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Messages - DuKe2112

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I'm not sure, but those might be two different things.

Did you notice that the gui in both versions looks the same?

Only the lightup of the models is different and I noticed quite some time ago that that differs depending on who compiled it. Mine were so bright that the faces were almost white.

I also like the old view. It was slightly blurred yes, but it fit into the gui and did not hurt the eye.

Artwork / Re: W.I.P. Potential new soldier models (Blender)
« on: March 22, 2009, 01:59:17 pm »
Well there is both lod models and lod textures.
Lod textures are usually called mipmaps and contain the texture at different resolutions (usually powers of two) to be used at different distance.
The same is also possible for models with several versions of the model in different poly counts.

But I haven't done it yet either.

Discussion / Re: Latest real-world weaponry
« on: March 22, 2009, 01:34:47 pm »
The plasma guns in UFO:AI use a micro fusion reactor to generate a helium hydrogen plasma.  Which in itself is barely radioactive.
So all that the armor has to really protect from is the intense heat and some ceramics and polymers do a pretty good job of that.

The most radiation would come from the reactor, but there are several different reactions possible in this context and I'm pretty sure, with their advanced technology the aliens can adjust the reactor's settings to favor those reactions that produce the least excess radiation and the casing would protect the shooter from most if not all of that.

Coding / Re: Widescreen and ratio
« on: February 06, 2009, 12:14:44 pm »
Ok I thought mainly about these two screens:

All windows with scrollbars and especialy all text windows are easily adjusted without distortion.
The aircraft equipment is pretty simple and difficult yes, best solution would probably be just using max height and adding blank space on the side.
Soldier equipment is probably complex enough to adjust though.

The main point is that it is not based on ui grafics., but is placed on top of a general background.
If you want ui grafics you should probably use a framework rather than fullscreen images.

I know it might be much work, but it probably produces the best end result, plus it is easier to modifiy later.
For the quick fix I would stick to bajo's original suggestion though and just force 4:3 with black borders.

Coding / Re: Widescreen and ratio
« on: February 05, 2009, 05:55:31 pm »
What is with the proposed gui in the wiki? it's window based and thus easily stretchable, or would it be too much work to implement it at the moment?

Feature Requests / Re: First crew in first base
« on: January 30, 2009, 03:54:15 pm »
Sigh, to make the point clearer I use zoltics suggestion and replace the words:

Well, when you test 2.2.1 and report a bug, you hear: it's not relevant anymore, test on 2.3.
But when you try to test on 2.3 and report that you can't test or can't even start. You get to hear: it's developement, it's not supposed to be testable, test stable....

After all it's a game, so every playing is testing and for alomst every testing you need to play.

I know you can't keep it running all the time, but at the moment we have only two states:
The stable, which is too old for testing and the developement version which is constantly broken, sometimes to the point that the compiler complains about the syntax.

Maybe you should simply add a testing branch where you copy the somewhat stable dev version before you start on a modification that is prone to brake the game for a longer time.

Feature Requests / Re: First crew in first base
« on: January 30, 2009, 12:50:32 pm »
Well, when you play 2.2.1 and report a bug, you hear: it's not relevant anymore, play on 2.3.
But when you try to play on 2.3 and report that you can't play or can't even start. You get to hear: it's developement, it's not supposed to be playable, play stable....

Known issues, the stuck soldier should be already fixed, but Destructavator might not have been able to remake new version though.
The stairs are being worked on.

Artwork / Re: UFO Battleship
« on: January 19, 2009, 11:10:59 pm »
Our battlehips are just that big out of pure necessity, our canons are big our amror is thick, they have only one side to mount things on and they need lots of space and supplies for the huge crew and the engines.

Artwork / Re: Some alien robot
« on: January 19, 2009, 04:18:18 pm »
It looks great and not so cute like the bloodspider (;

And about fighting abilities: combat vivisection anyone?
After all, more then half the Tamans you encounter at the beginning are the same.

Design / Re: about the aircrafts.
« on: January 17, 2009, 03:01:49 pm »
I have no idea where you got your aversion to those wings. And I can only repeat once more, The shape itself is quite good it only has the two problems of flight stability and structural integrity.
The first can be countered with fly by wire and the second with stronger materials.
Both of which have been missing in sufficient quality until lately. And that is the reason that such planes are rare but the technology of UFO:AI wwould have even less of a problem with it.

Feature Requests / Re: Oversized Pedia's Photos (R21433)
« on: January 09, 2009, 02:06:55 pm »
You could also consider writing better english. I don't mind non natives who haven't learned yet (I'm one myself), but it's bad enough when someone talks in some slang, and reading it somehow sends a shiver down my spine.

Sry, but you wanted a link on how to download the latest version.

Otherwise I can't help you, because I'm using linux, so take a look in the windows forum:

I thought the ufo hangers are still needed for the disassembly of ufos and the offside yards are for storing extra aptured ufos, while the hangars are full.
Because if you move the disassemply outwart you could as well move the research and production to offsite bases, too.
That would also get rid of the need for bigger bases.

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