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Topics - stevenjackson

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1
Guys

Here is a mention of UFO:AI in APC Magazine.  This is a very popular computer magazine here in Australia.

http://apcmag.com/top_5_best_free_open_source_games.htm

Steve

2
Coding / Offsite Installation development
« on: June 06, 2008, 09:26:24 am »
Hi All

I'm thinking of developing this todo item, seems like it would be interesting.  So i was thinking about what would be involved and as a start came up with this basic (very rough) struct of offsite installations in general.

Just wanted to see what peoples thoughts were.

This will hold the data for any type of installation.  The presumed planned ones that i have included are Sam sites, ufo yard and radar facility.

Code: [Select]
/** @brief A installation with all it's data */
typedef struct installation_s {
int idx; /**< Self link. Index in the global installation-list. */
char name[MAX_VAR]; /**< Name of the installation */

installationType_t installationType; /** type of installation.  Radar, Sam Site or UFO Yard **/

qboolean founded; /**< already founded? */
vec3_t pos; /**< pos on geoscape */

/** All ufo aircraft in this installation.  This used for UFO Yards. **/
aircraft_t aircraft[MAX_AIRCRAFT];
int numAircraftInBase; /**< How many aircraft are in this installation. */

capacities_t aircraftCapacitiy; /**< Capacity of UFO Yard. */

installationStatus_t installationStatus; /**< the current installation status */

float alienInterest; /**< How much aliens know this installation (and may attack it) */

radar_t radar;

baseWeapon_t batteries[MAX_INSTALLATION_BATTERIES]; /**< Missile/Laser batteries assigned to this installation.  For Sam Sites Only.  */
int numBatteries;

int installationDamage; /**< Hit points of base */

} installation_t;

Steve

3
Discussion / Do we need variability in ininital soldier stats?
« on: June 05, 2008, 01:33:37 am »

I sometimes find the initial stats for soldiers is abit useless.  So that the team i start with isn't quite what i wanted.

Do we need to have variability in soldiers initial stats? maybe they could all start with the same basic stats and we could mould them through combat as we wished.

My reasoning is that since this is a elite alien fighting organisation we would be given people with all round skills sent by other nations.

Steve

4
Artwork / Pilot model needed conversion from 3ds to md2
« on: June 03, 2008, 02:28:49 am »
Hi

I'm attempting to replace medics with pilots but i have a problem.

There is a pilot model in ufoai/data_source/models/characters/sitters/pilot in subversion.

Would someone be able to create a usable md2 files for me that i can use with the game? i have no idea about modeling and such.  But i can write the code to use it.


Steve

5
Coding / IR Goggles
« on: June 02, 2008, 02:40:11 pm »

Night fighting is a real hassle.  The IR Goggles seems like the best way to even up the odds.

I had a look at some of the code with regard to the IR Goggles and there seems to be some there.  Does anyone know where the goggles development wise are at and any problems that have been encountered with them? 

I'd be keen to get them working and usable.

Steve

6
Discussion / Should pilots exist in the game
« on: June 02, 2008, 02:30:42 pm »

I've seen some mention of pilots as a new personel type.

Is this a serious consideration or idle fancy?  I'm curious to see what people's views are.

Steve

7
Mac / Trouble with configure and jpeg_CreateDecompress
« on: May 23, 2008, 01:30:17 am »
Hi Guys

I've been fine compiling trunk with no problems since i found this project.

But yesterday when i tried compiling it told me i needed to rerun configure, which is fine.

But when i reran configure i now get this message i didn't get before "configure: error: You must have libjpeg!!!"

It seems to be something to do with jpeg_CreateDecompress but i cant figure out what.  Just looking for some pointers on some things i could do to resolve the issue.

I'm using osx leopard and i have tried both  compiling from source the jpeg libraries (along with gettext) and also tried it with fink.  Both recognise the headers but not this jpeg_CreateDecompress issue.

Thanks

Steve

8
Coding / Recoding Hospital
« on: May 17, 2008, 08:34:33 am »
Hi

I was wondering what the plans for the Hospitals were.
Are there any plans to rework some of the aspects?

I noticed on the forums there were quite a few comments on the effectiveness of the hospitals.
I'm interested in making some changes to the hospitals to be included in the trunk and i was just wondering were they were at, plans wise and if i wanted to implement some changes, what the process was?

Steve

9
Discussion / rotating the geoscape
« on: May 15, 2008, 07:08:49 am »
Hi

I've got the geoscape in 3d mode, which is great.
But i cant figure out how to rotate the globe using the keyboard. 

I can rotate it left, right, up and down with the buttons, but this is awkward

Is there preset keys or some way of setting keys to be able to do the same thing?

Thanks

Steve

10
Coding / Question about campaign structure
« on: May 15, 2008, 06:52:36 am »
Hi All

I'm currently playing around with the code in trunk, trying to get an idea of how things work.

I noticed that in the Tabelbala mission that comes up in 2.2 doesn't happen in the trunk code.

Which made me wonder how the campaign works in the trunk codebase.

I noticed that in base/ufos/campaign.ufo for 2.2 there is a bunch of stages before all the dificulty levels including the tabelbala mission.
But in trunk the campaign.ufo only has the dificulty levels.  So i was wondering how the campaign was set up in trunk and were the static missions like Tabelbala are defined?

When i just play out the trunk game it takes quite a while for the first alien to turn up whereas in 2.2 you get the two static missions fairly early.

Steve

11
Coding / Map Compiling
« on: May 12, 2008, 03:12:56 pm »
Are compiled maps related to a particular os or are they interchangable?

Mainly asking as one of my computers is windows and the other is a mac and it takes too long to compile it on both.


12
Windows / textures not drawing correctly
« on: May 10, 2008, 01:28:08 pm »
Hi

I'm new to ufo ai and i'm trying it out on my laptop.

The problem i'm experiencing is that some of the textures (exactly what ones changes and the number on the map vary to most or only a few)
It affects the battle map, base screens for soldiers and ships.
And sometimes the geoscape.

Anyone know what it might be?

I'm running on a laptop celeron
with 512 meg ram

The following is from the log file in applications:

------- video initialization -------
SDL version: 1.2.12
I: desktop depth: 32bpp
I: setting mode 6: 1024x768 (fullscreen: yes)
I: got 0 bits of stencil
I: got 16 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: SiS
GL_RENDERER: 661 VGA
GL_VERSION: 1.2.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_multisample GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_swap_control GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_SGIS_multitexture GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_ARB_extensions_string WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_render_texture WGL_EXT_extensions_string WGL_EXT_pixel_format WGL_EXT_swap_control
ignoring GL_EXT_LockArrays
using GL_ARB_multitexture
using GL_EXT_texture_env_combine
GL_SGIS_multitexture deprecated in favor of ARB_multitexture
using GL_ARB_texture_compression
GL_EXT_texture_filter_anisotropic not found
using GL_EXT_texture_lod_bias
using GL_EXT_stencil_wrap
using GL_EXT_fog_coord
GL_ATI_separate_stencil not found
GL_EXT_stencil_two_side not found
max texture size: cannot detect - using 1024!
SDL_ttf version 2.0.7 - we need at least 2.0.7


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