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XCOMUFO & Xenocide

StaffSargeant

Xenocide Programming Department
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  1. I do intend to get back to work on Xenocide. It's just that every time I try to restart, I remember how little fun it was spending 20 hours each weekend on it, and the motivation disappears. And there is me, waiting for some direction... I am not able to contribute as much as you, dteviot, but would like to know where you were going and help you on the way there.
  2. Try downloading the latest DirectiX from Microsoft. Please let us know how you get along. The new installer will not download prerequisites it believes are already installed, but it may be getting it wrong on occasion.
  3. First let me add my congratulations... Looks like a fine establishment to be part of - lots to learn. Have fun and good luck!
  4. I just checked in a patch to make names fully constructed from one origin (so first name and last name have the same origin). Tested with old and new xml files.
  5. This may help - he has scripted all the XNA prerequisites for NSIS already. He does say some of what he did isn't as up to date as possible, but it all works. Not sure if it supports web download, but should give you a good start. Using Nullsofts Installer System (NSIS) to create Setups for XNA Games
  6. Perhaps, if a 1x1 unit path exists, check the exact same path but with the other 3 cells as a starting position. If any of these is invalid (going through a wall or is not possible - ie, trying to go up a ramp where none exists) then the path is invalid for the 2x2 unit. I mean, you already have a possible path which just needs to be checked 3 more times? Does this make any sense?
  7. Hey dteviot, I am lurking around even if not contributing much at the moment (real life has precedence)... I get latest every time you post a progress report and take a look at the how things are coming along. You are doing a great job and I am sorry I can't contribute much at the moment. In regards to going over to UFO:AI - I have tried it and didn't like it much. The atmosphere just isn't there for me and I feel that xenocide, even at this stage has more of the feel of the original than UFO:AI has. When I saw the XNA branch come up I instantly got more interested in the project and thought that I could contribute to this. I believe that the entry barrier for C# is lower than for C and C++. I was hoping to see progress with these on mono, but like you, am disappointed on that front. I joined in as a C# programmer, I don't know C or C++ well enough to feel comfortable getting into a code base like that, I find 3D/gaming development enough of a challenge to my little brain as it is, not to mention trying to keep on top of work related tech .
  8. I guess I will start this off... Processor type and speed: AMD Athlon 64 X2 4600, 2.40GHz system RAM: 2GB graphics hardware: Radeaon 9550 Operating system: Windows XP pro, SP2 I am running the latest SVN (0.3.1786.0) and am getting around 60fps, no performance problems.
  9. By the way, the colors I selected for the graph lines are mostly random (black was of course not an option... an I avoided the grid lines red color too). One way or another, I would be the first one to admit that the color selection could use some work. I don't feel qualified to make a good choice here and would appreciate if someone can make a better selection.
  10. Progress Statistics screen now displays information in a graph Notes Some code cleanup may still need to be done... xna and graphics programming still new ground for me
  11. Progress: Positioning of soldiers in craft now works even without having to select the craft Assigning to craft now works whether a craft is selected first or soldier is selected first
  12. Will this do? http://creators.xna.com/Headlines/utilitie...-Font-Pack.aspx
  13. In my opinion part of what makes a great game great is how fit to purpose the UI is - I would rather have a different design for each screen, depending on how it is to be used (while keeping a consistent look and feel). The geoscape and base views are two screens where the sidebar makes lots of sense but other screens less so, and having the extra space can help create a better playing experience. I feel that the assign to craft screen for example has a clunky interface simply because I kept the sidebar and found CeGui# to be lacking in functionality (and difficult to work with). Same points as above...
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