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Topics - freegamer

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Discussion / Your best screenshots
« on: August 23, 2010, 02:07:31 am »
I am doing an article to debunk the myth that FOSS games do not look good.

Please, give me your best looking screenshots, I believe UFO:AI should be in the article but don't like the screenshots on the website.

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Discussion / Release early, release often
« on: November 27, 2009, 11:17:49 am »
It's the mantra of a successful open source project:
"Release early, release often."

http://ufoai.ninex.info/wiki/index.php/Releases

Last major release (2.2) was in January 2008 - nearly 2 years ago

Between the 2.1 and 2.2 release was just 8 months

Development activity has been higher (at least in terms of commits/month) has been higher between 2.2->2.3 than for 2.1->2.2.

Perhaps it's time to get 2.3 out of the door?  It won't be perfect, but it is already a lot better than 2.2.1 and you can always do a 2.3.1, 2.3.2 release etc or even a 2.4 if there is significant difference.

Nobody will be upset or complain about more regular releases, the community will appreciate it, and you'll get more publicity and more players and (so follows) potentially more contributors.

Food for thought!

PS. Congratulations on creating a great game project.  This is meant as nothing more than a friendly nudge.  I can grab it from SVN, I know hands are always short on a game project, that help is always needed, but I'm not saying this because I want a new version for me; I just want to see you guys succeed.

 - C aka Free Gamer

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Discussion / No mention of UFO:AI on strategycore
« on: February 20, 2008, 03:15:29 pm »
There's no mention of UFO:AI here:
http://www.strategycore.co.uk/

Since it's a site dedicated to the X-COM/UFO style of game, it's a bit surprising.

4
Coding / Comments on Compiling
« on: October 03, 2007, 03:37:19 pm »
Where to start...

The SVN is very poorly organised.  Why isn't it broken into sub projects / modules?  Why am I getting gtkradiant.exe when I'm checking out the main project?  Split stuff like that out into sub projects so people don't have to download stuff they don't need.

And why the hell must I compile the maps?  WTF is this about?  I had to leave it overnight to do this.  Ridiculous!?!?  Keep the map 'source' in it's own module and commit already compiled maps to the main project.

I mean, to have to wait 10 hours to svn/compile this is ludicrous, it really is.  You could eliminate almost 90% of that with some smarter organisation.

Finally onto something "not a gripe" but a problem instead - I get a segmentation fault...

Code: [Select]
charles@charles-laptop:~/Games/ufoai$ ./ufo

---- filesystem initialization -----
Adding game dir: ./base
using /home/charles/.ufoai/2.2-dev/base for writing
Adding game dir: /home/charles/.ufoai/2.2-dev/base
execing default.cfg
couldn't exec config.cfg
execing keys.cfg

----- network initialization -------
libcurl/7.16.4 OpenSSL/0.9.8e zlib/1.2.3.3 libidn/1.0 initialized.

------ server initialization -------
added 3 maps to the mapcycle
...using language: en_GB.UTF-8

----- console initialization -------
couldn't load history
Console initialized.

------- video initialization -------
SDL version: 1.2.11
I: setting mode 6: 1024x768 (fullscreen: no)
Segmentation fault

Yes, I have libGL.so.1 in /usr/lib and a modern graphics card.

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