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Messages - ilariog

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1
Discussion / Re: Issues with the RSS feed
« on: September 17, 2015, 04:44:36 pm »
I'm subscribed to these two using thunderbird and they works:
forum http://ufoai.org/forum/index.php?action=.xml;type=rss
bugtracker http://ufoai.org/bugs/ufoalieninvasion/timeline/format/rss

But now I subscribed to the RSS feed of the blog ( http://ufoai.org/news.php ) and I noticed that the date of the last post is incorrect: the day and the month are inverted, 2015-03-09 instead of 2015-09-03. Maybe this causes the problem?

2
Linux / Re: Fedora
« on: September 07, 2015, 12:59:58 am »
Hi,
as far as I know the project doesn't indicate how to make donations.
Bye,
Ilario

3
Discussion / Re: Getting donations via tip4commit
« on: August 28, 2015, 02:46:34 pm »
For adding the project to tip4commit website an issue here has to be filed:
https://github.com/tip4commit/tip4commit/issues

4
Feature Requests / Allow deselecting units
« on: August 22, 2015, 05:20:30 pm »
Hi all!
I would like to have a way to deselect units in battlescape.
Having always a selected unit means that if you do a wrong click on the terrain (for example trying to select another unit) the selected unit will start running in that direction wasting all its time units.
This can be solved activating "confirm orders" option but deselecting units would be nice also for allowing the user to drag the battlescape map with the left click, just as you do in geoscape dragging the Earth surface.

How to deselect an unit?
Unfortunately right click is already assigned to rotate the unit. So I propose to use the ESC button for deselecting units, clearly a second ESC pressure will take you to the menu. Maybe also right-clicking on the selected unit portrait could allow the user to deselect it.
Thanks

5
Tactics / Re: Base placement and management tips requested
« on: August 21, 2015, 10:59:49 am »
while downed UFOs always create a crashsite mission.

LOL I did exactly the opposite: put all the bases on islands (close to nations borders anyway) in order to sink ufos and have as few missions to fight as possible, because I'm lazy :P
So, is this a really bad idea?

6
Bugs in development version (2.6-dev) / Re: Touchpad and sensibility
« on: August 16, 2015, 04:45:38 am »
Wow this works!
You spotted the problem, thanks!
Ilario

7
Hi all!
I compiled today 2.6-dev.
When I set a too high speed in time control in geoscape (12 h or higher) happens that the time stops a while after the important event happening and not immediately.
For example if an ufo is aiming at a base of mine the time could stop when the ufo is already too close or even I receive directly the dialog of base under attack, so leaving me no time at all for trying to intercept the ufo.
This seems like a bug to me.
I'm on Deian testing with AwesomeWM, resolution 1280x800 video card Nvidia GeForce Go 7300 with proprietary drivers.
Thanks,
Ilario

8
Bugs in development version (2.6-dev) / Touchpad and sensibility
« on: August 16, 2015, 12:36:15 am »
Hi all!
I compiled 2.6-dev today and when I play in fullscreen mode the touchpad sensitivity is so high to make the soldiers in battlescape hard to select, selecting bases or aircrafts on geoscape mode is quite difficult and even menus are not easy to use.
Example of an annoying resulting situation: I want to select soldier A but somehow the pointer moved on a square next to him making soldier B wasting all its time units for getting there.
Even scrolling is impossible, too sensible.
Using windowed mode everything is ok.
I'm on Deian testing with AwesomeWM, resolution 1280x800 video card Nvidia GeForce Go 7300 with proprietary drivers.
Maybe this could be solved allowing to set mouse sensitivity in Options?
Thanks,
Ilario

9
Discussion / Getting donations via tip4commit
« on: July 26, 2015, 03:00:17 pm »
Hi all!
Do you know the tip4commit.com website? It's a opensource platform for raising and distributing donations to active developers.
It works like this:
* users donate some bitcoins to a specific wallet,
* tip4commit monitors code commits on github (we already have a mirrored code repository on github: https://github.com/ufoai/ufoai ),
* for each commit tip4commit automatically pays to the author of the commit a fraction of the accumulated donations (I think that in order to receive tips you have to make a github account and to link it to the author's email from the mirrored repo).

This wouldn't work for helping ninex and likely neither to allow any dev to work full time on UFO:AI but for sure is a gratification :D
Then we would add a voice "Donate Bitcoins" in the main game menu linking to the project page on tip4commit.

What do you think?

10
In 2.6 [...] the difficulty influences damage now.

Ok, thank you for the answer, this could be enough to fix my concern  :)

11
Hi all!
I think that in Very Easy campaign we should avoid that a soldier with full health could be killed by a single attack. At least in the first battles.
For a newbie user is frustrating to lost a soldier due to an unexpected plasma grenade (even a combat armour is not enough to save a soldier from a plasma grenade) while playing the very easy campaign.
I don't think I can implement this, but I could try.
Thanks.

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