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Messages - H-Hour

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436
Mapping / Re: Solar plant RMA map 2.0
« on: November 20, 2012, 01:49:08 pm »
If you rotate a UFO or craft, you will destroy it's pathfinding. Many areas are going to be inaccessible.

437
Bugs in stable version (2.5) / Re: Laser weapons research buggy
« on: November 19, 2012, 05:50:49 pm »
If you really need it, check here. It is still subject to changes with 2.5dev but should be mostly up-to-date.

Or you could just play and enjoy the process of discovery. ;)

438
Artwork / Re: Help us out: faces for soldier heads
« on: November 19, 2012, 01:34:50 pm »
I would ask you a technical question. Dont you get such a texture at the end of your converting job? (from real photo to a model)

If you look at any of the head*.png files here, you will see the "skins" for each of our head models. Each model can layout its skin in a different way. If you're interested in learning about this, search for how to "unwrap UV" in modelling programs.

Yes, you can use the same unwrapping and paint some small differences (head01* all use the same model, for instance). But there is a limit to how much real diversity you can achieve without changing the models, which is why Isen both paints and manipulates the model a bit for each head.

439
Design / Re: Things to learn from Xenonauts?
« on: November 18, 2012, 10:45:41 am »
We have organic directional cover. If you want to have cover in one direction, place your unit behind cover in that direction. ;)

440
Feature Requests / Re: Proposal: Black-ops camo uniforms
« on: November 18, 2012, 10:44:46 am »
Someone made SWAT skins for our old models. If you're playing with 2.4, you should be able to drop these in over existing skins to make them work or follow some of the instructions in that thread. If you're playing 2.5dev, you'll need to recover the models from 2.4 and get them set up in the new system.

441
Artwork / Re: Help us out: faces for soldier heads
« on: November 18, 2012, 10:36:17 am »
I'll post my photos soon and see how many friends I can convince. I can probably get the people in my gaming group to do it and that includes several girls.

Would be great to have more photos, thanks.

442
Mac / Re: OSX installers
« on: November 17, 2012, 05:24:58 pm »
I know mattn has been very busy lately, so I suspect he hasn't had time to generate any new Mac builds. But maybe he will turn up and prove me wrong.

443
Artwork / Re: Help us out: faces for soldier heads
« on: November 17, 2012, 05:24:07 pm »
krilain: Isen is taking the source photos provided by myself, Latino and others and turning them into faces mapped onto head models used in the game. All you have to do to help out is take some photos of yourself from straight in front and from the side. Isen can use bits and pieces to fit together onto a head ingame.

There is no standard format for converting a photo into a face in the game. Often direct mapping doesn't work very well and Isen needs to move things around to layout properly on the model.

You will find soldier models in /base/models/soldiers I believe.

444
Ah, don't spoiler my secret plans, please! :) For some time I'm thinking about the way of implementing in-game tutorial for the campaign. Not as a different campaign mode but hints in floating windows and highlighted items. It will need quite some time. There are many missing feature to it unfortunately.

When you do, I want to build a special training-center map to put the player through. :)

445
Bugs in stable version (2.5) / Re: Weight penalties
« on: November 16, 2012, 11:34:04 am »
Ammo has separate weight and that weight persists when it is in the weapon. So, weight of a loaded assault rifle would be gun + ammo.

446
Tactics / Re: I <3 Smoke Grenades
« on: November 16, 2012, 12:42:08 am »
You can download compiled maps from the server, which automatically compiles maps whenever they are changed, so you get the latest. Run /contrib/map-get/update.py to download the latest compiled maps.

447
I think he's talking more about camera rotation. It's not a bad idea (I too suffer sometimes from slow performance and turning the camera can become a pain). But it's probably a very-low priority feature even if it was accepted, so I doubt we'd see it soon. (And definitely tied to a key/button -- not automatic).

448
Discussion / Re: Hi! Another question.
« on: November 15, 2012, 11:21:36 am »
Hi Delvonshi. I'll lock this as a duplicate, but feel free to continue the discussion here.

449
Tactics / Re: advanced combat hovercraft
« on: November 15, 2012, 11:06:38 am »
Didn't know about the shift key function. Would this shift key function work say using a grenade launcher when you're standing against a wall & need to do a high arc shot to a roof just above?

Shift only adjusts the height at which you are targeting within the targeted cell. That means its not particularly useful for shooting high into the air over an obstacle, but can be useful for other needs, like getting a grenade through a window at an odd angle.

450
Discussion / Re: Plasma Blaster
« on: November 14, 2012, 07:12:08 pm »
It's a pretty terrible close weapon that's beaten so thoroughly by the Plasma PISTOL. With thirty-one TU, I can crouch and fire seven reasonably accurate shots, not a single one of which will trigger reaction fire.

Against an armoured Taman, you will do 105 damage if all seven shots hit the target. With the Plasma Blaster you would do 155 damage for 10 TU if you hit the target.

Your assertion that you can fire your pistol seven times with no reaction fire is either not true or a bug. Reaction fire is triggered by cumulative TU use in view of the target. The counter does not reset for each shot fired.

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