btw how old was Bill Gates when he started his garage business ?Although this 'garage business' story reminds me of a nice fairy tale, Duke... ;)
Whats Imho mean? its funny im american and almost all admins are european/russian/other so i have to wait six hours for a response
I want my 15 bucks back. The guy wearing the black coat in the dark alley sold this game for me for 15 bucks. apparently everyone else got it for cheap. So since i paid more for my copy, I'm just going to sit here and read the forum, and not contribute anything.
In a FOSS project there are two kinds of people, those who contribute and those who don't. Not to imply that those who don't are in any way unimportant, but those who do are much more useful to the project. To those who are eager to see a new release, I suggest you get involved in contributing game content. There is a lot of things people can do, arguably the easiest being mapping (http://ufoai.ninex.info/wiki/index.php/Mapping). While not everything will actually speed up the next release, working on the game will at least keep you occupied.
I used to make maps for my league bag on MW4 for training/campaign like situations online, I'd be interested in mapping.
well that does look really simple to use.
i just browsed over the map edit myself. to curious to its looks.
compared to Maya, or Unreal 3 Editor. it looks piss easy.
which do you think looks harder to use.
the editor you use or the one i have to use?
@Encha:
You have to use the correct editor to make maps for UFO:AI & that is UFORadiant. Read the wiki article about UFO:AI mapping !
Here :o:
http://ufoai.ninex.info/wiki/index.php/Mapping
Here you can download UFORadiant:
http://mattn.ninex.info/download/uforadiant-1.5-win32-r28750.exe
So if you really wanna help...
You're of course free to do as you like, but you could take a look at the city RMA (random map assembly) (http://ufoai.ninex.info/forum/index.php?topic=4483.0) I'm slowly developing. Right now I've just got a street grid and am working on a parking garage, but because it's so modular if you create a building according to the dimensions we can plop it right in.Neat! That sure helps to add variety, but please make sure you have included a way to avoid placing building without access roads, or streets that begin & end without going nowhere! :D
I think that helping out almost inevitably involves getting the dev version. Even if we did release a stable now, we'd move on ahead with the development branch right away. The stable would then probably get another update or two for bugfixes, but all real development would still be confined to the development branch. It would be pointless to develop based on the stable version, since it would quickly be outdated.
I noticed this thread appears to be pre-2.3. Is mapping help still needed? I'm a coder, but I'm a java guy, not C, so I'm probably not the best person to code. I'm not an artist, but if some mechanical grunt-work is needed, I can certainly do that.
Hey dfscott. If it's mapping you want to do, start here (http://ufoai.ninex.info/wiki/index.php/Mapping). Post in the mapping forum if you have any questions. Mapping is a recurring need, and at this moment there aren't many people doing it.
Alright say I wanted to start contributing what would be the most useful place to start for someone who has no real experience with this sort of stuff?'say I wanted to...'
Reply to topic name: Me?Yes, YOU ! ;)
@PAUL1UZ5:
If you are skilled enough to figure out memory addresses for cheats, you are surely skilled enough to do *qualified* testing and reporting.
Sorry, I never cared about finding cheats. So... stupid question: does finding memory addresses involve reading the source code ?
btw I don't understand your point of protecting the exe of an OSS program at runtime !? Anybody can change the code to "don't hurt my soldiers" or "gimme twice the money". Actually, most of the code for cheating is already there for the debug version. If you want to cheat, you merely need to enable the debug cvars for the release version. Or play the the debug version.
Ok, I am not a programmer of any sort, however I have done some writing at an amateur level. I've done a lot of writing for my own personal RPG gaming, as well as contributed to some fan fiction sites for MMORPGs (links provided upon request).
I am currently playing 2.3, and have noticed there are some missing descriptions for some of the later aircraft. Is this something you are looking for contributions for, or is the focus now on the 2.4 version?
As a huge fan of the X-Coms, and put a good part of my free time in playing those, I'd be willing to help out with this project, if my limited skillsets should allow.
I've been following this project for a good while now and feel it's time I chip in too.
My only real talent is with map editing, I've made maps for pretty much all ID games up to and including Q2.
If you need more map contributors I'll familiarise myself with UFORadient and see if I can come up with something interesting.
The server has had some issues and downtime recently, due to an external link posted on a popular website,
Probably the place where we need 2d art most is our tech images.Most(if not all) ufopaedia images for weapons techs' are rotating 3D models of weapons and their ammo - is that desired or subject for replacement as well?
Most(if not all) ufopaedia images for weapons techs' are rotating 3D models of weapons and their ammo - is that desired or subject for replacement as well?
If you're interested in doing other tech images, I can take a look and try to provide you with a list of needed images.This would be great. I'm not an expirienced artist, but I'd love to give it a try. Anyway, if I fail, such list would be useful to the next guy, so I'd suggest putting it in the required artwork list (http://ufoai.org/wiki/index.php/TODO/General#2D_artwork).