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Topics - bayo

Pages: [1]
1
Announcements / Forum engine update
« on: September 28, 2011, 09:33:23 pm »
Hi, as you see (hope for you you see it...) the forum do not have anymore the "ufoai" skin.

Ninex update the the forum engine from SMF 1.1 to SMF 2.0. Sure now it is harder better faster stronger... but we lost the skin. It was quite not usable cause many features was not available or missing with the new engine. Then we decide to use the default skin.

Hope somebody (me?) will find the time to update it this week end, at least with the default ufoai "tab".

Thanks for your understanding.

2
Artwork / JA2-like hud
« on: October 23, 2010, 12:17:57 pm »
BTW, i think http://ufoai.ninex.info/forum/index.php?topic=4762.msg39294#msg39294 (the second part) is the more interesting interface. I only talk about the 2 screens mechanism, one for the group and one for a soldier, and not about the current content (especially not the second screen content).
But IMO implementation should need some smooth animation feature, for transition, we dont have ATM.

3
Announcements / Forum registration password
« on: September 30, 2010, 09:18:05 pm »
As you know (or not), there is an ongoing forum spamming, with 200 account creation per day. ATM we dont find any way to filter bots and allow new real user accounts. Now we will test the forum registration password. Only VIP people can register to the forum with a private and secure password.

The password is:
goodbyebots
You need to use this password on the registration page.

Thank you for your understanding.

... somebody tell me it is not private and not secure


It look like ok now. I removed the password... but u dont care, u already have an account.

4
Announcements / Ongoing forum spamming
« on: September 21, 2010, 02:20:37 pm »
Hello.

For about a month, we've been seeing strange activity on the forum. Many new accounts have been created, and there has been heavy traffic. After some investigation, we concluded that bots/humans are spamming the forum with new accounts, possibly using their signatures to push their links. They post nothing, but the search engine also indexes user pages. Captcha does not deter these spammers.

We're seeing about 200 account creations each day. 200x30 new accounts :D (yeaa, UFOAI became very famous, we should add advertising). I've banned many IPs, and I've deleted a lot of "useless" accounts. But the war is not over. If it continues like this, we may have to close the forum for new registrations. If you are victim of collateral damage, please contact us (check the contact page).

Thank you for your understanding.

5
Discussion / New forum skin
« on: April 25, 2010, 07:17:07 am »
Hello.

I rework the forum skin to have somethng cleaner (especially to remove all yellow borders). If some people want to go back to the old one, they can do it with the "Look and Layout Preferences" page inside the "Profil" page. The current one is "UFO:AI 2.x", the old one is "1.x"

If there is any problems with the new one, please reply, i hope i can fix little things.

Thanks

6
Artwork / Message icons
« on: August 08, 2009, 03:01:28 pm »
Hello,

I commit a patch to display icons into the message log (the list on the top of the geoscape GUI).

At the moment we only have 17 message type (and i am not sure i understand every one). And i create 8 icons for it (construction, research, production, transfer, debug, info/event/standard/news, ufo/death/terror/baseattack/crashsite, promotion). See the attached PNG.

Here the list of message type:
Code: [Select]
MSG_DEBUG, /**< only save them in debug mode */
MSG_INFO, /**< don't save these messages */
MSG_STANDARD,
MSG_RESEARCH_PROPOSAL,
MSG_RESEARCH_HALTED,
MSG_RESEARCH_FINISHED,
MSG_CONSTRUCTION,
MSG_UFOSPOTTED,
MSG_TERRORSITE,
MSG_BASEATTACK,
MSG_TRANSFERFINISHED,
MSG_PROMOTION,
MSG_PRODUCTION,
MSG_NEWS,
MSG_DEATH,
MSG_CRASHSITE,
MSG_EVENT,

It is not yet possible, but, IMO we can think about adding one icon per message category or message type (see "message settings" GUI for the list of types and categories). Then if anybody want to improve this icon set, or to contribute for new message type, it is welcome.

7
Artwork / Update the design of the control to move the geoscape
« on: March 10, 2009, 06:58:32 pm »
Hello,

Is any artists would like to work on this control design?

We should have:
1) maybe a plain model instead of a wireframe model
2) reduce the contrast (here we have a white on black)
3) very important to have an hovered version (hilighted version) for each buttons
4) "zoom" buttons should be outside (less zones at the same location), under the globe or at right, we also can think about a vertical slider.

Unfortunatly, i dont think we have a layered version of this file.

[attachment deleted by admin]

8
Coding / Message list proposal
« on: February 16, 2009, 09:08:41 am »
Hello.

We have problem with the message list of the geoscape. I think the main problem is we can't(we dont) know the real number of line use into the list (if we do it, the message list is too slow).

Here a little proposal to streach big lines. Instead of using more than one line for a log we scale the text width. Number of messages = number of lines. While a message is no more than 1 line and a half (without streaching) i think the message list will be readable. Any body know if we can have bigger message (2 or 3 lines)?

Another question; How many messages can we have on the message list? Is there a limit?

[attachment deleted by admin]

9
Coding / Drop done fire
« on: February 12, 2009, 11:55:29 am »
Hello,

I will work a little on the "fire" gui.

Technically, i think a will move everything into a new menu. A menu we can drop done (like the list of the select box).

* If we click on the button, we drop done the menu
**Then,
***If we click on a fire mode, we close the menu and allow to click on the map to shoot
***If we click outside the menu, we close it.

I dont understand everything in this screen; is this behaviour is ok for every thing we can do with this panel?

[attachment deleted by admin]

10
Coding / Widescreen and ratio
« on: February 04, 2009, 01:40:10 pm »
Hello,

As you know UFO:AI support multiresolution and widescreen by providing a full streach of the game. And the internal game itself use a 4:3 virtual screen. When the screen resolution is not 4:3 the ratio is wrong.

Plus, the task to have a multiresolution support for a GUI is an incredibly big task, request an architecture we dont have. For example designed Web site often use fixed width. Or we must think about changing every thing.

I would like to know if you are interesting by more easy task to prevent ration:

1) we can use every time a 4:3 ratio (the internal ratio), and add black border for widescreen (anamorphic)

2) When it's work fine, we can think about removing black border for some simple GUI. I think about a wider battlescape, but we also can work on a wider geoscape.

Is any body interesting about that?

11
Artwork / Icon for "free space"
« on: December 24, 2008, 11:30:26 am »
Hello, i work on the hire of employee GUI and we have introduce head icons we can see on http://ufoai.ninex.info/wiki/index.php/Image:Basescape2.jpg. i want to add a cartouche like that too, but i would like to display the "free space" on the base, and i will be nice if we have an icon for it. I think about a bed, but any thing else are welcome.

Icon may have the size of:
* http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/pics/icons/pilot.tga?revision=20019
But the green color of the current GUI
* http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/pics/menu/icon_pack2.tga

Icon are welcome :-) Thanks a lot for your help.

12
Feature Requests / Error 403 for image of the wiki
« on: October 14, 2008, 09:44:12 am »
Hello,

Image on the wiki are no more displayed

http://ufoai.ninex.info/wiki/index.php/Image:2.2.1_Base_Buysell.jpg
http://ufoai.ninex.info/wiki/images/2.2.1_Base_Buysell.jpg

403 - Forbidden

Is any body can check that? Thanks a lot.

13
Design / Terror from the Deep
« on: September 24, 2008, 10:24:43 am »
Hello.

Yesterday i surf into the website of an id Software artist... and i see http://www.sparth.com/gallery/displayimage.php?album=47&pos=4

Maybe you already have this question a lot of time, but is there any plan to merge oneday some elements of Terror from the Deep into UFO:AI ?

Thanks a lot.

14
Mapping / tex_common/stepon not found
« on: September 23, 2008, 10:05:05 am »
Hello,

i just download and compile the last UFO:AI (2.3...) yesterday. Everything work very well.

I also compile the maps (my god, it take a lot of time), for some map, iv got a little error, is any body have this file? I just look a the Sourceforge SVN, it dont exists.

Quote
entering Z:\UFO-AI-Dev/base\maps\city_train.map
Could not find texture 'tex_common/stepon'

Thanks a lot.

15
Coding / GUIs
« on: September 10, 2008, 03:04:06 pm »
Hello,

I just finish UFO:AI last week. I play it few years ago, and i am globally impressed by the evolution of the game. But, i dont see (or i missed that) an improvement of the GUIs (base management...), it seems to me, nothing have change.

Currently, I work on the web, so a think a lot about GUIs, how to improve it... If someone interesting by, i think i can work on this aspect of the projet, and i hope it can improve some elements. I do not think i have time yet to code something, but i can create prototype, or maquettes (last week, i already take a little time for that).

So, is there any discussion about GUIs (or part of GUI), or persons interesting by thinking about this question ? Have you see some lack on part of the game ? A GUI to improve (for example the geoscape have maybe some little problems, i can explain) ?

I am new here, so i realy dont know how this projet work, and if you need help ?

Thanks a lot for your comments.

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