project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bayo

Pages: [1] 2 3 ... 49
1
Artwork / Re: Help us out: faces for soldier heads
« on: December 23, 2012, 03:12:52 pm »
woow, very nice ! but can we put back the smoking guy ?  ;D

2
Coding / Re: Multitouch table support
« on: July 03, 2012, 02:55:03 pm »
UFOAI use 2 ways for events.

We use event from SDL, then you can check the code to see how to feed the game. i dont dont have a lot of time, cl_input.cpp or something like that.

The second way is to use commands. cl_input should contain both.

Our windows manager only use some event (mouse click and move...), then you can't send new events to widgets (geoscape) without hack. But there is some way (shortcut) to call existing widgets (zoom in, zoom out...)

You can check the code ui_node_geoscape.cpp to see default events, you can check cl_map.cpp to see other things about geoscape (maybe there is some registration of command).

I know TUIO, and I understand what you want to do, but i unfortunatly dont have a lot of time right now to spend on the game. But feel free to ask question or post some code, i hope i can (or somebody else) help a little.

3
Coding / Re: Multitouch table support
« on: June 27, 2012, 11:59:57 pm »
Which kind of device or api do you use?
There is some interesting thing to do to use pinch/spread gesture to zoom in/out geoscape and battlescape. I think it is one of the more easy thing to do. For other things it is hard to know without knowing exactly what you want to do.



4
Coding / Re: Multitouch table support
« on: June 27, 2012, 11:25:34 pm »
maybe you also can check to port the game to sdl 1.3/2.0, which is not yet released. This kind of patch can be anyway usefull.

5
Coding / Re: Multitouch table support
« on: June 27, 2012, 11:19:03 pm »
maybe you can check the android code, and hack the SDL port with your own events. Pelya do some things like that for some input. You can find some information on the topic http://ufoai.org/forum/index.php/topic,5708.0.html

6
User modifications / Re: Available Mods
« on: June 25, 2012, 01:32:02 pm »
A screenshot can be very usefull too

7
Artwork / Re: Scout drone [50k go home]
« on: June 16, 2012, 06:48:22 pm »
Nice robot. The first one is very cool with his wheel.

8
Feature Requests / Re: Different campaigns
« on: June 16, 2012, 06:05:04 pm »
Is there an alien campaign in JA? or all this thing is out of topic?

9
Newbie Coding / Re: Question about mem.cpp
« on: June 16, 2012, 08:39:34 am »
Then you can check which allocation is wrong?

10
Artwork / Re: Scout drone [50k go home]
« on: June 16, 2012, 08:12:19 am »
Quote
And there you have it.
Pretty much how most terrestrial animals do it too, from what I remember.
They dont have the same legs location. Legs are much more under the body, next to the gravity center.
Sure, it also can work with 2, or only with one leg, but i will not bet money on that design, that's all.

11
Artwork / Re: Scout drone [50k go home]
« on: June 15, 2012, 08:17:24 pm »
BTW, it is very nice, but it looks strange. I dont see how it can walk with only 4 paws.

12
Bugs in stable version (2.5) / Re: No nation in Africa
« on: June 12, 2012, 10:02:39 pm »
The master is fixed. But maybe the savegame contains the "no nation" for current missions, then it do not fix that ones. But next missons should have nations.

13
Bugs in stable version (2.5) / Re: No nation in Africa
« on: June 12, 2012, 09:28:47 pm »
it probably come from a patch i done recently. Do you have the save game?

14
Are the news infos (Monthly update for April, 2012) from 2.5dev or from 2.4? or 2.4dev? and how can i download it?

There is no more 2.4.dev. News is usually for the last dev version, which is ATM 2.5.dev

15
User modifications / Re: Custom UI
« on: June 10, 2012, 06:21:44 pm »
maybe mods are not packaged by default, we should ask mattn.

Pages: [1] 2 3 ... 49