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Messages - Gren

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31
Windows / Re: Keybind
« on: October 07, 2011, 09:33:37 am »

You can get extra slots by building more Missile defence buildings. You can have 4 at max on a base.
You need to buy weapon system which you can then equip on the slots by clicking on the building.

-geever

Including UFO Yards - I can only get 24 out-buildings for my 8 Bases.. so it must be 3 buildings max per base?

32
ptbptb wrote: Transferring 9000 Alien Materials from one base to another isn't fun....

Yes I agree.. perhaps some kind of multiple unit button?

33
Bugs prior to release 2.4 / Re: [map] gate can't access roof
« on: September 15, 2011, 06:35:53 pm »
i agree. saw no link to bug tracker (maybe need to clean glasses dunno), looked in forums and saw what Gren is referring to so...
Anyway should i open i ticket in the bug tracker then?
greetings

Yeah Winston, go for it buddy   :D

34
Bugs prior to release 2.4 / Re: [map] gate can't access roof
« on: September 15, 2011, 05:55:42 pm »
Thank you for the report but please next time do it on our Bug Tracker.

-geever

...but this section of the forum is called  Bugs in development version (2.4-dev) - so may be a good idea to rename it if you want direct entries on the tracker - no?

At the moment it's a bit confusing I guess.. ;)

35
Well i dont want to attack or offend you work - theyre actually good but what bugs me most is the bad sound quality: Many of them are under 22kHz and some have a overuse of noisefilter causing a "liquid" effect. Iam sorry about that most of your work is replaced but maybe other projects can benefit of your work if you upload them to opengameart?

Guess you must have the wrong samples - I NEVER record audio at 22kHz or use any kind of noise filtering effect. I have many useful Audio tools and equipment in my studio, so the samples I submitted were of quite a high standard.  >:( >:(

I can only suggest that you have the wrong batch Crystan, or someone has had a failed attempt at improvement.

However - it's water under the bridge - the licence gives you the right to do with them as you wish - even discard them!  :P

36
IMHO we should use your sounds also, because many of them are VERY nice & variety is always nice to have.

Thanks for the kind comment MCR  ;)

I spent quite some time producing those and if they aren't being used its a shame - however, I'm afraid not having too much of a technical understanding of the project, I guess I lost track at the change over to git and sadly beginning to lose interest, not having had a new version since svn.  :(

I still drop in here occasionally tho, but not too often these days. I used to enjoy a little bug-hunting too apart from contributing the audio bits.

Wish you all best of luck!

37
Artwork / Re: Armor model updates
« on: September 16, 2010, 09:59:08 am »
From memory even in WWII Officers would sometimes wear Metal collars to protect from snipers.

...You were in WWII ??  :o :D

38
Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: September 13, 2010, 07:18:11 pm »
That will take a while...

It would be very much appreciated too Muton..  ;) :)

39
Sounds and Music / Re: Music Track 'Cloud 9'
« on: September 05, 2010, 01:32:20 am »
I uploaded my copy to Mediafire, so see if this works Dave..  ;)

http://www.mediafire.com/file/x7bxigu73ub2e10/Cloud_9.ogg

I just tested it and both work for me.  :D

40
Sounds and Music / Re: Music Track 'Cloud 9'
« on: September 03, 2010, 09:30:55 am »
..... as sound effects are an no go for ingame tracks.

Don't agree there Crystan. Used properly SFX can really make a good contribution to a music track.  ;) :P

The hum does go on a bit in this track, but over all, I do like it, frostbyte. If you want to do something about the hum - we'll have another listen.  ;D :D

41
Bugs prior to release 2.4 / Re: [31749] funny issue with head
« on: August 23, 2010, 12:09:34 pm »
Confirmed in r31763

The heads and weapons flash on and off when rotating the map.  ::) Not sure if it has been entered on tracker though?

42
Sounds and Music / Re: [WANTED] Ambient sounds like fire
« on: August 23, 2010, 11:57:18 am »
What do you need exactly?

Just as suggested.. bring the wind volume down a little and perhaps thin the birdsong so that it's not a full-blown dawn chorus that goes on and on. I suspect that the overall volume adjustment that H-Hour will make is going to go a long way to help.

At the moment, I hit the speaker off-button when these maps appear in a mission.  :o ::)

43
Sounds and Music / Re: [WANTED] Ambient sounds like fire
« on: August 21, 2010, 10:50:27 pm »
No Worries H-Hour. It just seemed a little overcooked and in places clashing with some of the quieter music tracks. It was in the +forest maps I noticed it most.. I wonder if AXIS Rec might consider a remix to bring down the wind levels a little?

44
Sounds and Music / Re: [WANTED] Ambient sounds like fire
« on: August 21, 2010, 08:35:32 pm »
Hey Axis, in revision 31507 I added your city_abnd_ufoai_atm.ogg to the +city RMA for ambience. If anyone wants to test it and give feedback, that'd be great, since it uses new features added to the misc_sound entity.


Feedback:  The ambience is nice, but a little too powerful IMO.  The birds singing away ought to be just in the background. It sounds as if they are quarrelling to be heard above the strong gusting wind.. my 2-pennyworth!  :D ;)

45
Artwork / Re: Armor model updates
« on: August 18, 2010, 01:44:45 pm »
Fantastic work Origin!!  ;) :D Very classy job.

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