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Zetsubou

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  1. Ah well that would explain a few things. Im sure you have your reasons for it to be setup like that. Personally though its not my cup of tea. I doubt Ill be playing UFO AS anymore after this discovery, but thankyou for the quick reply. Not often you see old mods like this still supported by its creator ^^
  2. I got it working, but found a bunch of weird bugs. Firstly, the cultists arnt expanding at all, not sure why... Secondly, Im almost able to produce drones, and energy weapons - but no scopes for my guns? 4 days till the wargots arrive, I control about a quarter the world, with many basic and advanced weapons labs and factorys, yet can still only produce very basic human smgs, rifles and attachments (have attachments, basic and advanced weapons bluprints researched). I was really looking forward to building a SCAR, Barrett or G11 with some sweet scopes. If I have to use cheats to get those weapons, will be a bit dissapointed (hate having to use cheats ><). I will mention that I did use the console command research_all_queued at the start of the game when I ran out of power cells for my ret rifles, Im wondering if this is the cause of some of these problems.
  3. Dose this mod remove the console commands? I cant seem to get any of the commands to work with this mod installed. My command line parameter looks like this: "C:\Games\UFO - Aftershock\UFO.exe" --enable_system_console=true
  4. If you have a radeon card, you can use CCC to force AA. I use a Nvidia card and followed this guide http://forums.nvidia.com/index.php?showtopic=218114&pid=1340882&st=0&&do=findComment&comment=1340882 I now have AA working. Ive yet to see any of the other settings effect my game besides the AA, but its a start!
  5. Started reading this http://hardforum.com/showthread.php?t=1405180 Gonna test on UFO Aftershock once its finished downloading. If successful, Ill post how I got it to work with before/after Shots.
  6. Currently re-download this game from gamersgate, Im wondering if ENBseries would work here? From what I can remember, UFO uses directx 9 and enb will apparently work with any directx 9+ game? Would be great if I could get some info on this as UFO is seriously lacking in the 'shiney' department.
  7. Interesting. Ive played AMC and its pretty good. Though it could use some tweaks, and ditch some of the tedious maps. Hmm it appears that everyone with UFO modding experience has truly moved on. Drat, woulda been nice to bounce some ideas off em.
  8. I suspect those stretch goals bonuses are there to simply please the fans, and infact do not reflect the true expenditure of the money. Ive heard them talk about many 'under the hood' expenditures which should take priority, but due to outcry they added these stretch goal bonuses. For example they deeply expressed their wish to setup a studio so the devs could be in walking distance from each other instead of in different countries, this would allow for far greater productivity. Problem is, things like productivity and under the hood aspects arnt tangible to fans who dont understand the nature of game development, so these token stretch-goal bonuses were added to appease 'un-informed masses' - who know shit isn't adding up. Though on face value I have to agree that its an absolute farce. You could employ a full time professional programmer for a whole year at that price. I could commission the sprites, and artwork for the female soldiers from deviant.com for about $500. The voice acting is cheap aswell, you ushually pay a voice actor per hour, and I highly doubt you'll be looking at more then an hour of work for voice-clips like that, then studio time and mastering, which wont come to more then anything over $5000. In total, your looking at what, $6k max? They are making a fantastic spiritual successor, i just wish they didn't treat their investors like idiots.
  9. This sounds fantastic, wonder how moddable it is
  10. Hey guys, Ive been modding Fallout NV for several years now and decided to give UFO: AS modding a shot. Its a bit obvious Im late to the party, but hey I love this game, but think it needs alotta work. Before I go any further, could someone give me some tips on where to start? Heres what i wish to do I'll be wanting to add new custom armor models and guns. These models will come from my own collection of stuff Ive modeled over the years. Got lots of stuff, some is just a bit high poly (20k-60k polys). Im fine with making them simple replacers Additionally I wish to create new maps, as Im truly sick of the current ones lol. That was one of the main reasons I stopped playing was because of the bland maps. I want to add new buildings/landscape pieces to them, just make them more interesting, perhaps more lively with random civilians fleeing/gang battles. I would also like to change the voices and character portraits of your soldiers as the current ones feel rather bland, and change the battlescape music. Changing the mission types is a must aswell. I absolutely dreaded those missions where you had to search through crashed alien ships, found this extremely tedious. Lastly I would like to use some of the animations from various enemies for new unit types, like we do In Fallout NV(import original creature, a .nif>remove its mesh>import new, custom mesh >add skin to new mesh>add new skin to original creatures bones> a new unit type is born ). We do this because its basicially impossible to import custom animations into fallout, so the only way to make new units, like a pilotable mecha for example, is to hijack an existing creatures bones from its .nif and use its existing animation files of a supermutant for example.
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