio rate: 11025
... audio channels: 2
S_LoadSound: Could not find sound file: 'nife'

edit3: now it even kicked me out (no further info in ufoconsole.log, no crash files...), when I clicked on "restart sound" without changing the sample rate beforehand during running game...



I hope someone can help me :(

10
Windows / Re: Win32 Development Binary Installer Links
« on: September 08, 2009, 07:42:36 pm »
The whole thing, all the time. As soon as some music starts playing (when loading the game), it's messed up. I've tried different settings in the sound menu, and on the lowest available sample rate, I can at least hear the music (but in horrible quality). On any other rate, all I hear is mess.
Maybe there the problem lies somewhere. I read some changelogs concerning OpenAL lately (?), maybe there was a bug introduced there.
Btw, the last build I tested (r25862 built by odie) ran fine for me, without any sound problems.

I'm running
Windows XP
Home Edition
Version 2002
Service Pack 2

on an ASUS A6JM laptop with
Intel Core2 Duo T5500 @ 1.66GHz
1.65GHz, 1GB RAM


edit: hmm, maybe the fault lies somewhere in my settings. Strangely, the problems now also exist when I run one of the older builds that ran fine previously... :(

edit2: hmm, here's something from the console that might be of interest: firstly what driver and versions are running, and then, everytime I change the rate and click on "restart sound", it seems to miss a sound file 'nife'... :/
Code: [Select]
------- sound initialization -------
SDL_mixer version: 1.2.8
... driver: 'dsound'
... audio rate: 11025
... audio channels: 2
S_LoadSound: Could not find sound file: 'nife'

edit3: now it even kicked me out (no further info in ufoconsole.log, no crash files...), when I clicked on "restart sound" without changing the sample rate beforehand during running game...

11
Windows / Re: Win32 Development Binary Installer Links
« on: September 08, 2009, 02:13:26 pm »
OK, here it is:

http://destructavator.com/92dl/ufoai2_3dev_r26082.exe


Thanks for uploading, but the sound is choppy. Could it be an error of your build, or is it a bug? (or, did I do something wrong?)

12
Artwork / Re: Redo of Soldier Body model
« on: September 06, 2009, 01:54:18 pm »
add more muscles to the arms and legs please.

Is the model shared between male and female actors? I wouldn't add too much then. Or consider seperating it.

13
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: September 04, 2009, 12:18:12 am »
This should be fixed now.  Please report any new occurrence from now on.

This is great news! I hope I (or any others) won't be forced to follow your request ;)

Oh, please define "now" in terms of a revision :)

14
Design / Inconsistency wrt. costs
« on: September 02, 2009, 06:02:50 pm »
I notice the ongoing effort to balance the game a bit by changing some of the costs lately. Hovever, there are now some inconsistencies in the costs I noticed during play and I wanted to mention.

*One thing is the new (low) cost of aircraft, compared to their equipment. It feels odd that the extra equipment I apply to my craft (weapons, ecm, targeting computer) costs a multitude of what the craft itself costs.
*Another thing I just noticed is the cost of in-base Missile Defense versus off-base Missile Defense: In-Base, I have to build the structure for 10.000, then buy a missile launcher for 50.000 (so 60k total), wheras off-base I get two missile launchers for free for a total cost of 30.000. So basically I get double the firepower for half the price (right?).

There are probably some more of these, but these are the ones I noticed and I wanted to mention. Maybe these could be ironed out a bit?

15
In my game of r25862, trying to destroy a (now useless because superceded by base) radar facility brings up the confirmation dialog, then clicking on ("destroy") causes the game to hang (99% CPU load).
Attached savegame where this happens. Scroll to North America and try to demolish the radar facility there (next to a base), and the game should hang.

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