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Messages - H-Hour

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61
Mapping / Re: Village revamp
« on: September 06, 2013, 12:58:27 pm »
IMHO, this list is a little bit out of date. We could probably increase the polygon counts slightly, but I probably wouldn't want to go above 1,500 for a vehicle.

62
Which preferences are you talking about? It always saves my video and sound preferences.

63
Discussion / Re: Disruptive changes to stat calculation in latest 2.5-dev
« on: September 06, 2013, 12:19:47 pm »
The game is fairly random about this too. Every time it goes to spawn new UFOs, it can spawn a lot or a few. The difficulty level just adjusts the overall likelihood, so at any time in the game you can get a real rush of UFOs.

When I play, I am always rotating soldiers in and out throughout the campaign as they get injured. This ensures a decent stable of "backup" soldiers in place even in the late game. With the faster stat gain, though, if your new guys can survive 5-10 missions, are they able to wear the power armour?

64
Mapping / Re: Village revamp
« on: September 06, 2013, 12:10:05 pm »
Thanks kurja. These models are cool, but are far too high-poly for us to use. Just one of these cars would probably equal the number of triangles rendered in the entire alien base map. We need low- or mid-range poly counts to be able to use them. The forklift looks like it would have a more appropriate poly count, but I see no license information (our forklift is simpler, and built in radiant rather than a modeler).

65
Mapping / Re: Village revamp
« on: September 06, 2013, 12:23:49 am »
Some cc licenses work, some don't. Feel free to point out any good models you see around.

66
Announcements / Important save game update
« on: September 05, 2013, 11:30:10 pm »
We have just made a change to the directory where save games are stored. If you want to continue to use your 2.5-dev savegames with the latest version from git or the nightly installers, you must copy them manually to the new location. Otherwise the game will be unable to find them. The path depends on your operating system and is written in our FAQ.

Files that end in .savx need to be placed in a new subdirectory called campaign. Files that end in .mpt need to be placed in a new subfolder called "multiplayer" (for multiplayer teams) or "skirmish" (for skirmish teams). If these new directories do not exist, just create them.

For example, on Windows you will find the files in \Documents and Settings\<username>\Application Data\UFOAI\2.5-dev\. You must create the folder "campaign" at \Documents and Settings\<username>\Application Data\UFOAI\2.5-dev\campaign\ and move the save files there.

67
Discussion / Re: Disruptive changes to stat calculation in latest 2.5-dev
« on: September 05, 2013, 11:07:36 pm »
Yes, thanks.

68
Discussion / Re: This game is so cool!!
« on: September 05, 2013, 08:42:45 pm »
If you're distributing files you need to make an attempt to understand the licenses behind them. Searching the license names in the LICENSES file will usually bring up useful information.

However, if you're just planning to make a mod, you do not need to distribute the files.

Oh, I just noticed that the link to the licenses file was wrong. This is the file.

69
Offtopic / Open-source RTS 0 A.D. is running an indiegogo fundraiser
« on: September 05, 2013, 11:40:42 am »
They've got beautiful artwork, but they're asking for an awful lot. It's a flexible funder, so they'll get whatever money they can raise. Still, I was surprised to see them ask for $160,000.

70
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: September 05, 2013, 10:15:29 am »
Actually, ShipIt, though it makes no sense, it appears that Monkeyhead is right. If the numbers represent [x y] like any other RMA, then a 0 value for y is at the top. I wonder why it's different? I guess this mechanic has probably been around longer than the RMA system...

71
Discussion / Re: Disassemble
« on: September 04, 2013, 11:46:39 pm »
I don't mean to state the obvious, but you know that the disassembly is not immediate, right? Like research or other production, you will start the job and then your workers will eventually complete the disassembly after enough time has passed.

72
Discussion / Re: Disruptive changes to stat calculation in latest 2.5-dev
« on: September 04, 2013, 10:41:37 pm »
It effects all levels, but easierian difficulties will face fewer ufos.

73
Artwork / Re: First go at vehicle building
« on: September 04, 2013, 05:20:14 pm »
Cool! Off the top of my head, here's the definitions you'll need to add the custom weapon:

Code: [Select]
/* Research tech for your custom laser rifle */
tech rs_weapon_custom_laserrifle
{
type "weapon"
up_chapter equipment

description {
default "*msgid:custom_laserrifle_txt"
}
pre_description {
default "*msgid:custom_laserrifle_pre_txt"
}

mail_pre
{
from "*msgid:mail_from_paul_navarre"
to "*msgid:mail_to_base_commander"
// subject defined by "name" (which in turn is parsed from weapon*.ufo files)
icon "icons/mail_tech"
}

mail
{
from "*msgid:mail_from_paul_navarre"
to "*msgid:mail_to_base_commander"
// subject defined by "name"
icon "icons/mail_tech"
}

require_AND
{
tech rs_laser
tech rs_skill_assault
tech rs_alien_body_armour
}
provides custom_laserrifle
time 2000
producetime 50
}

/* Research tech for your custom laser ammo */
tech rs_weapon_laserammo
{
type "weapon"
up_chapter equipment

description {
default "*msgid:custom_laser_ammo_txt"
}
pre_description {
default "*msgid:custom_laser_ammo_pre_txt"
}

mail_pre
{
from "*msgid:mail_from_paul_navarre"
to "*msgid:mail_to_base_commander"
// subject defined by "name" (which in turn is parsed from weapon*.ufo files)
icon "icons/mail_tech"
}

mail
{
from "*msgid:mail_from_paul_navarre"
to "*msgid:mail_to_base_commander"
// subject defined by "name"
icon "icons/mail_tech"
}
require_AND
{
tech rs_laser
tech rs_damage_laser
tech rs_alien_body_armour
}
provides custom_laser_ammo
time 750
producetime 15
}

/* Equipment definition for custom laser rifle */
item custom_laserrifle
{
name "_Custom Laser Rifle"
model "weapons/custom_laserrifle/custom_laserrifle"
weapon true
type "rifle"
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 5 1"
shape "0 1 4 1"
center "4.5 0 .5"
scale 1.26
ammo 28
reload 14
reloadsound "weapons/reload-rifle"
price 2500
size 35
is_primary true
weight 2.5
}

/* Equipment definition for custom laser ammo */
item custom_laser_ammo
{
name "_Custom D-F Cartridge"
model "weapons/custom_laserrifle/custom_laserrifle_clip"
type "ammo"
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.8
price 210
size 7
is_primary true
dmgtype "laser"
weight 0.3

weapon_mod
{
weapon custom_laserrifle
firedef
{
name "_Wave Fire"
skill "assault"
projtl laserBeam
impact laserImpact
hitbody laserImpact
firesnd "weapons/laser-medium"
impsnd "impact/laser-impact"
bodysnd "impact/laser-bodyimpact"
speed 0
spread "0.8 0.8"
crouch 0.85
range 200
shots 1
ammo 2
time 8
damage "62 10"
dmgweight "laser_medium"
reaction true
}
firedef
{
name "_Pulsed Fire"
skill "assault"
projtl laserBeam
impact laserImpact
hitbody laserImpact
firesnd "weapons/laser-medium"
impsnd "impact/laser-impact"
bodysnd "impact/laser-bodyimpact"
delaybetweenshots 6
speed 0
spread "0.9 0.9"
crouch 0.85
range 200
shots 3
ammo 6
time 12
damage "62 10"
dmgweight "laser_medium"
reaction true
}
}
}

/* Research texts for custom laser rifle and ammo */
msgid custom_laserrifle_pre_txt {
text "_Enter your pre-research text here"
}
msgid custom_laserrifle_txt {
text "_Enter your post-research text here"
}
msgid custom_laser_ammo_pre_txt {
text "_Enter your pre-research text here"
}
msgid custom_laser_ammo_txt {
text "_Enter your post-research text here"
}

You should be able to save this as a yourfile.ufo file, add it to your /mods/yourmod/ufos/ folder and load the mod in game. If you're still on 2.4, though, you'll have to add this file to /base/ufos/yourfile.ufo. It's possible that it won't work as one combined file, in which case the tech entries should go in base/ufos/research.ufo, the item entries in base/ufos/weapons_laser.ufo and the msgids in /base/ufos/msgids/weapons.ufo.

74
Discussion / Re: This game is so cool!!
« on: September 04, 2013, 10:46:20 am »
Yes, it's open source. Specific licenses for all of our artwork can be found in this file.

75
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: September 04, 2013, 10:43:28 am »
That would be my guess.

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