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Messages - Malick

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Newbie Coding / Re: The GIT problem
« on: February 12, 2011, 05:09:15 pm »
I'm currently trying the 'clone' command. It's several Go of data to download... So it's taking quite long !

I'll tell you if I ever manage to open a file before tonight !


EDIT : woooot ! Managed to get all the sources, finally.

Now, I'm trying to compile... but I must have missed something when setting in my Code::Blocks.
It compiles correctly, till I get an error when compiling ufoded:
Code: [Select]
gcc: Files\CodeBlocks\MinGW\include: No such file or directory
windres.exe: preprocessing failed.

This is strange, as all paths seem to be correct. Toolchain executables set to
Code: [Select]
C:\Program Files\CodeBlocks\MinGW\

Newbie Coding / Re: The GIT problem
« on: February 12, 2011, 10:22:11 am »
I see I'm not the only one with troubles with GIT...

I finally installed it and downloaded the sources, following the instructions of the wiki.
However, after downloading some 500Mo of data, I can't find where GIT put the sources !

This is driving me crazy... Any genius around here or am I just blind ?  8)


EDIT : While searching, I have found a directory named 'ufoai' inside the GIT install. In this directory, there's a 700Mo *.PACK file and a smaller *.IDX file. Is that the archive with the sources ? How do I extract them ?
I don't think you'll be able to find something more complicated than this. I already lost my few free hours trying to figure out how to install, configure, download, open the damn sources... Do we have to code in russian also ?
I'm loosing motivation every minute.

Newbie Coding / Re: Small hud experiments...
« on: February 09, 2011, 11:42:03 pm »
Hi bayo,

Sorry, I'm a bit confused : how do I generate a diff file ?
I'm not using any programming soft currently, just editing the ufo files with notepad :D

I manage to show the rank as a string with *cvar:mn_chrrank
But it seems it is not accessible with the _hovered_ function

I need to reinstall the sources and a decent C compiler (Code::Blocks ?)
Then I'll try a little bit harder.

Thanks anyway :)


Newbie Coding / Small hud experiments...
« on: February 09, 2011, 07:31:33 pm »
Hi gents,

I've been away and lurking a loooong time. I've decided to experiment with some coding for UFO AI.

My first test is to modify the HUD, in order to show the rank of the selected unit in the hovering bar.
I opened hud_default.ufo and copy pasted some lines, editing with the following code :

Code: [Select]
image rank_bg
src "hud/head_box"
pos "25 105"
size "75 75"

image rank_img
src *cvar:mn_hovered_chrrank_img
pos "35 120"
size "50 50"

The head box shows, but not the rank.
Of course it does not work. Can anybody tell me what's wrong ???

Thanks !


Feature Requests / Re: Bug in v2.3 rev 18822
« on: September 09, 2008, 10:00:24 am »
OK, those bugs disappeared with the last update against SVN (revision >19000).

I guess everything solved itself... Thanks !


Feature Requests / Re: Bug in v2.3 rev 18822
« on: September 05, 2008, 09:52:03 am »
Hmmm, still have troubles with rev18950.

Guns and items in right hand don't show.
New : in 'snow' tiles, the footstep sound like walking in shallow water, rather than snow. Wrong filename or no 'snow' definition yet ?

I see that soldiers start IN the dropship !!! Thank you, that's simple yet adds so much... Is it done for all missions or just for some ?

Otherwise, it's getting better everytime :)


Feature Requests / Re: Bug in v2.3 rev 18822
« on: August 30, 2008, 09:30:56 pm »
If I remember well, the build for r17390 was posted by BTAxis in the Win32 dedicated forum. I believe it dates back to 22nd of August.


Feature Requests / Re: Bug in v2.3 rev 18822
« on: August 30, 2008, 07:42:18 pm »
Mmmh, no, that didn't solve it. Strange, even after I updated to 18825.

I had somewhere around 25 warnings in CodeBlocks when I compiled. May one of them be the cause ? Furthermore ufo.exe ang game.dll are 4x smaller than the previous version I had (17390). For example, ufo.exe was 4005Ko for rev17390 and it is 1055Ko for 18825. Any idea ?


Feature Requests / Bug in v2.3 rev 18822
« on: August 30, 2008, 05:22:51 pm »
Hi !

I decided to update my version with SVN and build it with CodeBlocks. I updated to revision 18822 and tested it.

I have a bug, in soldier equip screen, the weapons do not appear in their right hand. They show every where else (left hand, backpack, inventory, holster, etc..), but the 'in right hand' box is always black.

As I haven't recompiled all the maps (pfff, too tedious) I haven't tested this rev in the battlescape.
Keep up your excellent job :)


EDIT : only right hand

Feature Requests / Re: Aircraft/UFO Status window
« on: August 22, 2008, 04:33:19 pm »
I believe a colored HP bar should do, at least for me.
But having a bit more info on an aircraft when you click on it would be nice, like its name, class, picture, picture and name of its pilot, so on...


Feature Requests / Re: New feature proposal : Base building
« on: August 18, 2008, 11:30:09 am »
Sorry guys, but I was NOT talking about SAM's effectiveness.

About building improvements, I was thinking of something similar to the way aircraft can be equipped with ECM or fire control computers.

Ideas ? Comments ?


Feature Requests / Re: A few thoughts on squads.
« on: August 14, 2008, 05:00:30 pm »
Regarding the naming of grunt, I'd like to see the rank being included by default in their name. It is currently the case for events in the battlescape ('(Sgt.) John Doe panics !').

Would be nice to be able to rename aircrafts, but still be able to see what type/class they are when sending them.

  Aircraft_Name    Type   Base   Pilot/Soldiers  UGV


Windows / Re: Win32 Development Binary Installer Links
« on: August 14, 2008, 03:45:40 pm »
Thanks for theses installers. Could make this topic a sticky ?


I would love to see a roster, which is a list of units currently in service.

This list could be presented that way :

  Number/Matricule  Name  Nation Date joined  Rank  #missions  #killed

  Number/Matricule  Name  Nation Date joined  Rank(?) #missions #killed

Killed personel
  Number/Matricule  Name  Nation Date joined Rank Date killed #missions #killed

Nothing to fancy, it serves the only purpose to make the player have a feeling towards its troops. We all had favourites soldiers in XCOM. I always loved to compare their skills with other soldiers. And, if they got KIA, I would simply restart the mission ;)


Feature Requests / New feature proposal : Base building
« on: August 14, 2008, 03:39:02 pm »
Hi all,

Here are some ideas regarding base building.

1 - Being able to have buildings on the surface (for those that need an entry/exit) and others below ground. As stated elsewhere, this would free a lot of place and would add a little more depth to base building. Hangars, radars, SAM sites and UFO hangars need to be on the surface.

The others can be built on or below the surface, of course with an increased cost for underground facilities. This way, you can have a surface base, with vulnerable buildings or an underground one, taking longer to build, costing much more, but a lot safer. This would apply to installations (radar, SAM and UFO storage), all on the surface.

2 - Having building upgrades. For example, an upgrade to the workshop can increase its productivity. Or new computers for science labs. Improved guidance system for SAM, better computer chips for radar, robotic machinery for hangars...

Instead of building a completely new site or building, the player can chose to improve existing one first. Reduced costs, but it's only temporary solution.

3 - Having different construction costs according to their location. A new base in North America would cost much more than in central Africa. Of course, the Alien activity is (or at least, should be) higher in areas where human population is concentrated.

Having a base in a country should increase their satisfaction, also.

I believe all these ideas would give the player more options and diversify the way the game can be played. What do you think ?


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