UFO:Alien Invasion

General => User modifications => Topic started by: H-Hour on December 13, 2011, 10:35:36 pm

Title: Custom UI
Post by: H-Hour on December 13, 2011, 10:35:36 pm
This has now been merged as a mod into 2.5-dev. Because the UI system is also being reworked, it will no longer be compatible with older versions. You can follow the progress here (http://ufoai.org/wiki/index.php/TODO/UI2).
Title: Re: Custom UI
Post by: Crystan on December 14, 2011, 12:00:51 am
AWESOME! I hope youre going to finish it and replace it with the old standard UI. Anyway iam posting some screens on IndieDB right now. ;) Btw. whats wrong with the main menu?
Title: Re: Custom UI
Post by: H-Hour on December 14, 2011, 08:23:06 am
whats wrong with the main menu?

Not sure what you mean...
Title: Re: Custom UI
Post by: Crystan on December 14, 2011, 12:55:37 pm
Well i mean the "vertical distortion lines" on the menu buttons and on the background. Perhaps its a scaling error? Because the png of the background for e.g. have no lines.

Btw. people on indiedb loves the hud too - IndieDB (http://www.indiedb.com/games/ufo-alien-invasion/images/new-hud)
Title: Re: Custom UI
Post by: H-Hour on December 14, 2011, 05:15:19 pm
Well i mean the "vertical distortion lines" on the menu buttons and on the background.

Ahh yes. This is a deliberate effect I suspect people will either love or hate.
Title: Re: Custom UI
Post by: MCR on December 14, 2011, 08:19:50 pm
The battlescape HUD looks great, I also like the new futuristic font you chose. 8)

I am not sure if I like the distorted menu gfx, maybe the effect could be used background only ?
Title: Re: Custom UI
Post by: bayo on December 14, 2011, 09:15:18 pm
Hi, it looks very nice.

* IMO there is still some work to do arround the list of heads and there respective health bars.
* IMO the option icon (on the top) should be more flat, with the perspective it is hard to see it is a tool.
* The floor selection is missing?
* And special congratulation for your stand-up/crop button cause it is perfect.

BTW you should pack your content on a pk file when you distibute it. It is more easy for people to drop a pk file on the base.
Title: Re: Custom UI
Post by: H-Hour on December 14, 2011, 09:30:56 pm
* IMO there is still some work to do arround the list of heads and there respective health bars.

I agree. It still doesn't feel quite right to me.

* IMO the option icon (on the top) should be more flat, with the perspective it is hard to see it is a tool.

I can see your point but probably won't prioritize the change for now.

* The floor selection is missing?

Yes, still missing.

* And special congratulation for your stand-up/crop button cause it is perfect.

Thanks! It took me a while to figure out how to get that right.

BTW you should pack your content on a pk file when you distibute it. It is more easy for people to drop a pk file on the base.

Currently I'm distributing it as a mod, so it shouldn't go into /base/. But a pk3 might make an easier install. I'll try it out for next round.
Title: Re: Custom UI
Post by: bayo on December 15, 2011, 04:54:24 pm
Oh, and do you know if the font is open source, or do you already search an open source one? i know it is very hard, especially with custom font, and with needed unicode characters.
Title: Re: Custom UI
Post by: H-Hour on December 15, 2011, 11:03:29 pm
It is from The League of Moveable Type (http://www.theleagueofmoveabletype.com/orbitron), licensed under the Open Font License (http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL). But I'm told by Kildor that it doesn't support some of the Cyrrilic characters used in the Russian language. Font names are translateable so a new font could be set for a different language. Not ideal, but fine for me.
Title: Re: Custom UI
Post by: Kildor on December 16, 2011, 04:46:27 am
To be correct, it support only latin set, and no more.
Title: Re: Custom UI
Post by: bayo on December 22, 2011, 09:48:46 am
Oh, and the third bar is about mind? right?
You should use something like a brain-icon.
Something like http://commons.wikimedia.org/wiki/File:Farm-Fresh_brain_trainer.png with our style should be better.
Title: Re: Custom UI
Post by: bayo on December 22, 2011, 10:02:16 am
And a last little thing, i see IndieDB screenshots. I think you should use more width of the screen in case of wide screen. IMHO there is 2 choices, 1) center the bottom panel (but the soldier model can looks strange here) or 2) align the soldier panel on the left and the weapon panel on the right (but it can be hard to use in very wide screens).

(or something between with a dynamic margin, but it is harder to code).
If you need help with code, u can ask me.
Title: Re: Custom UI
Post by: Crystan on December 22, 2011, 12:07:19 pm
I think its fine if he just align the weapon box to the right border. I shot the screenshot in window mode, actually iam using a resolution of 1680x1050 in fullscreen (dont know if that means very wide for you).
Title: Re: Custom UI
Post by: H-Hour on December 22, 2011, 12:46:34 pm
Oh, and the third bar is about mind? right?
You should use something like a brain-icon.
Something like http://commons.wikimedia.org/wiki/File:Farm-Fresh_brain_trainer.png with our style should be better.

It is "morale", but maybe that's what you meant. (My understanding is that "mind" will eventually be a psionics-like skill?) Not a fan of the brain idea, but I admit "morale" is not an easy concept to describe in a small icon.

I think you should use more width of the screen in case of wide screen. IMHO there is 2 choices, 1) center the bottom panel (but the soldier model can looks strange here) or 2) align the soldier panel on the left and the weapon panel on the right (but it can be hard to use in very wide screens).

All soldier/squad functions are bottom-left. All battlescape info is top-left. All game-control icons (+radar) are top-right. It expands/contracts correctly with widescreen.

I think its fine if he just align the weapon box to the right border.

I tried that at first but didn't like it. Looks and feels off. Having the firedef's pop-up like you have in the screenshot makes it seem strange, but in gameplay the positioning (and the firedef's) feel fine.

Still don't know exactly how I'll handle the second hand, though.
Title: Re: Custom UI
Post by: homunculus on December 23, 2011, 04:11:28 pm
[...]"morale" is not an easy concept to describe in a small icon.[...]
In the good old Heroes of Might and Magic they used a golden bird as a symbol of morale.
Wings up -- high morale.
Wings down -- low morale.
I don't have the game anymore, so no better image, but it looked something like this (http://webspace.webring.com/people/ed/d_blakeley/Games/HOMMSeries/HOMM1/Screenshot05.png) (in the upper right corner).
Morale is yellow in ufo:ai, so that's why I remembered the golden bird of homm, maybe it is suitable?
Or it could be a flag maybe, or a star, if something different is needed?
Title: Re: Custom UI
Post by: H-Hour on December 23, 2011, 06:00:46 pm
Not a bad idea. Not sure if I can pull it off at the tiny icon size for my UI. Will give it a shot.
Title: Re: Custom UI
Post by: Crystan on December 23, 2011, 06:43:14 pm
Still don't know exactly how I'll handle the second hand, though.

What about adding a switch icon - so you can swap between both hands.
Title: Re: Custom UI
Post by: H-Hour on December 23, 2011, 08:42:33 pm
That's probably the way I'll go. But it's not as intuitive as I'd like for new players.
Title: Re: Custom UI
Post by: bayo on December 23, 2011, 10:19:14 pm
Yes, it is quite bad.
BTW i think it is not so hard (but still usable) to do something like your standup/duck button with left/right weapon.
Title: Re: Custom UI
Post by: H-Hour on December 24, 2011, 10:44:41 am
Bayo, one question I had was about selectbox. Currently, the UI image file is taken and converted into a gradient as seen in the image below. Is it possible to prevent this from happening in some way?
Title: Re: Custom UI
Post by: bayo on December 25, 2011, 08:20:21 pm
I dont know the selectbox very well cause it is not my code nor my skins. Maybe you can test to remove few pixels on the left down-arrow button. I can check the code later.

It also can come from an auto resizing of textures when the game load, but i never check that code, i dont really know how this thing work.

Oh, and sure you should use png, but i guess you already do it.
Title: Re: Custom UI
Post by: MCR on December 26, 2011, 09:37:27 am
I wanna see an update ;)
Title: Re: Custom UI
Post by: H-Hour on December 27, 2011, 02:38:54 pm
v0.2, 2011-12-27
- Options menu now supports advanced opengl, textures, lightmap options
- Radar window now has an appropriate close button
- Inventory and stats for the HUD, but Next/Prev soldiers buttons don't
  work. Will change the window to a panel, remove backpack or stats icon
  and move it around abit.
- ESC now leads to correct options window on HUD
- Added hand switching to HUD. Still a few problems with grenades and
  not sure I'm satisfied with the firemode/reload disable setup.
Title: Re: Custom UI
Post by: H-Hour on December 27, 2011, 02:39:55 pm
Screenshots show new squad panel, inventory/stats window and switchable hands.
Title: Re: Custom UI
Post by: bayo on December 27, 2011, 04:36:40 pm
Very nice. And few comments.
* Maybe the hashed background of your bars should be more visible
* And maybe a little margin on left and right of the health bar next to heads (same as the bottom margin) should create something cleaner.
Title: Re: Custom UI
Post by: H-Hour on January 16, 2012, 08:30:39 pm
A new version. The only new thing is that the overall base window is in place. None of the sub-sections (research/market/etc) work yet, though.
Title: Re: Custom UI
Post by: H-Hour on January 16, 2012, 09:44:45 pm
Screenshot!
Title: Re: Custom UI
Post by: Crystan on January 16, 2012, 11:51:37 pm
Have not tried the newest version but is it now possible to disable the cloth effect? If not, please make it optional. Btw. do you need any UI sounds? Some beep boop da beep? :D
Title: Re: Custom UI
Post by: Mattn on January 17, 2012, 07:37:29 am
really great job nate. thanks for putting it into a mod. i really like the style, the layout and the new functionality.
Title: Re: Custom UI
Post by: H-Hour on January 17, 2012, 08:08:58 am
Have not tried the newest version but is it now possible to disable the cloth effect?

You can remove it by editing the following code in /uidev/ufos/ui/_assets.ufo:

Code: [Select]
component texture screen
{
pos "0 0"
size "2048 1536"
bgcolor "0 0 0 0"
src "ui/screen"
ghost true
}

Remove all the text between { and }. I won't be making it an in-game selection in my mod.

I hadn't thought about sounds, but I'm not really disatisfied with the existing sounds. I'll think about it when it's close to the end. Don't even know how the UI sounds are set up...
Title: Re: Custom UI
Post by: Crystan on January 17, 2012, 11:52:02 am
Well i just tested it and its awesome! But theres a little problem with widescreen: Screenshot (http://img846.imageshack.us/img846/236/hhud.jpg)
As you can see the globe is cropped.
Title: Re: Custom UI
Post by: H-Hour on January 17, 2012, 02:44:37 pm
The globe is designed to be cropped.
Title: Re: Custom UI
Post by: wizardelo on January 19, 2012, 10:39:34 am
first of all it looks nice, trying to get used to it, but i think im gona like it:)

i got a fast question about this gui: how to switch from right hand to left hand:) so i can use that one , except changing items in inventory window.



Title: Re: Custom UI
Post by: H-Hour on January 19, 2012, 12:17:01 pm
Hi wizardelo. If you are using the latest version released, you should see both hands in the weapon window IF there is an item in each hand. Clicking on the "small" window in the weapon panel will switch hands. The screenshot in this thread shows how it should look. (http://ufoai.ninex.info/forum/index.php/topic,6387.msg50085.html#msg50085)

If it doesn't look like that, make sure you are using the latest version (http://ufoai.ninex.info/forum/index.php/topic,6387.msg50336.html#msg50336).

If it looks like that but you're not getting expected behavior, it could be a bug. Please describe in more detail what is happening.

Also, note that there are occasionally problems with this setup and the changing of firemodes when the other hand is holding a grenade. Not sure why.
Title: Re: Custom UI
Post by: wizardelo on January 19, 2012, 01:05:05 pm
hey:) you was right, i had only the first version, i updated to latest gui version and now the switch hands button shows.

one more thing that i noticed after a couple of missions, sometimes the target (X) disappears from certain weapons and i have to fire blind :), especially after using medipack. never noticed this before, but i did update my game to a new build and that might be it also.
will try with default gui and see if this stlil happens
Title: Re: Custom UI
Post by: H-Hour on January 19, 2012, 06:09:26 pm
one more thing that i noticed after a couple of missions, sometimes the target (X) disappears from certain weapons and i have to fire blind :)

I have noticed this too and I have no idea why. It has been put on my "deal with it later" list. :)
Title: Re: Custom UI
Post by: wizardelo on January 20, 2012, 01:36:19 pm
in the base menu, the soldiers button links me to alien containment ;) thats bad!
Title: Re: Custom UI
Post by: H-Hour on January 20, 2012, 02:14:54 pm
in the base menu, the soldiers button links me to alien containment ;) thats bad!

Sorry, I should have provided a better list of what doesn't work, but basically every sub-menu in the base view is not changed. There is no such thing as a soldiers window in the old UI so I can not just link to the old window either.
Title: Re: Custom UI
Post by: wizardelo on January 20, 2012, 02:32:03 pm
mkai, where is the recruit personal :) i thought that was it
Title: Re: Custom UI
Post by: H-Hour on January 20, 2012, 05:40:21 pm
I would not recommend trying to play with this UI. It is very early in the development and I've just shared it so others can see where I am going. It's not functional enough for regular play.
Title: Re: Custom UI
Post by: bayo on January 21, 2012, 02:04:06 pm
Code: [Select]
component texture screen
{
pos "0 0"
size "2048 1536"
bgcolor "0 0 0 0"
src "ui/screen"
ghost true
}

You also can add a property "visiblewhen" in that node and set a condition with a cvar, then it became customable without need of script hack.
Title: Re: Custom UI
Post by: homunculus on January 21, 2012, 07:31:07 pm
Screenshot!
i rather like the canvas texture, but as far as the screenshot goes, does it really need to be on the base building graphics?
for consistency, will the canvas texture be also over the battlescape 3D part in the future?
well, i doubt that it was your intention, me saying that battlescape 3D and base buildings feel somewhat analogous.
on menus and things, i think the texture and the colors is great.
Title: Re: Custom UI
Post by: H-Hour on January 21, 2012, 10:19:17 pm
Thanks bayo. I won't be adding the option myself but others are welcome to do that in their own branch of the UI. Still it's a nice capability I wasn't aware of.
Title: Re: Custom UI
Post by: wizardelo on January 22, 2012, 11:06:01 am
I would not recommend trying to play with this UI. It is very early in the development and I've just shared it so others can see where I am going. It's not functional enough for regular play.

well if ya can link the personal , i think i will enjoy being ur beta-tester:) the UI looks great :)
Title: Re: Custom UI
Post by: Kildor on January 30, 2012, 06:27:36 am
Btw, about font. What do you think about Jura (http://www.dafont.com/jura.font) font? It has  Public domain / GNU GPL license and good enough coverage.
Title: Re: Custom UI
Post by: H-Hour on January 30, 2012, 10:29:37 am
Good find! Will check it out.
Title: Re: Custom UI
Post by: H-Hour on January 30, 2012, 11:10:45 am
Jura is really not as strong on the screen as Orbitron, and lacks a proper bold face. But it could be alright if it solves a lot of translation issues...
Title: Re: Custom UI
Post by: Kildor on January 30, 2012, 11:42:20 am
At least Jura can be used as substitution for non-Latin languages.
Title: Re: Custom UI
Post by: H-Hour on January 30, 2012, 01:16:47 pm
If so, we will also need font sizes to be changeable. Will the following allow the size to be changed?

Code: [Select]
font f_menubig
{
font "_media/JuraDemiBold.ttf"
size _27
}

The text size of the two fonts does not match well, so Jura's size needs to be about 3 larger than Orbitron on average.
Title: Re: Custom UI
Post by: wizardelo on February 15, 2012, 01:26:49 pm
any updates on the UI? :)
Title: Re: Custom UI
Post by: bayo on February 15, 2012, 11:11:03 pm
Author of Orbitron aswer me he have no time to update the font to cyrillic. I check how easy it is to add new glyths. It is, but there is many glyth and even more many font weight to update.
Title: Re: Custom UI
Post by: H-Hour on February 16, 2012, 03:34:52 pm
I use only two weights, I believe, and can easily restrict it to that. But I don't know much about adding glyths.
Title: Re: Custom UI
Post by: wizardelo on March 29, 2012, 10:52:05 am
gave up on this? or waiting for 2.4 to go out
Title: Re: Custom UI
Post by: H-Hour on March 29, 2012, 03:37:11 pm
Progressing slowly but definitely not abandoned.
Title: Re: Custom UI
Post by: bayo on March 29, 2012, 09:46:43 pm
and what about merging it on the master? maybe into annother /base dir link an extension (maybe mattn have another ideas).
At least we can fix most of the style problems with many hands, and you can continue to update the screen you want.
IMO it is the better moment to do it.
Title: Re: Custom UI
Post by: Asarhadon on May 23, 2012, 07:34:18 pm
Sorry, could you explain in more detail how to install it. I saw the instructions in "readme" file. However, the game crashes on startup.
Title: Re: Custom UI
Post by: H-Hour on May 23, 2012, 07:40:48 pm
Asarhadon, what version of UFO:AI are you trying to use it with. What error are you getting when it crashes.
Title: Re: Custom UI
Post by: Asarhadon on May 24, 2012, 12:43:37 pm
Asarhadon, what version of UFO:AI are you trying to use it with. What error are you getting when it crashes.
Its just crashes with no errors.
UFO:AI version  2.4 (I installed over the old version so that the directory is named 2.3 (in the screenshots), but it is 2.4)
Title: Re: Custom UI
Post by: H-Hour on May 24, 2012, 01:48:14 pm
Sorry, I don't know how to help you. Usually when I get a UI-related crash, I get a crash window that has more than the ufoconsole.log, and usually tells me where the problem is.

Work on this UI has moved into 2.5 and the code that runs the UI system is getting revamped, so I can't distribute the UI as a mod now in a form compatible with 2.4.

If you want to check it out, it's probably easiest to get a nightly download for 2.5 and try it out that way. Check the download page under "development (latest) for Nightly Builds.
Title: Re: Custom UI
Post by: Crystan on May 24, 2012, 01:51:05 pm
...I installed over the old version ...
Unless you installed and cleared the directory i would suggest a clean install. Never install a major release over an old version - it can cause problems.
Title: Re: Custom UI
Post by: ShipIt on May 24, 2012, 02:53:34 pm
Unless you installed and cleared the directory i would suggest a clean install. Never install a major release over an old version - it will cause problems.

fyp  :)
Title: Re: Custom UI
Post by: Asarhadon on May 24, 2012, 08:29:55 pm
If you want to check it out, it's probably easiest to get a nightly download for 2.5 and try it out that way. Check the download page under "development (latest) for Nightly Builds.
Can I install 2.4 and 2.5 versions of the game in different directories? Will they work? Or I must choose only one version?

Unless you installed and cleared the directory i would suggest a clean install. Never install a major release over an old version - it can cause problems.
I'll try to reinstall game.
Title: Re: Custom UI
Post by: bayo on May 24, 2012, 08:32:54 pm
you can install both (and more) in the same computer
Title: Re: Custom UI
Post by: ChemBro on May 27, 2012, 01:20:37 pm
How do you get this custom ui to work, because it always crashes on me. I did this:

Code: [Select]
$ ./ufo +set fs_gamedir uidev
And got this at the end:

Code: [Select]
FS_RemoveFile: remove /home/christian/.ufoai/2.5-dev/uidev/keys.cfg
There are still 1 opened files
Error: Received signal 11.

And all I can see is the loading screen for about 1 second.
Title: Re: Custom UI
Post by: H-Hour on May 27, 2012, 02:45:18 pm
As mentioned before, from this point it's probably easier to download a nightly build to view the UI's work in progress (keep in mind the name has been changed from uidev to ui2).

Edit - mod is not available in nightly builds yet. You must get it from GIT and compile yourself.
Title: Re: Custom UI
Post by: ChemBro on May 27, 2012, 04:55:24 pm
Ah, okay, "ui2" it is. Was a little bit confused about this "nightly build" thing.
Title: Re: Custom UI
Post by: bayo on May 27, 2012, 09:12:07 pm
it also exists a gui to switch: ui_push mods
Title: Re: Custom UI
Post by: pelya on May 28, 2012, 01:39:13 pm
Looks awesome, especially for a touchscreen.
Title: Re: Custom UI
Post by: wizardelo on May 29, 2012, 04:01:47 pm
i got a question about this UI
when u check market i can only see like the first menu with assault rifle and sniper rifle, but i dont see the other item types to buy or sell and when i press the (>) button it send me back to base menu
other submenus in market not linked?

tnx
Title: Re: Custom UI
Post by: H-Hour on May 29, 2012, 04:58:09 pm
Still work in progress. I wouldn't try to play with this UI yet. There is still a lot that just doesn't work.
Title: Re: Custom UI
Post by: wizardelo on May 30, 2012, 11:32:45 am
noticed, even tho it looks awesome :)
the text is a bit fuggly but that maybe because im on a linux machine.
Title: Re: Custom UI
Post by: H-Hour on May 30, 2012, 02:10:52 pm
the text is a bit fuggly but that maybe because im on a linux machine.

Screenshot please.
Title: Re: Custom UI
Post by: domanz on June 08, 2012, 12:55:44 am
Did I miss the download link? Or will this be released with the stable 2.5 version? Looks great!
Title: Re: Custom UI
Post by: Crystan on June 08, 2012, 01:03:50 am
Its released with the 2.5 GIT version only - afaik it isnt featured in the nightly builds. Oh and you have to activate it through a console command.
Title: Re: Custom UI
Post by: H-Hour on June 08, 2012, 01:11:13 am
Did I miss the download link? Or will this be released with the stable 2.5 version? Looks great!

With the whole UI system undergoing an overhaul in the 2.5 development cycle, I have abandoned releasing this as a mod for the existing stable version. Now the UI is merged into our development repository and is being worked on as a mod there.

The only way to test this UI is to either compile it from the GIT repository yourself, or download a nightly version (for Windows only). Read this page (http://ufoai.org/wiki/index.php/Talk:TODO/UI2) for how to activate it under 2.5-dev.

Edit: crossed out bad information
Title: Re: Custom UI
Post by: domanz on June 08, 2012, 05:52:01 am
Thanks for the reply, will try it.
Title: Re: Custom UI
Post by: domanz on June 10, 2012, 05:10:03 pm
Hi, I tried both the addon to the shortcut as well as the console command and both didn't work for me. When I typed the command, I was told to load the mod (something like that) and I had only one option called "base", I clicked it and nothing happened. (besides the game reloading real quick)
Title: Re: Custom UI
Post by: bayo on June 10, 2012, 05:26:16 pm
you must have 2.5 dev and it must contains both ./base and ./mods/ui2
Title: Re: Custom UI
Post by: domanz on June 10, 2012, 05:45:14 pm
I have 2.5 dev but I don't have the mods folder. Why not, where do I get it?
Title: Re: Custom UI
Post by: H-Hour on June 10, 2012, 06:02:06 pm
I have 2.5 dev but I don't have the mods folder. Why not, where do I get it?

You should get the latest. If you use GIT to get the repository yourself, make sure you're up-to-date and recompile. If you're on Windows, you can download a nightly build in the download section above.
Title: Re: Custom UI
Post by: bayo on June 10, 2012, 06:21:44 pm
maybe mods are not packaged by default, we should ask mattn.
Title: Re: Custom UI
Post by: Mattn on June 10, 2012, 06:36:02 pm
mods/ is not yet included in the installers
Title: Re: Custom UI
Post by: Crystan on June 10, 2012, 07:25:44 pm
mods/ is not yet included in the installers

Its released with the 2.5 GIT version only - afaik it isnt featured in the nightly builds. Oh and you have to activate it through a console command.

 ;)
Title: Re: Custom UI
Post by: domanz on June 10, 2012, 09:38:45 pm
Ok thanks I'll wait then :)
Title: Re: Custom UI
Post by: braven5 on October 30, 2013, 11:32:49 am
mmm I am currently using 2.5 dev version, how come this is not in my version? :-(
Title: Re: Custom UI
Post by: MonkeyHead on October 30, 2013, 12:07:39 pm
Read the thread - it explains. It is the standard UI in the 2.6 dev version though... alas, 2.6 has a number of issues at the moment that make the campaign unplayable IIRC (the main one for me being the inability to perform research).
Title: Re: Custom UI
Post by: aa_ on October 30, 2013, 03:26:21 pm
 I gotthe 2.6 version by accident a month ago, and was surprised by the new unusable (but awesome) interface. Currently, how can i get the 2.5 version (ssources from git for linux)?
Title: Re: Custom UI
Post by: geever on October 30, 2013, 03:46:33 pm
I gotthe 2.6 version by accident a month ago, and was surprised by the new unusable (but awesome) interface. Currently, how can i get the 2.5 version (ssources from git for linux)?

If you cloned the Git repository, you can simply switch branch:

Code: [Select]
git checkout ufoai_2.5

And update:

Code: [Select]
git pull --rebase

-geever