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Messages - H-Hour

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376
Mapping / Re: Solar plant RMA map 2.0
« on: December 10, 2012, 08:03:55 pm »
I just played Solarplant in my campaign the other night and had a suggestion. What about making doors between the rooms, rather than just along the hall? I found that my guys were just hanging out at the entrance and that first main room. They would hide, then move into the hall, shoot at any aliens that appeared, then move back. The hall was far too risky to advance down it, so I just sat at the entrance the whole time. And of course I had that message playing over and over again every time one of my guys entered/exited the hall.

If the rooms themselves had been connected, I would have had to watch my flank for fear of aliens. Even better, I could have sent a second squad through the rooms to flank any aliens rather than just waiting for them to come down the hall.

Overall a nice map. Kind of oversized, to be honest, but still nice.

377
Artwork / Re: 3D models questions...
« on: December 10, 2012, 07:06:49 pm »
3- Supposing you use Gmax for 3d modeling, how do you prepare to make the texture painting ? Is there a unwrap tool or something I missed ?

Look for the UVWUnwrap modifier. That's what it is in 3DSM, so it must be there in Gmax.

378
Design / Re: Beastiary rules of naming
« on: December 10, 2012, 03:52:31 pm »
You should read the autopsy reports for the aliens. Many of them explain how the names came about. Names for aliens that have not yet been implemented are no more than place-holders.

379
Artwork / Re: UNO mark on armours and uniforms
« on: December 10, 2012, 03:33:43 pm »
Phalanx has a logo and it appears on the combat and power armours.

380
Mapping / Re: Textures selection
« on: December 09, 2012, 10:37:52 pm »
Textures are loaded from the /ufoai/base/textures folder. If you have a bunch of .pk3 files in your /base/ folder, you can unpack those to see the textures (they can be unpacked with any unzipping utility, like 7zip).

To apply a texture to a brush in your map, select the brush and then select the texture from the textures tab.

381
Bugs in stable version (2.5) / Re: crash to geoscape on office map
« on: December 09, 2012, 09:44:43 pm »
Code: [Select]
2012/12/08 23:36:55 Soldier entered the rescue zone.
2012/12/08 23:36:55 Soldier entered the rescue zone.
2012/12/08 23:36:55 Soldier entered the rescue zone.
2012/12/08 23:36:55 Soldier entered the rescue zone.
2012/12/08 23:36:55 Soldier entered the rescue zone.
2012/12/08 23:36:55 number | entnum | type | inuse | invis | pnum | team | size |  HP | state | level | model/ptl
#    0 | #    0 |   19 |     1 |    16 |    0 |    0 |    1 |   0 |     0 |   255 | 2012/12/08 23:36:55 no mdl
#    1 | #    0 |   19 |     1 |    16 |    0 |    0 |    1 |   0 |     0 |     0 | 2012/12/08 23:36:55 no mdl
#    2 | #   20 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *259
#    3 | #   21 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *260
#    4 | #   22 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *261
#    5 | #   23 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *262
#    6 | #   24 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *263
#    7 | #   25 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *264
#    8 | #   26 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *265
#    9 | #   27 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/08 23:36:55 *266
#   10 | #   28 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/08 23:36:55 *267
#   11 | #   29 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/08 23:36:55 *268
#   12 | #   30 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *269
#   13 | #   31 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *270
#   14 | #   32 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *271
#   15 | #   33 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *272
#   16 | #   34 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *273
#   17 | #   35 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *274
#   18 | #   36 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/08 23:36:55 *275
#   19 | #   37 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/08 23:36:55 *276
#   20 | #   38 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *277
#   21 | #   39 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *278
#   22 | #   40 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *279
#   23 | #   41 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *280
#   24 | #   42 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *281
#   25 | #   43 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *282
#   26 | #   44 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *283
#   27 | #   45 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *284
#   28 | #   46 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *285
#   29 | #   47 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *286
#   30 | #   48 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *287
#   31 | #   49 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *288
#   32 | #   50 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *289
#   33 | #   51 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *290
#   34 | #   52 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    15 | 2012/12/08 23:36:55 *291
#   35 | #   53 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *292
#   36 | #   54 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *293
#   37 | #   55 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *294
#   38 | #   56 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *295
#   39 | #   57 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *296
#   40 | #   58 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *297
#   41 | #   59 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *298
#   42 | #   60 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *299
#   43 | #   61 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *300
#   44 | #   62 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *301
#   45 | #   63 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *302
#   46 | #   64 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *303
#   47 | #   65 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *304
#   48 | #   66 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *305
#   49 | #   67 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *306
#   50 | #   68 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *307
#   51 | #   69 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *308
#   52 | #   70 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *309
#   53 | #   71 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *310
#   54 | #   72 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *311
#   55 | #   73 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *312
#   56 | #   74 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *313
#   57 | #   75 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *314
#   58 | #   76 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *315
#   59 | #   77 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *316
#   60 | #   78 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    12 | 2012/12/08 23:36:55 *317
#   61 | #   82 |    4 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |    14 | 2012/12/08 23:36:55 *318
#   62 | #   93 |   10 |     1 |     0 |    0 |    0 |    1 |   0 |     0 |   254 | 2012/12/08 23:36:55 *319
2012/12/08 23:36:55 ********************
2012/12/08 23:36:55 ERROR: LE_NotFoundError: Could not get LE with entnum 118 (src/client/battlescape/events/event/actor/e_event_actorclientaction.cpp:48)

2012/12/08 23:36:55 ********************

382
Discussion / Re: Again on reaction fire
« on: December 09, 2012, 05:13:59 pm »
Here's an adjusted file. Aliens are now the same distance from your soldiers as on dam map. Aliens can not charge. I've set up an invisible wall. You can shoot and see through it, but aliens will stay on their side.

You can choose your own squad for Skirmish. When selecting the map, there should be a Team tab on the right. Choose that and then click new. You'll get a squad equipment window to equip your soldiers.

There are three "hostile" firing channels and two "safe" firing channels. You spawn looking down the two safe ones. This should let you position just the soldiers you want.

383
Discussion / Re: Again on reaction fire
« on: December 08, 2012, 05:49:18 pm »
The test_reaction map will force the aliens to stay a decent range away.

Our visibility traces are minimal. I think we only draw one line between the alien and the soldier. If that line is obstructed, the alien is "not visible" regardless of whether or not other parts of the alien are visibile or if the thing obstructing that single line is very tiny. That means it's easy for very small obstructions to cause anomalies in the visibility.

There may be some kind of chance-to-hit calculation going on for reaction fire. You'd have to dive into the RF code to find out.

384
Artwork / Re: My psi-amplifier version (alien ghost)
« on: December 08, 2012, 05:42:30 pm »
You should add your idea in brief and without pictures to the discussion page of our Alien Bestiary.

385
Artwork / Re: Help us out: faces for soldier heads
« on: December 08, 2012, 01:44:14 pm »
These got added to the repo yesterday. A big thanks to Isen. I hear he's working on some female heads as well.

386
Discussion / Re: Again on reaction fire
« on: December 08, 2012, 01:27:45 pm »
Dam has a lot of clutter that can complicate visibility (and thus your results). Try skirmishing on the attached map which will provide unobstructed visibility. If you've never set up a new map, place the .bsp file into /base/maps and have a look at /base/ufos/maps.ufo in a text editor. You can create your own /base/ufos/maps_temp.ufo, copy the dam mapdef from maps.ufo, and edit the names to match test_reaction.map.

387
Tactics / Re: advanced combat hovercraft
« on: December 08, 2012, 01:06:07 pm »
Hovemets? Are you guys talking about 2.5? I didn't see anything like this in 2.4...

Yes, Hovernets were added after 2.4 was released.

388
Discussion / Re: Again on reaction fire
« on: December 07, 2012, 11:26:22 am »
That's correct. 10 TU for a hovernet shot. Same TU for a combat hovernet's burst.

389
To disable these maps in your campaign, first create a backup copy of /base/ufos/maps.ufo and store it somewhere you will remember. Then open the file in its original location. Locate the mapdef involved (search for text that says mansion or urban periphery). mansion_huge mapdef looks like this:

 mapdef mansion_huge
 {
    map            "+mansion"
    param         "huge"
    description      "_Mansion"
    maxaliens      19
    multiplayer      true
    teams         4

Under multiplayer true, add a parameter: campaign false.

 mapdef mansion_huge
 {
    map            "+mansion"
    param         "huge"
    description      "_Mansion"
    maxaliens      19
    multiplayer      true
    campaign      false
    teams         4

Note that one map may have several mapdefs, so you'll need to look for more than one for each problem map. They should be listed one after the other though, to make them easy to find.

390
Bugs in stable version (2.5) / Re: game crashes after enabling ui2 mod
« on: December 07, 2012, 11:15:40 am »
Yeah it's no longer compatible after some changes to the UI code. It will get worked out in the future but priorities are elsewhere at the moment.

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