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Messages - geever

Pages: 1 2 3 [4] 5 6 ... 171
46
Feature Requests / Re: Left - right hand
« on: June 09, 2018, 01:35:27 am »
Wonder if anybody was ever thinking about it. Now its really hard to shoot from behind some corners since path for shooting is always the same. Would be great if you could change your hand (pistols/2 handed weapons) for some TUs.

Did you know? We have a bugtracker with feature requests on to too: https://ufoai.org/bugs/ufoalieninvasion/issues/3631

-geever

47
Offtopic / Re: I am sorry.
« on: June 09, 2018, 01:22:35 am »
:)

Welcome back!

-geever

48
Linux / Re: Compiling uforadiant
« on: May 29, 2018, 11:04:50 pm »
There is a bug in our install scripts: They don't install the radiant directory at all. I just updated Gentoo Bug#515660 with an ebuild that actually works (with the patches along with it).

-geever

49
Translating / Re: But Italian?
« on: May 29, 2018, 07:37:58 pm »
I installed the latest version of the game, but apart from the commands it's all in English, from history, to research. Is there a patch to download to translate it all in italian?

The Italian translation just works fine for me (though I don't speak the language).

Let's start from the beginning: How you did you install the game exactly? Like on which operating system, by which installer/method?

Could you attach your ufoconsole.log? It could contain useful information. (Where to find it check our FAQ.)

50
Windows / Re: Cant save offline
« on: May 22, 2018, 07:53:26 pm »
Hey I am new to the game and can't figure out how to save offline and since most of my playtime is offline this makes the game realy hard to get into as i have to restart every time.

Whenever I hit save for a game offline it always comes up with a password/username login that dose not work.

any help would be greatly appreciated :) :)

thanks

You don't have to click the button, that's for uploading the savegame to our server. Just type a description for the save and press Enter, it will be saved offline.

Note: For the next release we rebuilt load/save UI to solve that confusion.

-geever

51
Linux / Re: gtksourceview2 is unmaintained, port to gtksourceview3?
« on: May 16, 2018, 09:08:40 pm »
Status:
As I confirmed that GtkSourceView3 depends on Gtk3, I prepared the switch in small steps... but it failed:

Beside GtkSourceView UFORadiant depends on GtkGlExt for it's OpenGL rendering and gtkglext1 is not compatible with Gtk3.
I found a Gtkglext3 port on GitHub, but it is broken and abandoned - neither its automake scripts working..
Gtk 3.16+ supports GL rendering natively in a GlArea widget, so I tried to port our glwidget to it... GlArea widget however need OpenGL 3.2+ core profile at least.... so I failed for now.

What I'm gonna do is make gtksourceview2 an optional dependency, you you can compile UFORadiant with or without it. For Gtk3 I'm going to open a branch and will be a mid-term goal.

Yes, I would like to get 2.6 ready for Buster. The build system didn't change I believe. We have an experimental CMake setup, but it is unfinished. You can use our regular (custom) ./configure + make system. I'm not aware of any new dependencies.

Btw would it be possible to upgrade libpng in Buster? As I see testing still has 6.2 which is quite old. (8.0 we are compatible with for sure, 9.0 maybe not..)

hth,
-geever

52
urllib2.URLError: <urlopen error [Errno -3] Temporary failure in name resolution>

Is still an issue? Did you try again later?

"Temporary failure in name resolution" means it could not convert ufoai.org to its IP address which is usually a network issue on either side. I could imagine that there was a short glitch in your (or the server's) network connection...

Something changed in build sequence since my last try. According to docs - maps need to be built by make maps, and only if above script is not used. This time, when i ran "make ufo2map", it make everything - including all, maps, lang, pk3.
Is it because, that downloadable maps are older than sources?

Fetched sources from git nearly in May 08.

Which buildsystem you use? The regular makefile one, or the CMake assisted?

make ufo2map (at least in the "normal" makefiles) will only compile the map compiler application.


-geever

53
Discussion / Re: Can't capture live alien
« on: April 21, 2018, 08:36:10 pm »
For some reason, I can't seem to capture a live alien. I equipped all my soldiers with only the stun rod, and flash bang grenade, only non lethal weapons. But when I do the mission all the aliens end up dead. Why is that?

Aliens can't make it too long in our atmosphere. Make sure you research the necessary technology to keep them alive.

-geever

54
Linux / Re: gtksourceview2 is unmaintained, port to gtksourceview3?
« on: March 03, 2018, 11:44:25 pm »
I just wanted to forward a bug report to you. Apparently gtksourceview2 is obsolete and unmaintained upstream and gtksourceview3 is now the next best thing.
https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=885685
AFAICT SourceView.cpp is the only file that makes use of this library. Not sure how much work is required to port radiant to gtksourceview3 but I wanted to let you know anyway.

Thanks for the info. Do you happen to know if all GTK2 libraries will be gone or only the sourceview one is the problem? Also how much time we have to resolve the dependency issue?

I believe to use gtksourceview3 we need to port the whole mapeditor to gtk3 which is quite a big task - especially for me, I never worked with GTK before.

We have a few options: (from best to worst)
  • Port UFORadiant to GTK3
  • Switch to GTK-SourceView3 but stay on GTK2 (90% sure it is not possible, helps only if GTK2 will be still supported)
  • Remove the TextEditor feature from UFORadiant (helps only if GTK2 will be still supported)
  • Remove UFORadiant debian package (the game runs fine without it), upgrade to GTK3 later

So, worst case Debian repo will lose the map editor (temporarily), but obviously not ideal.

-geever

55
Windows / Re: Bars between soldier names
« on: February 26, 2018, 10:54:26 pm »
Please use the bugtracker for reporting issues.

I managed to reproduce the issue. It is somewhere around confunc-es may get registered twice in certain cases, but the console command architecture is quite tricky. For now I solved the issue by force closing the (old) window on using the baselayout widget so the old confunc get properly unbound.

-geever

56
Please report such issues on our bugtracker

I loaded your savegame but could not reproduce the issue (Debian 9, latest Git source).
On the other hand I saw a lot of UI warnings in your log which I didn't get either. As UI warnings are not OS specific in 99.7% of the cases my best guess is different versions of the game are mixed on your machine causing conflict in UI scripts.

Is it possible that you installed a new nightly on top of an old one or beside an older 2.4, 2.5 version? Unfortunately multiple instances of UFO:AI cannot be installed beside eachother as they may have file conflicts.

-geever

57
Feature Requests / Re: Variable Smoke Persistence
« on: February 14, 2018, 12:23:06 am »
Easy in bulletpoints is not necessarily easy to code. Have you considered the performance cost of that operation? On the other hand - we are pretty low on developers atm, so I cannot promise anything.
The old GNU saying applies here though: "Patches are welcome!" :)

-geever

58
Bugs in development version (2.6-dev) / Re: Similar problem on bugtracker
« on: February 14, 2018, 12:17:32 am »
You should file all issues on the bugtracker. Forum topic was created to keep other topics clean probably, but honestly it is more pain than gain.

What do you mean by issue is solved? Are the new nightlies free from this issue?

-geever

59
Mapping / Re: How to start mapping
« on: February 13, 2018, 11:56:52 pm »
Six years later, same problem. The Mapping section does not cover the distinction between bsp, map and ump files, or at least not where I could find it so far. Downloading the map file from the link above gives me ufoai-2.4-mappack.tar.bz2, which sounds like it's a bit outdated.

Yeah, sorry. This is a perfect example why issues should not be reported on the forum but on the issue tracker. Filed a ticket about that: FR#5681.

Did you manage to figure it out?
  • .map is the map source which is edited via UFORadiant.
  • .bsp is the compiled map that the game can load and compiled from the .map via ufo2map
  • .ump is the assemly descriptor for Random Map Assemlies (RMA)

I was just about to doublecheck if the mappack contain the map sources or not, but SourceForge is down for maintenance. Anyway if you are looking for our map sources you can get them from our git repository - which is on sourceforge again, but thankfully we have a github mirror .

-geever

60
Windows / Re: Bars between soldier names
« on: February 08, 2018, 09:31:48 pm »
Could you fill a bugreport on our tracker with the screenshot attached?

Thanks
-geever

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