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Topics - MCR

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... including stairs, so hopefully no alien is hiding upstairs  ;)
[There is already a bug report on sourceforge regarding that one...]

Mapping / [map] Country Street Harvester completely messed up
« on: June 22, 2010, 07:33:55 pm »
I don't know how it happened, but this is how the harvester trunk version currently looks like on map 'country street':

X3 Terran Conflict Demo...

Fantastic real-time GFX (really worth the 442MB download):

(They also got some glowmaps  ;D).

Bugs prior to release 2.3 / Just some funny screenshots...
« on: May 13, 2010, 06:16:54 pm »
... this also can happen when developing stuff ...

Hey !

I am currently preparing a patch to upgrade the resolutions list & to enhance the comments with ratios & names for the different resolutions...

Initially my intention was just to upgrade the resolutions-list for me, because my desktop-resolution is 1920x1440@85Hz on a old 22" monitor & I wanted to run UFO:AI with the same resolution...
But then I realized that many very important 'mainstream' resolutions where missing, so I added those also ;)

I used this as reference:

Okay. Enough talk. Here are some screens. If you find a important resolution missing, please post it here...

Will post screenshots here, but will also open a bug-tracker item on sourceforge for this:

Corrupter alien battery placement back of the left wing:

Artwork / Ortnok Upgrade
« on: May 05, 2010, 06:45:04 pm »
Some wip shots:

I am having problems to compile under Windows using MinGW & would like to know if I am the only one ?!

Everything works fine until:
Compiling: ..\..\src\client\renderer\r_light.c
C:\UfoAIBuildEnvironment_NEW\MinGW\ufoai\src\client\renderer\r_light.c:167: error: 'POINT' redeclared as different kind of symbol
C:/UfoAIBuildEnvironment_NEW/MinGW/include/windef.h:324: error: previous declaration of 'POINT' was here
Process terminated with status 1 (1 minutes, 4 seconds)
2 errors, 0 warnings
Endtime:   2010.05.02 16:02:37 1
Error 16
C::B returned an error during C:\UfoAIBuildEnvironment_NEW\MinGW\ufoai\build\projects\ufo.mod.cbp

Please Help.

Artwork / Hybrid Alien Armor Revival ?!
« on: April 28, 2010, 11:22:44 am »

Artwork / What about this piece of Artwork ?
« on: April 26, 2010, 05:03:06 pm »
During my work on the different skins & heads I discovered that we have some really cool looking armor textures, which are not used...
I do not know exactly why, as they seem to be made with high precision & look really nice & better than the stuff available @ the moment...

I had no time to test them in-game yet, the question here is, if we want to use those, or why they were not integrated in the first place ?!

If developers like, I am quite sure I could adjust those, make the different camouflage versions, modify the ufo-scripts & the md2s & then we could integrate those also...
I know that Destructavator is working hard on those new soldier models, but he also wrote they probably won't make it for 2.3 & maybe we should use those posted below (& modified to suit our needs) in the meantime...

So do we want those or modified versions of those to be used in-game or not ?

Do you remember what the problems were with these textures & why those were not used in the first place ?

Should I invest energy here & make them work for us ?

It would be nice if developers could answer those questions...
Thank you in advance.

Artwork / Additional Alien Textures To Enhance Variety There...
« on: April 25, 2010, 02:58:39 pm »
After understanding all this skinning, texture & team*.ufo stuff, I've started working on different versions of textures & also on upgrades there...

Here would be the place now to tell me your do it & don't do it stuff (what you would like to see) ... ;)

I personally think we could easily make 16 different combinations possible for the Taman without armor for example, I am also thinking about quadrupling the texture size there to the same standard the Ortnoks in light & medium armor use already, but I am not sure if I will easily succeed in completing this task perfectly (yet)...

What I mean by 16 versions is essentially to make 4 different body skin textures & also 4 different textures for the heads...
IMHO not every Taman should look exactly the same or are they clones ?
We could give them slightly different eye-colors, skin tones, coat patterns, insignia, ranks, different colors of suits...

What do you all think about that  ::) ?

Here some screens of (very early) wip (gave the Tamans new eyes from a cat, all md2 files correctly set up & modified, ufo file modified, additional head.md2s added for light & medium armored versions to avoid any file not found errors, first test versions of different skins): 

Newbie Coding / Help needed with ufo scripts...
« on: April 23, 2010, 09:57:42 am »
First I have to admit publicly here that I do not yet understand the syntax of the ufo files  ::), after reading those, I am not even 100% sure if there is a syntax to be used there...

I need some help  :-\.
I would need links where I can find the syntax of the ufo scripts or documentation on how exactly those scripts work...
Please do not give me this link:
as I cannot find anything there...  :-[ :P ???

Maybe someone knowing stuff already could take a look @ that:

Take a look here also:

I want to see those great textures in-game  ;)!
Thank you in advance.

Bugs prior to release 2.3 / Texture Bug In Harvester U.F.O. [FIXED]
« on: April 22, 2010, 09:56:05 pm »
The 'wrong' texture is used on the 'right' side...  ;)

Forget the glowing eyes, it is just about those guys...
The question is:
Have you ever seen those freaks in-game in 2.3dev (One eyed Ortnok, Ortnok Light Armor, Ortnok Medium Armor) ?

Artwork / Normalmaps Updates [WIP]
« on: April 22, 2010, 03:47:54 am »
Here come the normalmaps...
Although they are not tested yet  ;)

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