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Messages - geever

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Design / Re: Proposal: deep in the water
« on: March 05, 2021, 09:56:22 pm »
To answer the original question:

Is it possible to make battle mission in the water, with an associate technologic tree ?

Yes, it is possible. It is just soooo much work, even Microprose sold it in a sequel product rather than adding it into their original X-Com game. We have no resources to do all the Maps, Models, Textures, Engine changes, Story-line and Gameplay changes, Balancing to have that bit of an eye-candy feature.


Bugs in development version (2.6-dev) / Re: Language editing (English)
« on: March 05, 2021, 09:51:15 pm »
Not a native speaker myself, but "are not met" sounds to be the right form, because of the "passive voice" structure.
I was debating about leaving the "do" there to emphasize for a bit, but may not be correct, not sure. You know, even add an extra "do" to a statement to add more emphasis to it.


Coding / Re: Missing bfd_get_section macros
« on: December 24, 2020, 01:15:54 am »
Hi, I've just compiled the game with gcc 10.2.0, had no issue with the defines. UfoRadiant seems missing X11 LDFlag, but that's it.
Could you share more information about your environment? Maybe even build logs?


Bugs in stable version (2.5) / Re: No Text when starting in Windows 10
« on: October 30, 2020, 12:56:15 pm »
The "no trranslation" warnings are not related to the problem (and completely harmless).
Please share your ufoconsole log, system language settings and video card type. Thanks!


Discussion / Re: Discord server
« on: October 30, 2020, 12:52:24 pm »
Hi guys, how about a discord server, to revive game?

Hi! Unfortunately, I don't see how that would magically spawn developers around here.


Mac / Re: Compiling on Catalina
« on: April 21, 2020, 03:13:59 pm »

The ./configure script might have disabled building of all game components if it found a dependency missing like curl. That can be the reason for the "nothing to do" part. Check your ./configure output closely (you can attach it here also if you need a second opinion.)

-Wimplicit-fallback: Probably GCC version difference. Older versions may not supported multiple warning levels?

-llibcurl: the linker could not find the shared object of curl to link. You can try the --with-embedded-libcurl configure option or ensure that your system curl is properly installed and found.

gtk: /opt/local/include may not be in the default include search directories. You may need to adjust that. Please also note that gtk is only needed for the Map Editor which you can disable via configure script --disable-uforadiant

I hope this helped.


Discussion / Re: No Nightly Builds ? Ufo AI site stopped?
« on: April 16, 2020, 11:45:35 pm »
Hi! First, I was searching for new updates from ufo ai, but the page only shows new updates from 2 years ago! From april 2018!

Secondly, the nightly builds section is not working.

Whats happening?



The development has slowed down, there are not many commits (there is a few), and not many news to share. And yes, it is my fault, I could have been more active, sorry. ;)
Also, recently the site has moved to a new server and certain services were not migrated. For example the buildbot that generated the nightly builds we might replace with another solution in the future. When I get there..

One could think that now as the world slowed down also, we have more time for our hobby projects, but the truth is that Real Life became even more complicated, leaving even less time for fun.

I think to boost the progress on UFO:AI again we need fresh blood! - No, not literally, we are not vampires. But we need more people who has the time and willing to participate in the project.


Discussion / Re: score broken - save game not run
« on: March 12, 2020, 09:11:08 pm »

who can help or has the same problem?

Danke! Thanks!

Unfortunately it is a known issue of the released 2.5 version. It only happens if you play on German language (the issue causing the savegame corruption is in the German translation file).


Discussion / Re: Network lobby needed
« on: February 12, 2020, 08:15:02 pm »
Teeworlds, very small game got published on steam too.

Got greenlit in 2007...



I have 14 living aliens in 3 bases with Alien Containment.
As it is enough for the research, my 3 more bases don't have that facility. Why must I pay for a useless facility ?

For 14 aliens you need 2 ACs, s one's capacity is 10. You don't need more at this stage of your campaign.

Unfortunately, during one operation, my sniper didn't kill an alien but just stunt it.
When my Firebird returns to its base the system says that there is a problem with this stunted alien.

I can't kill the alien.
I have no time to construct an Alien Containment.
I can't reroute the Firebird to another base with Alien Containment, no space in the Dropship Hangar.
So I can do nothing.

If you get a capacity warning that blocks the campaign flow, you should be able to Transfer the alien to another base which have free AC capacity. I believe if there is no free AC capacity anywhere the alien should be autokilled. If there is no free capacity worldwide - and the alien isn't killed, you could try killing an alien on another base, so you can transfer this one there (not ideal, but at least needs no manual save-hacking).

Anyway, thanks for reporting, If you could create a ticket on our issue tracker with your blocked savegame, or at least upload it here I could look into the issue. I'm pretty sure that the process can be made a lot user-friendlier. :)


hehe, yeah. Producing goods in the game was never meant to be profitable, that would turn the game into an economy game which we did not wanted. Still I feel the need for a more realistic economy model, because the current system often just does not feel right, but it is not the most important topic and the design should be carefully done - so we don't end up with an abusable economy game -, therefore it get pushed back on the backlog for a while.


Discussion / Re: Finding Alien Base
« on: December 22, 2019, 12:05:46 pm »

If I remember correctly, in the original version of UFO, it was possible to send an Interceptor to the last known position of a UFO when he disappeared and to do some research on an alien base.

Now, that does not seem possible, so how can I find a base?

I found one just because it was between my base and the site of a crash, so the transport flew over the base by chance.

Huh, my memory is blured, but AFAIR: Ground seeking is not yet implemented, nations can report you bases. The more happy the nation the more likely they find a base.

... I guess I should look into this... :)


User modifications / Re: Caracteristics of weapons
« on: December 22, 2019, 12:02:59 pm »

I would like to create new weapons more realistic and near of the actual weapons used by the soldiers now. For this I need to understand some parameters in the  "weaponsxxx.ufo" files.

Is somebody able to answer these questions ?

What does the 'shotorg' parameter represent ?
What is the meaning of "crouch" in this context ?
How thick, or number, is the value of 'throughwall' ?
As a normal soldier use 2 TU to walk one square, what is the "size" of this square. How many squares represent a "range" of 20, 100, 250 ?
What is (or in what .cpp file can I find) the formula that is used to calculate the effectiveness of a shot according to the distance, the dispersion of the weapon, the accuracy of the shooter, his skill in the weapon used, etc ...

Thank you in advance for your help.


Weapon definitions are documented on our wiki:*.ufo I hope it is a good start.

I think the only question it doesn't answer is the firemode range one. Range is used when throwing grenades, and as I see it is the absolute distance between the source and the destination.
So maybe mapping dimensions can help? Not sure, battlescape is not my strong side. :)


Discussion / Re: Network lobby needed
« on: December 22, 2019, 11:49:55 am »
Also, why not post it on steam as bfw"battle for wesnoth" did?

I don't know how it works since Greenlight was ended. Quick googling shows that Wesnoth is published by "Wesnoth Inc.". I don't what it needs to become a publisher on Steam, but I'm afraid it is not a trivial thing...


Discussion / Re: Network lobby needed
« on: December 22, 2019, 11:47:55 am »
Hi, thanks all for this game, i think the game needs a network lobby to see online users, and more advertisement.

The game's too great, Keep up the good work, looking forward to playing online with someone.

The game has an irc game lobby - if that's what you meant -, there are just not so many players.


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