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 - Redtide

Pages: 1 [2] 3
16
Windows / Re: Trouble starting 2.2
« on: February 15, 2008, 02:03:54 am »
Actually that is what step I'm doing when I get the error. Is there a specific place I should put the file before I expand it?

17
Windows / Re: Trouble starting 2.2
« on: February 14, 2008, 08:39:10 pm »
I tried this and it said "can't open input file: atioglxx.dl_

18
Windows / Re: Trouble starting 2.2
« on: February 13, 2008, 06:16:09 pm »
Found a FIX :D

Short tutorial:

1. U need catalyst drivers installiation package <=7.9
2. Start it, and dont press any buttons and dont' install it (u just need some file that will be unpacked ;) )
3. Go to c:\ATI\SUPPORT\7-8_xp32_dd_50960\Driver\XP_INF\B_51322\ (example for 7.8 )
4. Copy atioglxx.dl_ to another directory
5. Use in cmd.exe this command:

expand atioglxx.dl_ atioglxx.dll


6. Copy atioglxx.dll to UFO directory
7. Enjoy ;)

Tested by me on 7.12 and 8.1 :)

What exactly do u mean by copy to another directory?

19
Windows / Re: 2.2 startup error
« on: February 11, 2008, 02:24:00 am »
Well if you want more information... I have a ATI radeon x1950 pro and have 8.1 driver installed.

20
Windows / 2.2 startup error
« on: February 10, 2008, 03:26:55 am »
I have been playing this game for a while and have played 2.2 several times. Today I started it up and got this in the initial box:

---- filesystem initialization -----
Adding game dir: ./base
Added packfile ./base/0base.pk3 (4 files)
Added packfile ./base/0maps.pk3 (461 files)
Added packfile ./base/0media.pk3 (8 files)
Added packfile ./base/0models.pk3 (1231 files)
Added packfile ./base/0music.pk3 (35 files)
Added packfile ./base/0pics.pk3 (1577 files)
Added packfile ./base/0snd.pk3 (131 files)
Added packfile ./base/0ufos.pk3 (73 files)
using C:\Documents and Settings\Joel\Application Data\UFOAI/2.2/base for writing
Adding game dir: C:\Documents and Settings\Joel\Application Data\UFOAI/2.2/base
execing default.cfg
execing config.cfg
execing keys.cfg

----- network initialization -------
libcurl/7.16.4 zlib/1.2.2 initialized.

------ server initialization -------

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.11
I: desktop depth: 32bpp
I: setting mode 21: 1440x900 (fullscreen: yes)
I: got 8 bits of stencil
I: got 32 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
GL_VENDOR: Microsoft Corporation
GL_RENDERER: GDI Generic
GL_VERSION: 1.1.0
GL_EXTENSIONS: GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture
No hardware acceleration detected

Shutdown


I have played this game before on this computer and the only change I made since last time is I updated my video driver. Do I need to reinstall the game or is my situation hopeless as long as I have the current video driver?

21
Let me guess, you can only hire 19 scientists? You have to scroll down with the mousewheel to see additional scientist for hire. As for building more workshops and labs, I don't think there is a point yet.

22
Discussion / Are you serious?
« on: July 08, 2007, 10:40:34 pm »
Well first of all, sorry for what you perceived to be my attitude. I thought appeased was better than satisfied. I guess I thought wrong. Anyway, the only shotguns I had found (yes I did some research) were prototypes and none of them had fully auto or 3 round burst.  I was under the false presumption that you did it with little research. I was obviously wrong. Once again I am very sorry. I love the game btw.

P.S. You can delete this thread now if you want.

23
Discussion / Are you serious?
« on: July 08, 2007, 02:13:12 am »
How come the riot shotgun has 3 round burst and full auto and why does the micro shotgun have a 3 round burst? I liked it before when the riot shotgun had single and double shot. It was more realistic that way. I mean, how many shotguns do you know that are fully auto or have 3 round bursts. If you can show me some examples, I'll be appeased.

24
Feature Requests / Alternate Stun Method
« on: May 22, 2007, 11:46:58 pm »
The Stun Rod is OK and serves its purpose. The stun grenade is good too. What is missing? A stun grenade launcher or, at the very least, a stun grenade for the grenade launcher. I think this would be a great use of the grenade launcher and a lot less painful. It would have to be a step or so further than stun grenades are.

25
Design / Stun Rod
« on: May 22, 2007, 11:44:11 pm »
I would like to add on that the Stun Rod is a pain in the butt to equip. You should consider scaling it down.

26
I don't understand where you're going with this.

27
oh the new patch has the scrolling bar. i'm still beating 2.1 were u can only get 19 tops. nvm.

28
FAQ / It's a cold winter :P
« on: May 06, 2007, 08:52:21 pm »
I always thought the original scientists were pretty dense. "Must find out how to load clip into plasma. *INSERTS CLIP* Breakthrough! Breakthrough!" I could understand the stun gun and blaster launcher but a plasma gun that looks just like human guns, please!

Just reminiscing.

29
How did you get 25 scientists?

30
Feature Requests / Alien Disappearing Act
« on: April 25, 2007, 11:16:58 pm »
When playing with aliens (Just checking em out) I noticed when you put  alien armor on your Shevaar it makes them invisible on you assign soldiers, Hire/Fire employees, equip soldiers, and in the mission they are purple boxes with the gun sticking out. Whenever you click on them or when the mission starts, it says can't find 'aliens/shevaarmedium/head01'
I am sorry if this has already been brought up but I couldn't find any other topic on it and I wanted to bring it to your attention.

AWESOME GAME BTW!!!

Pages: 1 [2] 3