Beatkiller Posted December 16, 2005 Report Share Posted December 16, 2005 In the original game a light source is moving arround the world to simulate day and night. My suggestion is to make it more real and rotate earth with a light source from right rear. I coded some small code and now there has to be the light inserted. I will test some settings and will post my code here. My question is: The original design with the command panel on the right side of the screen was very user-friendly, so it would be nice to set the ufo2k-geoscape-panel on this position to. Or is there a design allready discussed? It would be nice too, to use the buttons from the mainmenu. But the function is static and should be moved to a seperate file and not static. Nice discussion... Mike Link to comment Share on other sites More sharing options...
Beatkiller Posted December 18, 2005 Author Report Share Posted December 18, 2005 OK, nobody wants to tell something... But if you interessted, please try my attached patch. It animates the globe and draws a primitive menu. I also add some cool features like pause and different speeds of the globe. If nobody already has converted the xm's and s3m's of the newmusic section into ogg, I have done and post all songs here, if needed. Have fun, anyone? Programming ufo2k makes fun.geoscape.txt Link to comment Share on other sites More sharing options...
Kratos Posted December 18, 2005 Report Share Posted December 18, 2005 (edited) Welcome! Please submit patches in the bugtracker. btw, we are interested, just that Serge probably didn't see this thread. He has the scoop of what needs/could be done to the geoscape. We are in dire need of a geoscape programmer. Our ideas of the geoscape are very primitive atm. Feel free to add anything that you believe could be useful. Edited December 18, 2005 by Kratos Link to comment Share on other sites More sharing options...
Angry Lawyer Posted December 18, 2005 Report Share Posted December 18, 2005 Legendary. I can't wait to see it in action. -Angry Lawyer Link to comment Share on other sites More sharing options...
Beatkiller Posted December 18, 2005 Author Report Share Posted December 18, 2005 (edited) Welcome! Please submit patches in the bugtracker. Ok, this was new to me. Of course I will submit to it. btw, we are interested, just that Serge probably didn't see this thread. He has the scoop of what needs/could be done to the geoscape. We are in dire need of a geoscape programmer. Our ideas of the geoscape are very primitive atm. Feel free to add anything that you believe could be useful. Yeah, I will do my best to support you, because its a very nice game. And one day, when it will be complete, it will break the abandon charts Next view: Buttons to change speed are implemented, but not working at all. I will do this next. A screenshot of my work is attached, for all, which are not so heavy to compile from svn. Edited December 18, 2005 by Beatkiller Link to comment Share on other sites More sharing options...
Beatkiller Posted December 19, 2005 Author Report Share Posted December 19, 2005 If no code is shared, and the geoscape texture is changed, we're in the all clear, I take it? Well, at least with Xenocide. Well, but its hard to find a "clear" texture of the world map without copyright restrictions. May we find something on university webservers like here: http://www.aic.cuhk.edu.hk/web8/diagrams.htm orhttp://faculty.smu.edu/rkemper/cf_3333/cf3...ld-map-quiz.jpg This one could be perfect:http://inter.scoutnet.org/worldmap.gif Link to comment Share on other sites More sharing options...
Jezulkim Posted December 25, 2005 Report Share Posted December 25, 2005 Someone said clear world map? I have included four pictures in this post (they look same but are not) world4 - Without water world5 - Completed world map world5pix - Same as above but pixelized Link to comment Share on other sites More sharing options...
Jezulkim Posted December 26, 2005 Report Share Posted December 26, 2005 Maybe a different colour and textured water. Now it looks quite cool if you ask me... Link to comment Share on other sites More sharing options...
Beatkiller Posted December 27, 2005 Author Report Share Posted December 27, 2005 Wow!!! Great work, the best is just good enough! :-) Link to comment Share on other sites More sharing options...
Judeau Posted December 27, 2005 Report Share Posted December 27, 2005 the desert areas bother me,they look like they were made with a 16 color palettemaybe modify it and add a texture on the desert Link to comment Share on other sites More sharing options...
Llyr Posted December 27, 2005 Report Share Posted December 27, 2005 the desert areas bother me,they look like they were made with a 16 color palettemaybe modify it and add a texture on the desert<{POST_SNAPBACK}> if you take a look at the base picture you will notice it's 256 colors only... so definitly the whole pic looks like beeing made with a color palette, but since the deserts are more brightly colored and more contrastful than the rest, the effects of the low color palette are best visible there. Link to comment Share on other sites More sharing options...
Gurluas2000 Posted December 29, 2005 Report Share Posted December 29, 2005 we need a sea bottom texture too...like the tftd geoscape Link to comment Share on other sites More sharing options...
Sporb Posted December 29, 2005 Report Share Posted December 29, 2005 (edited) a button to switch between deep sea and land and both would be a fine addition. that way you can see the whole view, a view with only underwater landmarks and a view with only land .... land marks? for land only, all watre would be coloured flat ugly blue with no detail. for sea only, all land would be coloured flat ugly green with no detail. the full layover would include both. Alternatively, a different icon set could be used for sea borne and land borne stuff. IE a triton/sub would be coloured cyan instead of the usual yellow. etc Edited December 29, 2005 by Sporb Link to comment Share on other sites More sharing options...
WormSlayer Posted February 9, 2007 Report Share Posted February 9, 2007 (edited) My own humble submission for a TFTD compatible geoscape texture. Edited February 9, 2007 by WormSlayer Link to comment Share on other sites More sharing options...
Patrick1994 Posted February 14, 2007 Report Share Posted February 14, 2007 (edited) nice that is the 1 they are using now! well for xenocide Edited February 14, 2007 by Patrick1994 Link to comment Share on other sites More sharing options...
[dteviot] Posted February 14, 2007 Report Share Posted February 14, 2007 nice that is the 1 they are using now! well for xenocideActually, it's not the one I'm using at the moment, but I'd love to use it if I can get Wormslayer's permission. (That should solve copyright issues with the image I currently have.) Link to comment Share on other sites More sharing options...
Deviousity Posted April 29, 2008 Report Share Posted April 29, 2008 If I recall correctly, the reason the light source revolved around the world rather than rotating the world was so you could watch the action at a specific location, from the point of view of a geosynchronous satellite. For this reason I am opposed to the rotating world view as it would make action hard to follow. Perhaps, as a compromise, both views could be included with a toggle button to switch between the two, and also provisions to sync your view with enemy craft you are tracking to keep them centered while you chase them down with interceptors. Ideally you would be able to lock your view onto any craft you are able to detect or any known base. That would be an improvement over the original. -Deviousity Link to comment Share on other sites More sharing options...
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