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Messages - Sepelio

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16
Artwork / Re: Texture specifications
« on: April 06, 2010, 03:39:33 am »
No gloss maps then? How about glow maps?

17
Artwork / Texture specifications
« on: April 05, 2010, 11:58:16 pm »
Hey folks, I've been learning to make textures recently and have managed to make a few that are fairly decent I think.

I'd like to contribute them but I don't know what sort of specifications you guys are looking for in textures. Do you have a size you would like them to be in? How about gloss/bump/normal maps?

Also might be an idea to specify the above somewhere on the forum...

Cheers.

18
Most of your post I agree with, but not this point - One goal that comes up and becomes more important as the game progresses is capturing live aliens for interrogation and research.  At the start of the game, yes, shooting them dead works fine, but later on this is not as true.

Well... yeah I suppose thats true. So perhaps the chemical/biological weapon idea can continue into more things that can incapacitate them. Perhaps even an area of effect weapon that will KO them similar to the stun baton/electrorifle thing.

19
Perhaps we could have a few things in conjunction required for upgrading the old weapons.

Some of the alien materials are obviously stronger and denser so using them along with propelling bullets in a different manner would allow for new slug/penetrator rounds to be used. Imagine it being sort of like extremely advanced depleted uranium rounds.

Also don't rule out the idea of using biological and chemical weapons for such things. After all the only good alien is a dead alien. Perhaps another heavy weapon could be a sabot style armour piercing round loaded with a chemical deadly to the aliens.

20
Discussion / Re: Poly count
« on: December 11, 2009, 04:32:28 pm »
Perhaps it would have been useful to use another Quake based engine like Darkplaces. It supports curves and all sorts of fun things like texture blending. Also 'proper' physics in the next version I think. Of course I would say that since I make maps for Nexuiz  :P

21
Sounds and Music / Re: [WANTED] Ambient sounds like fire
« on: December 11, 2009, 01:53:20 pm »
GPL2 is fine. Its the only thing thats truly compatible with an open source project like this.

22
Sounds and Music / Re: [WANTED] Ambient sounds like fire
« on: December 11, 2009, 01:25:15 am »
Heres an ambient sound or two I just made for you guys:

http://omploader.org/vMnlzMw/hum.ogg

http://omploader.org/vMnl4Zg/hum2.ogg

Do what ya like with 'em. I'm going to see if I can make some more. I'd say they sound quite alien spaceshippy. Ideally I want to create something properly mechanical sounding at some point.

Oh for anyone who wants to know I made it using the Triple Oscillator in Linux Multimedia Studio :)

EDIT: Just edited hum2 a little. Realised it had about a second of silence at the end meaning it didnt loop quite right.

23
Feature Requests / Re: Playable Intro and Civilian Life Cut-Scenes
« on: December 11, 2009, 12:51:12 am »
An easier way to do this is perhaps to simply generate soldiers for it with utterly rubbish stats?

24
You might want to try Bioshock its absolutely excellent.

25
Bugs prior to release 2.3 / Re: Electro lasers
« on: July 08, 2009, 11:37:20 pm »
This happened to me as well, I was trying to capture a whole load of aliens but instead they all died instead.

I was very miffed since I would have got like 4 of them.

26

Yep, it's meant to function like an uber-shotgun round.

Thanks to this thread and BTAxis, I now remember the advantages of carrying some of these babies.

Mainly the utterly insane damage  ;D

27
I think its supposed to work like this - as a far more powerful shotgun.

28
Bugs prior to release 2.3 / Re: Floating aliens - R24765
« on: June 24, 2009, 07:47:01 pm »
Update: Bug still present in R24810 so I think its really just a problem with the african village map. Heres another screenshot:



The alien is immobile and can fire. This represents a problem because he spawns overlooking the player spawn point and has free range to pick off your troops.

29
Bugs prior to release 2.3 / Floating aliens - R24765
« on: June 21, 2009, 09:05:13 pm »

This screenshot isn't very good, I should really have taken several from different angles.

The map is Africa, and this is the second time I have reproduced it. Once in campaign, once in skirmish. Both aliens were in the same location. They appear unable to move and I cannot seem to target them.

30
http://www.destructavator.com/92dl/ufoai-2.3-dev-win32.exe

This is an alternate download, also r24765, for those who are having trouble with Nakido, although it has a few differences as I've been playing around with this "working copy" a bit.  This is from a server based in the United States.  Most of it's the same as SVN, but here are the changes (so you've been warned):

- The DLL for SDL is a more recent version, 1.2.13, as I've been trying to fix cinematic playback issues and noticed this made a positive difference.

- Also for video playback, I can't recall whether or not the xvidcore.dll has been updated - Xvid recently rolled out a new release version, although the API is the same - but with bug and security fixes.

- Radiant isn't compiled right - something I'm working on but haven't been able to make the time for yet (sorry).

- The "videos" folder under "base" might have a few extra .OGM video clips in there I was using for testing.  In the game console you can test these yourself, type "cinematic" and then press the TAB key to see a list of videos the game finds and can try to play.  I've been using video clips from Big Buck Bunny (The free, open movie) among other things...

There were also a few other things, but I reverted back to SVN as much as I could before upload, which I admit was rushed.

Edit: The "contrib" folder should have the original (old) DLL files.

I just downloaded this build and have just spotted an alien which appears to be walking on air...

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