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Messages - Duke

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61
Artwork / Re: Cars in battle maps
« on: March 25, 2014, 03:06:48 pm »
I'm not so sure how they would look among all those not-so-futuristic buildings, but in order to find that out, we would need some in the first place ;)

62
Artwork / Re: Hyperion
« on: March 25, 2014, 07:18:23 am »
I like it to see the engines in the landing position.

63
Gurus wanted ! / [doxygen] another strange warning
« on: March 24, 2014, 06:40:11 am »
Here is another warning I don't know how to deal with. There is no @param around there as far as I can tell...
src/client/battlescape/cl_spawn.cpp:114: warning: unexpected end of comment block while parsing the argument of command param

64
Announcements / Re: Recompile your maps (2.6 only)
« on: March 22, 2014, 05:42:29 pm »
Thanks, Mattn :)

The new maps should meanwhile be built and available for download, btw.

65
Linux / Re: Proper GIT command for 2.5 dev current
« on: March 22, 2014, 05:26:48 pm »
First off, GIT is great. Period.
I managed to dig up the first article that both gave me an initial understanding and explained WHY it is so great. Here it is:
http://wiki.eclipse.org/EGit/Git_For_Eclipse_Users
After reading the first half of it, I promise you will a) continue and b) eagerly skim every manpage for a solution to your problem ;) Btw it doesn't matter if you don't use eclipse.

Ahh, your problem. IIRC I had the same on one of my machines, but forgot what actually solved it. Probably I just had to add the desired branch to one of the config files.

66
Announcements / Re: Recompile your maps (2.6 only)
« on: March 22, 2014, 09:09:18 am »
... and after re-adding the improved 'speedup for stacked tiles', mansion_huge is even down to 10.0 secs :)

67
The tracker is not so new anymore ==> un-sticky.

68
Announcements / Recompile your maps (2.6 only)
« on: March 22, 2014, 08:49:54 am »
I proudly announce that I found and fixed a handful of ancient bugs in the routing code.

The downside:
I had to bump the BSP version. You will have to recompile or DL all the maps. Atm I don't even know when the new maps will be produced by our standard procedures and be available for download.

The Upside:
These bugs were hidden, so fixing them does not fix any visible bugs, but it has positive sideeffects:
- the rerouting time for eg. mansion_huge went down from 22 to 14 seconds here.
- tracing across tiles on RMA maps will be faster

If you are interested in the details, look at bug # 5292 in our tracker.


69
Linux / Re: Proper GIT command for 2.5 dev current
« on: March 22, 2014, 04:34:10 am »
The git pull did update your repo. That's fine.
What you see on your disk is branch master by default, which is currently 2.6.
To see 2.5, just do a 'git checkout ufoai_2.5'.
And 'git checkout master' to get back to 2.6.

70
I can confirm that there is nothing like that in 2.6.
In which version did you see those articles the last time ?

71
Newbie Coding / Re: extracting surface parameters from .map files
« on: March 12, 2014, 03:35:08 pm »
There is also something in the UI called 'material_editor'. Not sure if that is just unfinished business. Do you know anything about that ?
(ui_push material_editor at the game console shows the window at least)

72
Newbie Coding / Re: extracting surface parameters from .map files
« on: March 12, 2014, 09:42:16 am »
Set aside the 'only one entry per file' and '1 file per tile' problems (that could be fixed/changed):

Can the values in the mat file *only* be entered there or can they be entered elsewhere (eg. radiant) ?
I.o.w.: does ufo2map at least have a chance to extract the wanted values from the map file ?

73
Newbie Coding / Re: extracting surface parameters from .map files
« on: March 11, 2014, 03:36:31 pm »
Sorry, I was under the impression that we have only one material file for all the textures that need a material entry. Now I looked at the /material dir the first time. Quite a lot redundancy :(
So forget about my above question.

ufo2map seems to have a material file generation feature. Have you tried that ?

74
Artwork / Re: Breeder
« on: March 10, 2014, 02:28:22 pm »
From our wiki :
Breeder

    Role: Breeders are half-organic, half-mechanical vehicles meant to infuse victims with XVI. In battle their primary role is to find civilians and turn them into alien drones, but when attacked they can retaliate with strong psionic attacks as well.

    Implementation: Rough sketch. Open to improvement or complete redesign. Note: 2x2 unit!


75
Newbie Coding / Re: extracting surface parameters from .map files
« on: March 10, 2014, 02:16:12 pm »
Sandro,
he is talking about material entries for textures, not the textures themselves.

ShipIt,
how many percent of your list currently lack a material entry ?
Is there a limit for material entries ?

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