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Messages - geever

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Discussion / Re: Move to GitHub?
« on: December 22, 2019, 11:43:30 am »
Are there any plans to move to GitHub? Might make the project a bit more active perhaps (no idea, I have just visited since
my inactivity of a few years).

We have a github mirror of the master branch, but I'm not the admin of it so it is not that simple. Also, out repository is quite big - with all the artwork in it - which may not play well with Githubs policy.


Linux / Re: Fedora29 Compile problem
« on: September 14, 2019, 05:23:30 pm »
The second issue could be MXML incompatibility. I've recently updated master branch to compile with mxml 3.0, before we only supported mxml 2.x.


Announcements / Forum Activation
« on: August 15, 2019, 08:40:52 pm »
Hi people!

Due to increased spamming activities, I had to turn forum user activation to manual. If you just registered, please log on to our IRC channel and drop a note that you would like your user to be activated. Sorry for the inconvenience.


Tactics / Re: Using Base Defense Lasers
« on: July 29, 2019, 08:12:14 pm »
I see, do you not get any replacements for the SAM sites on the geoscape?

Nope, the game wants to encourage you to build proper bases ;)


Windows / Re: Framecap
« on: July 24, 2019, 08:14:20 pm »
Hi everyone! Been looking for my fix of xcom-likes and this is one of the few i haven't tried - im eager to give it a shot  ;D

But i find that tthe framerate seems to be capped at 43.5 fps? I have searched the files for any potential configurations including something like framecaps but have been unsuccessful - searches on the forums here reference a "cl_maxpfs cvar" but i haven
't been able to locate any such things in my folders.

I would like to uncap the framerate or at the very least, raise the cap to my monitors refresh rate. Hope someone out there can help.

cl_maxfps is indeed a console variable, you can start the game with a command line option
Code: [Select]
ufo +set cl_maxfps 120or edit your config.cfg. The location of your config.cfg depends on your Operating System, see our FAQ or a hint.

I hope it helps.


Tactics / Re: Using Base Defense Lasers
« on: July 24, 2019, 08:03:21 pm »
Can you use them for anything? i figured you could install them as replacement weapons on sam sites but there seems to be no such option.

Base Defense lasers are Base buildings. so they don't replace SAM sites, but in-base rocket defenses.


I'd try enabling texture compression, lowering video settings. If I'm right it has something to do with Intel GMA...


I'm kind of around but don't have much time. Some smaller updates did happen since last April, but nothing major.


I have an interesting discovery ,if you have two crash sides , after the first you fly the second (
without flying to base) all the grenades and ammunition you have already used  ,do not disappear  at the second  crash side . I used 2 of 2 frag grenades, but they again appeared in the second crash side . I think that  the inventory is updated only on the base , not after the battle.

P.S. All AirCrafts have containers with ammunition , so it can not be sold when it is equiped.
if such  containers  will be for soldiers ? I think there will be 3 positive effects :
1)inventory will be updated after the battle
2)you can’t sell already  equiped ammunition

Known, missing feature. The situation is a bit more complicated but the overall concept is that you wrote.


Windows / Re: Problem with Fullscreen and Resolutions
« on: February 19, 2019, 09:32:07 pm »
You could try running the game with these command line parameters:
Code: [Select]
    ufo.exe +set vid_width 3840 +set vid_height 2160 +set vid_mode -1 +set vid_fullscreen 1

It worked for me on a 2.5 which was compiled with SDL2. Hope it helps you too.

Note that most of our screens are designed to be 1024x768, they will be scaled up to the screen, but they will have empty space on the sides.


Those Lua warnings caused no issue, it was just backend code trying to update an inactive UI. I patched them.


Discussion / Re: Depart / Remove a base
« on: February 10, 2019, 12:39:34 pm »
Can I provoke attacking of a base by aliens? :D

You kinda can, however aliens will only desert your base not completely destroy. So that's not a way to relocate it either.


Discussion / Re: Depart / Remove a base
« on: February 08, 2019, 08:13:28 pm »
How do I remove  / depart a base?

It is planned, but not yet possible.


Feature Requests / Re: Geoscape labels and hiding alien transports
« on: February 05, 2019, 11:13:19 pm »
Agreed. I plan to add support for custom markers when re-implementing the geoscape rendering.


My appologies - i just discovered, that option to get email notifications about replies is hidden by expander bellow. Usually i manually polled pages to see when reply appears, but it is somewhat encumbering.

This year i made manual compilation in sources in my dedicated dir at home - problem doesn't appear. I'm trying to understand, what caused it that time - my guessment is that script caused too high load for server.

ufo2map target is the map compiler only, not the maps themselves so my guess, that there was some pebkac. Although after a year, I guess it doesn't matter.


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