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Messages - jesper

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1
Linux / Re: I just want to play a game .....
« on: September 07, 2010, 11:38:07 am »
@Legendman3:
There is no 32 bit or i386 version available for Linux for some reason.
I complained about this in an earlier post: http://ufoai.ninex.info/forum/index.php?topic=5208.0

@Antony:
There is no easy way to get 2.3 for Linux. Unless you buy a 64bit AMD.
It does not seem to bother anyone who can make and upload a new build, so nothing happens. I think it's a shame because it excludes many players.

2
Linux / Re: SDL_mixer ogg support problem
« on: August 14, 2010, 09:42:20 am »
Hi

Can you play other ogg files on your system?

On my Ubuntu i also have libvorbis0a, vorbistools and others installed. I suppose SDL uses these libraries. Have you installed them?

./Jesper

3
Linux / Linux build of 2.3
« on: July 29, 2010, 09:52:59 am »
Hi

Is the Linux build of 2.3 coming soon?

It is actually needed because building from scratch is possible, but it takes a 1-2 days to build the maps. I know there exists a python script that fetches the compiled maps, but many of them have been updated since 2.3 and therefore the versions do not match.

./Jesper

4
Hi,

Playing a bit further I think the problem is that all weapons are fired pretty fast. When that does not bring down the ufo it is correctly out of ammo.

So my weapons are not powerful enough, could simply be the problem. I am researching aerial laser, I think that could solve my problems, laser rifles certainly kills the aliens on the ground.

btw, when are the linux 2.3 coming? I don't want to build all maps so I use the python script for downloading.. But there are version mismatches on some of them. Well that's another post.

Thanks for a great game

Jesper

5
Ok, I have attached a game where a ufo is approaching a base with a Saracen.
Send the Saracen after the ufo and it will return out of ammo.

Jesper

6
Hi all,

I have been playing the 2.3 on Linux for about 6 hours and are frustrated, and confused, by the way air combat works. I hope this post will clear up which of the problems are bugs and which are misunderstandings on my part.

I have a Stilletto and an Saracen fighter on different bases, i use these for interception. I have equipped them with Sparrowhawk and SHIVA weapons, 2x Sparrowhawk in the Stilletto. When i attack ufos my fighters fire the sparrowhawk missiles and then return home "Out of ammo".

I think the figthers should instead proceed to use the SHIVA since that has plenty of ammo, but it returns home. I realized that the problem could be caused by the range of the Sparrowhawk is "2" and the SHIVA "1". The pilot uses all range 2 weapons and then cant use the SHIVA because the ufo is out of reach. If this is correct, then is suboptimal behavior. The fighter should simply move toward the target until it is within reach.

I found this problem late in the game because the initial ufos were shot down by the sparrowhawk. And the figthers where therefore not out of ammo. At least it didn't seem to happen at first.

I tried using the rockets that have range "1" in combination with SHIVA instead. Here the range matches and it seems to work. But when the attack starts the game uses 100% CPU until the fight is over, and the game seems to run somewhat slower afterwards, but does run.

Am I somehow doing something wrong, or are these general problems?

Thanks,

Jesper

7
Discussion / Re: UFO:AI Release cycle
« on: April 21, 2010, 04:13:48 pm »
Hi all

Glad to see a bit of a discussion going. What I understand from your posts is that the documentation is not good but when you have been around long enough you discover where to go for information.
About more releases, people can download a binary on windows and compile from svn on Linux. No problem.

To some extent I agree, but I would still think a release every 6 months, with an easy accesible list of changes made. And a list of what will be worked on for the next release would keep people coming back, more often as is the case today.

As bayo points out people wont play the same game again and again, so the focus should be on dynamic gameplay like MP. This is interesting and true. Still the SP games develop so different in every game that one might want to play it again, I think I would.

./Jesper

8
Discussion / Re: UFO:AI Release cycle
« on: April 19, 2010, 10:25:43 pm »
Hi DiDiT,

Getting and compiling is an option, but a bit cumbersome when the intention is just to get a feel of the changes. Besides a textual description is more acurate since I would probably not notice alot of the changes.

I am not really able to help in development since I don't know what needs work, as argued in my original post. You are right that I might accidentally trip over some vital bug, I would consider that unlikely.

The compiled version wont give information as to the status since I don't know the milestones. Having read the long forum post did not make me any less confused...

./Jesper

9
Discussion / UFO:AI Release cycle
« on: April 18, 2010, 02:05:04 pm »
Hello UFO community

I have played version 2.2 of UFO:AI and followed the development on and of since. When following the development I have been astonished to see the long development cycle between releases. Is this a choice or a coincidence?

My advice to you would be to change the development  cycle, I will explain why in the following.

Open source applications usually have a short release cycle with close contact to the community. This increases involvement from existing users and generates new competent users. This is claimed in the book The cathedral and the bazar by Eric Raymond, its interesting reading under any circumstances. Examples of cool OSS applications that follow these guidelines: Wine, Pidgin, Firefox .... many others.

As a outsider (potential coder, i guess) I find it very difficult to understand what is going on. Today I checked the TODO/2.3: 4 months old, the changelog/2.3: A YEAR OLD! The info is outdated.

What I wanted to check was the status of 2.3. Perhaps some details on what to expect in 2.3. I found outdated pages.

A good thing is the monthly update on the main page, but i do not think it is enough. I would have a static release cycle with a release every 3-9 months. And document the changes and the feature requests and present them in a simple manner.

Well it is you project, use my feedback as you see fit, but please at least consider my recommendation.

Thanks for an interesting project.

Jesper Jakobsen

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