Darkhomb Posted November 20, 2009 Report Share Posted November 20, 2009 Easiest was to keep up with all new dev is to install Visual Studio 2008 Express (It's free) and compile it. However I believe Mad has a nightly build which you can download. Link to comment Share on other sites More sharing options...
[Mad] Posted November 21, 2009 Report Share Posted November 21, 2009 Easiest was to keep up with all new dev is to install Visual Studio 2008 Express (It's free) and compile it. However I believe Mad has a nightly build which you can download. Yes, he has, but the thing is, for some - probably very good - reason dteviot has not included the "save game options"-patch in trunk. This is why I held back this build. Anyway, it can be found here - you have been warned... Link to comment Share on other sites More sharing options...
[dteviot] Posted November 21, 2009 Report Share Posted November 21, 2009 Easiest was to keep up with all new dev is to install Visual Studio 2008 Express (It's free) and compile it. However I believe Mad has a nightly build which you can download. Yes, he has, but the thing is, for some - probably very good - reason dteviot has not included the "save game options"-patch in trunk. This is why I held back this build. Anyway, it can be found here - you have been warned...I'm afraid it's not a very good reason. I was going to do it, but it slipped my mind. I'll try and get it done today. Link to comment Share on other sites More sharing options...
[dteviot] Posted November 22, 2009 Report Share Posted November 22, 2009 I'm afraid it's not a very good reason. I was going to do it, but it slipped my mind. I'll try and get it done today.Fixed and checked in SaveGamesOptions patch supplied by PezzA.FWIW, the problem was putting a binary version into the structure and then using the binary reader to read the struct doesn't work. Because if the struct changes (by adding or removing fields) the binary reader can't read the struct, to get the version info to tell if it's able to read the struct or not.Revised version uses direct XML parsing. Link to comment Share on other sites More sharing options...
[Mad] Posted November 22, 2009 Report Share Posted November 22, 2009 I'm afraid it's not a very good reason. I was going to do it, but it slipped my mind. I'll try and get it done today.Fixed and checked in SaveGamesOptions patch supplied by PezzA.FWIW, the problem was putting a binary version into the structure and then using the binary reader to read the struct doesn't work. Because if the struct changes (by adding or removing fields) the binary reader can't read the struct, to get the version info to tell if it's able to read the struct or not.Revised version uses direct XML parsing.Ah, great, thank you! In this case I'll be so frank and will ask if there is any chance the bump mapping and the progressive/fuzzy day/night border will make it to trunk soon? Anyhow, here's the most recent trunk build. Link to comment Share on other sites More sharing options...
[dteviot] Posted November 22, 2009 Report Share Posted November 22, 2009 In this case I'll be so frank and will ask if there is any chance the bump mapping and the progressive/fuzzy day/night border will make it to trunk soon? Anyhow, here's the most recent trunk build.My apologies, I asked who wanted the older shader, and only Kafros replied, so I assumed he was the only one who wanted it, so didn't bother.I've reverted to the shader from build 1797. Link to comment Share on other sites More sharing options...
[Mad] Posted November 22, 2009 Report Share Posted November 22, 2009 (edited) In this case I'll be so frank and will ask if there is any chance the bump mapping and the progressive/fuzzy day/night border will make it to trunk soon? Anyhow, here's the most recent trunk build.My apologies, I asked who wanted the older shader, and only Kafros replied, so I assumed he was the only one who wanted it, so didn't bother.I've reverted to the shader from build 1797.Sorry, it seems this question skipped my attention. I only remember the discussion about PezzA's shader and whether it was too much or not. Thanks for reverting the shader! unfortunatly I have two comments: 1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional?2) Could it be, that the new-old shader has another gamma setting than the one we used until 1798? I have the feeling that the night is much more light now, and the icons seem to be all pastel now. Edit: Maybe it's just me...? Build can be found at http://www.projectxenocide.com/download/Ma...eTrunk_1880.exe Edited November 22, 2009 by Mad Link to comment Share on other sites More sharing options...
[dteviot] Posted November 22, 2009 Report Share Posted November 22, 2009 1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional? Yes, there's no bump mapping during night. (Because at night, there's no light source!) The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period, because the earth's surface is approaching parallel to the light direction. Which is one of the things I fixed in the shader that's been removed. 2) Could it be, that the new-old shader has another gamma setting than the one we used until 1798? I have the feeling that the night is much more light now, and the icons seem to be all pastel now. Edit: Maybe it's just me...?Night should be the same with both shaders. Link to comment Share on other sites More sharing options...
[Mad] Posted November 23, 2009 Report Share Posted November 23, 2009 1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional? Yes, there's no bump mapping during night. (Because at night, there's no light source!) The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period, because the earth's surface is approaching parallel to the light direction. Which is one of the things I fixed in the shader that's been removed.No, I think you got me wrong. i got the impression that there was no bumpmap during day... Link to comment Share on other sites More sharing options...
[dteviot] Posted November 23, 2009 Report Share Posted November 23, 2009 1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional? Yes, there's no bump mapping during night. (Because at night, there's no light source!) The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period, because the earth's surface is approaching parallel to the light direction. Which is one of the things I fixed in the shader that's been removed.No, I think you got me wrong. i got the impression that there was no bumpmap during day...The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period. Shadows are longest at dusk and dawn, and amost invisible at midday. Link to comment Share on other sites More sharing options...
[Mad] Posted November 23, 2009 Report Share Posted November 23, 2009 1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional? Yes, there's no bump mapping during night. (Because at night, there's no light source!) The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period, because the earth's surface is approaching parallel to the light direction. Which is one of the things I fixed in the shader that's been removed.No, I think you got me wrong. i got the impression that there was no bumpmap during day...The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period. Shadows are longest at dusk and dawn, and amost invisible at midday.Thanks for clarifying. I just had the feeling the transition was really harsh... But I guess it is more accurate this way. Link to comment Share on other sites More sharing options...
PezzA Posted November 26, 2009 Report Share Posted November 26, 2009 1) It seems that the bumb map is only applied in twilight, there is no bump mapping whatsoever in daylight or in night. This gives a somewhat strange effect. Is this intentional? Yes, there's no bump mapping during night. (Because at night, there's no light source!) The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period, because the earth's surface is approaching parallel to the light direction. Which is one of the things I fixed in the shader that's been removed.No, I think you got me wrong. i got the impression that there was no bumpmap during day...The bump mapping is done during the day, it's just that the effect is most pronouced in the twilight period. Shadows are longest at dusk and dawn, and amost invisible at midday.Thanks for clarifying. I just had the feeling the transition was really harsh... But I guess it is more accurate this way.I like the day/night transition, it's got the nice effect whilst still having a visible day/dusk/night boundary. The only thing that might not be right is that the UK is in total night (which to be honest, it feels like sometimes). Link to comment Share on other sites More sharing options...
gu35s Posted November 30, 2009 Author Report Share Posted November 30, 2009 Sigh. haven't had the time nor the inspiration to make the interception window. And since the merging with Colonisation is highly possible, I suppose the point is moot for making it now. Depending on which would be the main "theme" of the engine if it's as swapable as dteviot suggested in the other thread, then I suppose it could go either way. Either the development of Colonisation would be prioritized first and Xenocide would be in a stall, again, or vice versa. I may not be able to contribute much, but I can do some CTD proofread probably. My grammar is not the best, but I am not too bad with spelling. Ignoring shortcut typing, of course. Link to comment Share on other sites More sharing options...
kafros Posted November 30, 2009 Report Share Posted November 30, 2009 Whatever you feel like .We could indeed wait and see what the code developers prefer, and act accordingly. Link to comment Share on other sites More sharing options...
gu35s Posted December 16, 2009 Author Report Share Posted December 16, 2009 firstly, sorry for plagerism. then see attachment. Link to comment Share on other sites More sharing options...
kafros Posted December 16, 2009 Report Share Posted December 16, 2009 Aaah, poor santa in the sac Link to comment Share on other sites More sharing options...
Guest Azrael Strife Posted December 17, 2009 Report Share Posted December 17, 2009 firstly, sorry for plagerism. then see attachment.You draw that?Excellent! Link to comment Share on other sites More sharing options...
PezzA Posted December 17, 2009 Report Share Posted December 17, 2009 Nice! I'd love to see CTD's Santa autopsy text! Link to comment Share on other sites More sharing options...
[dteviot] Posted December 20, 2009 Report Share Posted December 20, 2009 (edited) firstly, sorry for plagerism. then see attachment.And a belated "that's very cool", from me. Edited December 20, 2009 by dteviot changed "pretty" to "very" Link to comment Share on other sites More sharing options...
gu35s Posted December 21, 2009 Author Report Share Posted December 21, 2009 ++++++++++++++Booting... doneAutomated detection successfully intercepted tachyon transmission...Language matching in progress...Language found. Category: GreyTranslating from Grey... To: Collective of Xeno StudiesSubject: Santa ClausContent: Santa Claus (here on will be referred as Santa) is a mythical creature created by human (homo sapiens, see attachment) for much unknown reason. Many of our scientists studying this creature find that Santa maybe a kind of hostile creature created to apply fear toward their younglings. In their story, Santa came once of thier year and sneak stealthily into their homes via a primitive heating device called chimney. Santa would enter their dwellings by chimney to rob them of precious food and would leave many offensive colored packaging. The packaging appear to have no consistency of contents. It is also believed that Santa is accompanied by four legged mammals called Raindeers (see attachments for more detail on specie mentioned), which have developed the ability to fly without proper support such as wings nor propulsion units. It is suspected that these particular Raindeers may have been implanted with anti-gravity devices much like the SatyrianS-xz9adsalfj;lj;2301-512l4kj1-124lasfnf23095-21,... Translation Stopped.Message corrupted due to silly factor.Please check Tachyon Emissions Detector for faults. Maintenance may be required.Shutting down...++++++++++++++ Link to comment Share on other sites More sharing options...
PezzA Posted December 22, 2009 Report Share Posted December 22, 2009 ++++++++++++++Booting... doneAutomated detection successfully intercepted tachyon transmission...Language matching in progress...Language found. Category: GreyTranslating from Grey... To: Collective of Xeno StudiesSubject: Santa ClausContent: Santa Claus (here on will be referred as Santa) is a mythical creature created by human (homo sapiens, see attachment) for much unknown reason. Many of our scientists studying this creature find that Santa maybe a kind of hostile creature created to apply fear toward their younglings. In their story, Santa came once of thier year and sneak stealthily into their homes via a primitive heating device called chimney. Santa would enter their dwellings by chimney to rob them of precious food and would leave many offensive colored packaging. The packaging appear to have no consistency of contents. It is also believed that Santa is accompanied by four legged mammals called Raindeers (see attachments for more detail on specie mentioned), which have developed the ability to fly without proper support such as wings nor propulsion units. It is suspected that these particular Raindeers may have been implanted with anti-gravity devices much like the SatyrianS-xz9adsalfj;lj;2301-512l4kj1-124lasfnf23095-21,... Translation Stopped.Message corrupted due to silly factor.Please check Tachyon Emissions Detector for faults. Maintenance may be required.Shutting down...++++++++++++++I like the reindeer! There's an easter egg in there! Link to comment Share on other sites More sharing options...
kafros Posted December 22, 2009 Report Share Posted December 22, 2009 Hahahaha Link to comment Share on other sites More sharing options...
gu35s Posted January 6, 2010 Author Report Share Posted January 6, 2010 thanks. maybe I should just join CTD or something. anyway, what's going on? the forum was alive for a while then plummeted to cold again. heat it up. people, drop more fan art. draw something and post it. make something up. viper eating rats, grey shooting water pistols, antropods swimming with squids, cyberdisk around clamshells. something. Link to comment Share on other sites More sharing options...
kafros Posted January 7, 2010 Report Share Posted January 7, 2010 I'd like to draw/sketch, but my skills are those of a child (well, just a bit better than that xP). Right now I'm coding for my university assignments, would you like to see some C code? Link to comment Share on other sites More sharing options...
godo Posted January 25, 2010 Report Share Posted January 25, 2010 missile room paintovershttp://img.photobucket.com/albums/v655/godo/paintover2.jpghttp://img.photobucket.com/albums/v655/godo/paintover1.jpg Link to comment Share on other sites More sharing options...
Darkhomb Posted January 25, 2010 Report Share Posted January 25, 2010 (edited) Looking good, 2 Things, First, are the outside walls missing? Or did you hide them to show. I'll try and open the regular to look at it tomorrow. Second, if they are there we have a almost standard image for the outside look. Which you can glance at here http://projectxenocide.com/images/geoscape...oratory-800.jpg and herehttp://www.xcomufo.com/forums/index.php?ac...ost&id=9174I will locate the texture and post tomorrow. Edit - Just checked the MAX, it is there so I am just guessing you hide it. Edit 2- Here is the texture you can look at, Again I'm only talking about the outside wall. http://www.xcomufo.com/forums/index.php?ac...ost&id=9770 Edited January 25, 2010 by Darkhomb Link to comment Share on other sites More sharing options...
godo Posted January 25, 2010 Report Share Posted January 25, 2010 Yea its hiddenI'm thinking - the walls would probably be the same for each room no? - just share the texture for all and save some space there. First thing I had to do with that model was break it apart and fix a couple errors and clean up some unnecessary geometry and n-gons.Now that i have a good idea of where I'm going, texturing is coming along. The lab looks great. Access lift, not so much. That could use some love - and normals. Link to comment Share on other sites More sharing options...
[Mad] Posted January 25, 2010 Report Share Posted January 25, 2010 Wonderful work! Looks great! Link to comment Share on other sites More sharing options...
kafros Posted January 25, 2010 Report Share Posted January 25, 2010 Indeed! Keep up the good work godo Link to comment Share on other sites More sharing options...
Darkhomb Posted January 25, 2010 Report Share Posted January 25, 2010 Yea its hiddenI'm thinking - the walls would probably be the same for each room no? - just share the texture for all and save some space there.The lab looks great. Access lift, not so much. That could use some love - and normals. Well if you look at the 2 models, Access Lift and Lab, they each have their own label and color. I can't remember the standard off the top of my head - blue Science related etc. But I'd leave the red and just change it to Missile Lvl1. As for the Access lift, I have the texture but do not have the model. I will message the creator to see if they can send it to me. If you want to throw normal?s on it, by all means It?s just nice to have someone texturing again. Link to comment Share on other sites More sharing options...
[Mad] Posted January 25, 2010 Report Share Posted January 25, 2010 (edited) You can message The Creator? Wow... Edited January 25, 2010 by Mad Link to comment Share on other sites More sharing options...
Darkhomb Posted January 25, 2010 Report Share Posted January 25, 2010 I was at work and didn't have time to look, I couldn't remember how to spell Shinzon's name Link to comment Share on other sites More sharing options...
[Mad] Posted January 26, 2010 Report Share Posted January 26, 2010 I didn't mean Shinzon. NVM it was waaay off topic. Link to comment Share on other sites More sharing options...
kafros Posted January 26, 2010 Report Share Posted January 26, 2010 You humorous man Link to comment Share on other sites More sharing options...
Darkhomb Posted January 27, 2010 Report Share Posted January 27, 2010 I understood, it was funny, I was just explaining myself Link to comment Share on other sites More sharing options...
[Mad] Posted January 27, 2010 Report Share Posted January 27, 2010 (edited) @kafros: Yes, well, you know me... @Darkhomb: I ssseeeeee... Thank you for assuring me that it was funny. Now I almost certainly know it wasn't @Mad: Back on topic. Edited January 27, 2010 by Mad Link to comment Share on other sites More sharing options...
Darkhomb Posted February 10, 2010 Report Share Posted February 10, 2010 Well I got a reply back, looks like his files are lost for ever on a bad hard drive. I wasn't too worried about the skin but the model isn't in the SVN so i hope we can find a copy of that somewhere. Link to comment Share on other sites More sharing options...
Darkhomb Posted February 11, 2010 Report Share Posted February 11, 2010 In the SVN we have the old Maya unconverted file. So atleast we have something, Will have to reconvert it and remap it. Link to comment Share on other sites More sharing options...
[Mad] Posted February 12, 2010 Report Share Posted February 12, 2010 It's a start. Thanks for searching for it! Link to comment Share on other sites More sharing options...
gu35s Posted March 25, 2010 Author Report Share Posted March 25, 2010 i found this: http://androidarts.com/xcom/ (if you are the owner of this site and would like it to be taken down, please let me know or post a message here so an admin can remove the site). look at those chibi x-coms... i especially like the power armors and chrysallids. Link to comment Share on other sites More sharing options...
kafros Posted March 25, 2010 Report Share Posted March 25, 2010 Kawaii! Link to comment Share on other sites More sharing options...
Guest Azrael Strife Posted April 8, 2010 Report Share Posted April 8, 2010 Hawaii Link to comment Share on other sites More sharing options...
gu35s Posted April 13, 2010 Author Report Share Posted April 13, 2010 i think your brain is too much in vacation mode. or at least asking for one. /me can't post/reply in the warehouse.... so here's an input to Shinzon's latest artwork. I prefer the original (first post) rather than the one with iridium sheen stuff. i think it's best to make it look kind of grey-ish, hence the name. i would think they'd make their armors less shiny. i mean if human could think to use matted materials with dark colors so you don't easily get spotted in battlefields, i don't see why the aliens wouldn't as well. maybe it would have that iridium sheen gfx when it get shot, but otherwise i think it should be more like dolphin color. Link to comment Share on other sites More sharing options...
Sgt Jones Posted April 13, 2010 Report Share Posted April 13, 2010 Here are some 3D sectoid concepts for the different classes Sectoid http://i58.photobucket.com/albums/g279/dangerous-dave/sectoid01a.jpg http://i58.photobucket.com/albums/g279/dangerous-dave/sectoid01b.jpg Sectoid Navigator http://i58.photobucket.com/albums/g279/dangerous-dave/sectoid02a.jpg http://i58.photobucket.com/albums/g279/dangerous-dave/sectoid02b.jpg Sectoid Soldier http://i58.photobucket.com/albums/g279/dangerous-dave/sectoid03a.jpg http://i58.photobucket.com/albums/g279/dangerous-dave/sectoid03b.jpg Link to comment Share on other sites More sharing options...
Sgt Jones Posted April 14, 2010 Report Share Posted April 14, 2010 and human soldiers with heavy armor and quarrantine protection http://i58.photobucket.com/albums/g279/dangerous-dave/soldier01.jpg http://i58.photobucket.com/albums/g279/dangerous-dave/soldier02.jpg http://i58.photobucket.com/albums/g279/dangerous-dave/soldier03.jpg http://i58.photobucket.com/albums/g279/dangerous-dave/soldier04.jpg Link to comment Share on other sites More sharing options...
misiek Posted April 14, 2010 Report Share Posted April 14, 2010 (edited) Nice art, maybe you would like to help ufo: ai team? They surely could use such talent as yours. Edited April 14, 2010 by misiek Link to comment Share on other sites More sharing options...
Sgt Jones Posted April 14, 2010 Report Share Posted April 14, 2010 as i said i would love to contribute for models and any intor outro animations that are needed. that is if this project is still going because i noticed the most up to date build was released in 2008 Link to comment Share on other sites More sharing options...
[Mad] Posted April 14, 2010 Report Share Posted April 14, 2010 (edited) as i said i would love to contribute for models and any intor outro animations that are needed. that is if this project is still going because i noticed the most up to date build was released in 2008Yes and no. It is true, the last major build was released 2008, but we have continued to work on this, and actualy new builds were created and ("secretly") uploaded as the 2008 build. We just felt that the smaller changes didn't warrant a full release. These are great models. We should definetly include them. I'll speak to dteviot about this. Edited April 14, 2010 by Mad Link to comment Share on other sites More sharing options...
[Mad] Posted April 15, 2010 Report Share Posted April 15, 2010 Sgt Jones, could you provide these models as FBX? This way we could use them most easily. Link to comment Share on other sites More sharing options...
Sgt Jones Posted April 15, 2010 Report Share Posted April 15, 2010 Sgt Jones, could you provide these models as FBX? This way we could use them most easily. I will see what i can do. They are in 3ds max 2009 format at the moment. max does have an fbx conversion option i dont actually know how stable that makes them afterwards though, and they are rigged too. Link to comment Share on other sites More sharing options...
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