UFO:Alien Invasion
Technical support => FAQ => Topic started by: Mattn on March 07, 2006, 10:39:00 am
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http://ufoai.ninex.info/wiki/index.php/Contribute
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Hi
I had a look at the coding tutorials sections, and its pretty poor :wink:
However, is, or will, there a tutorial on how to start coding, maybe the structure, or what software to use?
ox
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when someone finds the time - yes :-D
what are the things you are interested in?
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Hi
Im interested in coding. If my help in that is not needed, then at least for private purposes.
I played around for a time with the q3 sdk and i programmed a little engine, which is pretty crappy, but i learned a lot about engine/graphics/c++/cg.
I need like a brief introduction to the code and maybe to svn...
ox :D
ps: im also a big fan of the ufo series
edit: i use only linux for ufoai, since my wincomputer is pretty crappy :twisted:
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Im interested in coding. If my help in that is not needed, then at least for private purposes.
I think i'm speaking for everybody when I say that coders are always welcome. :)
I need like a brief introduction to the code and maybe to svn...
Since i'm currently digging into the code myself i can't really give you instructions, but the code is mostly self-explaining once you have a point ot start and some basic nomenclature ... that said i think we should add a few code-related "todo" or "wanted" entries in the feature-request section of the tracker .. this way coders always know what to do next ;)
As you may have already seen, the thing that _i'm_ currently working on is the research system and i've made it my personal high-priority task, but there are alot of other features that need implemention (e.g interception/air-combat, production, etc...)
i use only linux for ufoai, since my wincomputer is pretty crappy :twisted:
If you encounter any problems with the ufo:ai svn+compilatiopn just aks in the forum.
Welcome aboard and happy bug/alien hunting ;)
Werner
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i still have few questions
1 how can i buy new ships?
2 why do scientists workers and medics have stats?
3 is there any use of medic?
5 what is the team room good for?
6 what is the use of the interceptor (i should translate it as "Elfogóvadász"?)
7 did you noticed that there wasnt 4th question?
8 did you checked that there wasnt 4th question?
9 what happened with the ufopedia? i cant see there anything (i mean ingame... i dont know weapons damages etc... i saw weapon accrucy damage and clip in the media...)
10 do i recive support from the "organazations"?
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1 you need another hanger to get a new one since i cant be shot down yet (i think)
2 the stats are ot inished yet also not the models as ya might noticed
3 not sure i implemented yet but later on ya need em to heal your retunred soldiers i they are inured.
5 later on its or extra training or similar(not implemented yet)
6 interceptor can shoot down ufos (i should translate it as "Elfogóvadász"?) not sure whats in hungarian translated.
7 no
8 no
9 its not fully implemented yet (not all is working)
10 yes, i think its monthly.
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11 what can i do with captured aliens?
6 there is some problem with it: i NEVER seen ufos in this game (in xcom, the tactical battles began after i shoot down them)
translation: when i wrote "Interceptor" (in the dictionary)= "Elfogó Vadászrepülőgép" comes out.... let me say, its quite long (the other example for this is the "Assault"...)
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1 .will the number of soldiers you can hire ever replenish?
2. does the radar have that like 10% chance that stacks like on x-com cause i've only detected landed UFOs.
3. how do you build a new base?
4. the equp ship thing is really confusing and i don't know how it works.
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okay, i figured out my 1 and 2 and i realized 4 is irrevelant with 2. but my question remains:
How do you build a new base after the first one?
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if you are using rc6 i'm not even sure whether the radars were implemented here already.
you can set up a new base from the geoscape view - the lower left menu has some buttons - ufopedia, stats and base building, too.
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yes, I'm using rc6 and thanks for the help. I have a new question, however:
Is there any way to transfer my nano armor to my other base?
I've clicked on the transfer button and nothing happens.
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i'm currently implementing this feature into 2.1 - in 2.0 this is not avaiable yet
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I've noticed there aren't tutorials on how to play the game, both for former XCOM players and newcomers, and some people still keep asking questions about how to build a new base or "what does this button do?" because they don't know the interface.
If anyone's interested, I could capture some video of a game session and put in subtitles, highlighted buttons, flashing arrows pointing to tabs, etc., and make a video of how to play the game as an instruction manual. I could also break it into multiple clips or chapters for different parts of the game - research, combat missions, geoscape, etc.
I have all the software tools and stuff to do this, although I admit it would come out in English because that's the only language I'm familiar with, although with the help of translators I could make different versions.
Should I give it a try?
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maybe doing some screenshots instead of videos is better here - then we could integrate this into our manual (http://ufoai.ninex.info/wiki/index.php/Manual)
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Well how about that - I didn't know there was a manual already halfway put together, apparently I missed it - my fault!
The pages that are already done look good, they already have highlighted areas and everything.
If you can give me a list of screenshots that are missing, I can make them easily.
Would it also make sense to have a PDF format that could be downloaded? There is an open source virtual printer util called PDFCreator (I think sourceforge has it) that I've found to work quite well in the past.
As an alternative, I've also seen manuals that are in HTML format that are downloadable.
These are just ideas, of course.
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there is no such list - just take one part of the manual that needs improvement - add your text and your screenshots.... that's all
there is already a latex document structure in the svn - as soon as the manual in ready in our wiki we will transfer this to the tex documents. see http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/src/docs/tex/
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Your tutorials linkx are all giving 404 errors
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fixed - thanks for reporting
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Hi. I found this game yesterday. I always wanted to play a little more modern version of a game similiar to UFO (damn, it's been so long... :)). It's wonderful. Thanks, guys :a pack of beer:
I have a question. I've looked around here a bit but haven't found an answer. How do I assign more workers to one task? Is there a bug or there's something not implemented yet?
Soulcatcher
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In current system - all workers are working on first task in list. So cant divide work in one base between more tasks but only prioritize tasks.
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Here's a good one:
1. Max scientists.
2. Research Coilguns, Plasma Grenades and Plasma Blades ASAP
3. Equip troops with said weapons.
4. Kill aliens.
5. Profit!
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In current system - all workers are working on first task in list.
Thanks. Nevertheless I'm not sure if everything is fine in my game because Navigation Computer (or something like that) is going to take 500h to complete production. I hired 20 workers but have one workshop. Is that alright?
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One workshop gives space to 10 workers, so for 20 workers you need 2 workshops too.
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Yeah, I know. I was just wondering if producting of targeting computer shoud take 500h. But now, when I built another workshop it shows it will take only 143h. I'm not really sure why.
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It took 12 days to build second workshop, this makes 260 hours. So left is 240 and because rate is from now on double - it takes about 120 hours (almost 5 days). Okay, its still quite much ...
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Well I don't care so much for a tutorial at least with the current build I'm playing. What I like most about this game is you can learn from your mistakes, and if you do make a mistake it doesn't penalizes you but increase the dramatic tension of the game.