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Messages - krilain

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31
Translating / Re: Testing your translations
« on: February 01, 2013, 10:47:12 pm »
There is an important thing to consider when you're testing the translation. Some of you might have the stable game installed (e.g. using apt-get, urpmi, yum or the like) while testing the development version, from git. (I have this kind of setup)

Make sure you compile manually using
Code: [Select]
./configure && make If not, the development version might use the installed translation in /usr and not your updated translation from the development version.
Thanks for the tip man, but translating is a task, compiling another. And I'm almost sure that most of the translators wouldn't be able to compile UFOAI, me neither I've to admit ...

32
Discussion / Re: Add soldier voices
« on: February 01, 2013, 10:41:42 pm »
Sorry but just dont see how. Your troops saying affirmative and/or other similar words would increase control over them?
Thanks to ask me this :)
Indeed, it comes from my player experience at starcraft and other RTS (real time strategy games). Of course in those games you have to be so fast that hearing your troops responding or not, is crucial because you wont take the time to look at each soldier to know if he is up or down.

The idea here is not to save time, it 's turn based, but anyway to give the player some comfort by saving some checks. Just one example. Imagine you are pressing at key numbers to select your guys. Maybe if you do that fast and often you would prefere not to watch your keyboard to be sure you hadn't missed the key. A voice can help here, and in many other aspect that we could call "gaming comfort".   

33
Discussion / Re: Add soldier voices
« on: February 01, 2013, 10:33:50 pm »
well, i would not be so sure i would want voice acting from the community, but some mod that allows to add such self-recorded sounds could be fun for a little while.
i mean, some points where the game would play a sound file with a specific name, and some documentation about what the default words would be.

e.g. when selecting a female soldier with a mouse, i might record some girl saying 'oh, a mouse!'
Nice example.
More seriously, you have the ideas and capability to make a complete mod . Please let me know if you do so some day :)

34
Artwork / Re: About booster addition on Firebird ?
« on: February 01, 2013, 10:20:07 pm »
Dropships and UFOs are the most work-intensive pieces of content in the whole game, because they must be added and tested in dozens of maps. We won't be adding another just for a minor adjustment.
Thank you, fast as ever :)

But isn't it rather because it is very minor, that it could be added ? I mean here there is no problem due to the shape for the maps. It would be very different with a new dropship. But it is possible that you mean that there could be memory or any hardware limit reached by those additions, even small (some texture and standard meshes), for the biggest maps?

I havn't read the wiki for the ships, what exactly are the new ships required ? Or I will jump to the according page if you prefere. Other detail. I'm making my own version of Firebird by now, not in order to add it as a new ship but as a possible replacement for fun. The propeller addon came just by a sort of chance as I've explained above. I was myself surprised that a so complex and complete ship could be upgraded correctly lets say, with only 2 standard shapes (just 2 cylinders in fact).

For anyone who wonder, here in attachment the look at which I'm working. It is far to be finished of course. Could also be an interceptor...

35
Artwork / About booster addition on Firebird ?
« on: February 01, 2013, 09:48:53 pm »
Hello. I was trying to make some ship model. I'm so tired with exporters bugs in gmax that some static design was a sort of relaxing... At one moment I imported the Firebird existing ship to scale mine accordingly, and by chance a part of my reactors was grafted on the Firebird very exactly. It gives this following in attachment, and brings me on asking now if by any chance it could be possible or not to think about a new booster addon for the good old dropship, so that he could have a second life at the advanced campain?

The advantages of improving Firebird with a small addon is in the fact that it is low cost for a correct gain in the variety of choices in the game. Let me know what 's your opinion about this.


36
Discussion / Re: Add soldier voices
« on: February 01, 2013, 07:32:20 pm »
What? I just dont care about soliders voices since i usually listen to music... Well sometimes that death screams are funny to listen ;D.
Soldiers voices increase the controle over your troop. For the moment there is only a difference between male and female, and eventually soldier and pilot, that's light. But with unit diversity increasing in any maneer, it would become a great help.

Anyway for the moment, this is for the soundmaster Crystan, what about a pilot crunchy radio voice wishing good luck at mission start ? - In english , why not, the "Firebird" for instance is an english name, who cares?

37
Discussion / Re: Add soldier voices
« on: February 01, 2013, 06:57:40 pm »
I happy,expected voice packs mods (enough englis sound).
Add to all this the fact that it could help people to learn the language, english or any ;)

38
Translating / Re: translation in french
« on: February 01, 2013, 03:24:54 pm »
Good question. Some persons like me have now installed the 2.5 dev, and are using the .po translation files included there. So if there is major differences to come with any older or further 2.5dev, the work could remain unusable?

Moreover I must admit I didn't understand exactly what to do with a modified .po. Should I send it at the GIT , but in this case, if we are many to do that, there is also a risk of doing unusable task ...

39
Translating / Re: translation in french
« on: January 31, 2013, 06:50:47 pm »
"Port de commerce", then ? (as opposed to a fishing port or a marina)
Enventually "la criée" for the market place of a fishing port.
Criée (http://fr.wiktionary.org/wiki/cri%C3%A9e)
(Pêche) (Commerce) Marché de gros ou de détail spécialisé dans la vente de la pêche du jour

Ok, and for the rest, thanks a lot, very clear. I'll download the soft and we'll see for eventually doing some coordinated stuff ;)

40
Translating / Re: translation in french
« on: January 31, 2013, 12:55:34 pm »
Parenthesis in french ;)

[French]
A mon avis il y a 3 raisons pour ces constructions et donc 3 manières de les nommer, parfois entremêlée.
  • La raison historique  ---> jetée / fonction brise-mer / protection pour le port ...
  • La raison d'usage ---> débarquadère/marché - ou même placette/chemin ou route ...
  • La question de l'aspect naturel ou humain de l'ouvrage ---> relief/obstacle ou aménagement/protection etc...
On voit des jetées dans des endroits d'où la mer s'est retirée. Certaines servent de routes de bord de mer. D'autres sont intégrés à un port avec place de marché etc... C'est dans ce cadre que "ponton" n'est pas toujours le meilleur choix. Parfois "marché" ou "débarcadère" est plus parlant.

Bon on fera pas une thèse mais c'est vrai que ce mot est difficile à traduire. On se demande vraiment à quoi il se réfère. Ca me rappelle personnellement les villes en bois ou en pierre.


J'ai une question à ton usage Rodmar. Quelle est la partie que tu traduis exactement? Parce que là je n'ai pas osé mettre mon nez dans les anciennes traductions, ne sachant pas qui en est l'auteur. Certaines ont besoin de corrections. D'autres part, sur le format des .mo. Techniquement, saurais-tu me dire s'il y a une correspondance en nombre de mots à respecter (pour des raisons d'affichage) ou si on traduit librement?

Merci.


[/French]

41
Artwork / Re: Alien Infiltration tech - proposal
« on: January 31, 2013, 12:03:15 pm »
I've rebuilt again the first work, about alien infiltration.

I tried this time to use the same pattern as used in the other tech pictures. Some day I will try to get a renderer, or to use Blender, but for the moment that will be still a little granular and melted/blended. The pic already made are far more smooth and often pure for the lines and colours. Anyway, I followed the manual.

Incidently I've grabbed some stuff from wikipedia, so some licence will be to check here :
http://commons.wikimedia.org/wiki/File:UTC_hue4map_X_world_CET-24h-NorthPolarProjection.png

One remark with this CC0 map linked above. It's about the Phallanx logo. It should use this map representation of the countries because, the other, more classical one, that has been choosed for now, is not the UNO's one. The UNO's one is like in this linked example (for equality reasons).

42
Translating / Re: translation in french
« on: January 30, 2013, 10:37:52 pm »
Done.

I will go for fr:Pontons (en:Pier) until I hit this mission.

All explanations are clear, thanks.Are you sure these changes are not for v2.5 only ?? Because some ochre french entries are not corresponding to English version at all.

Now, testing in-game...
Pontons / quais ?

43
Discussion / Re: Select soldier on higher level
« on: January 30, 2013, 10:28:24 am »
To solve this (I've also encountered the case) I suggest eventually an easy thing such as assigning the space-bar (for instance) to cycle over the stages -->
  • Hit space bar
  • If no soldier selected, reselect the last one
  • If one soldier selected, cycle over the level : level + 1 until levelmax reached, then level = levelmin
Ok, that would be a sort of fix, and even a playable tool.

44
Design / Re: Psi-amplifier concept
« on: January 26, 2013, 10:16:56 pm »
Hi,

i was also unable to export to md2 from Blender 2.63+. Any help will be great.
Ok, solved at gifthub :
Code: [Select]
* Added MD2 and TAG exporters for Blender 2.63.
commit b58981c0ad043498e99ca5c4207f92f3c78bcc13 1 parent 786270e
DarkRain authored January 25, 2013

Thanks again Darkrain. (Or maybe I will ask you later if I fail to integrate it to blender...)
And sorry for the disturbance about the topic ;)

45
Mapping / Re: ufo2map.exe problems
« on: January 26, 2013, 07:35:10 pm »
It's old here, but sorry I have the same problems as related in 1st post. Ufo2map not only runs silently but it doesn't produce the expected output file anywhere (I checked by a researsh on the entire disks). So I've grabbed the file generously provided by Ship-it and it had began to work but finally produced this output (attachment).

Other question. I'ven't tested because I had no working version of Ufo2Map but is it useful to set up the path for this tool under radiant in order to let him compile or check the errors by itself (radiant compile menu) ?

Thanks for any informations about why my grabbed Ufo2map doesn't want to write a BSP at the end...

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