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Messages - stevenjackson

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Mac / Re: 2.3 binary for mac osx?
« on: February 23, 2009, 01:52:45 am »
I'll try it out and put up a test release when i have a chance.
I'll post back the results.

Mac / Re: 2.3 binary for mac osx?
« on: February 12, 2009, 11:14:52 pm »
No.  There isn't a server yet to put it on.

Mac / Re: Potential Bad News for pre-built Mac Binaries...
« on: February 12, 2009, 11:14:08 pm »
I'm still willing to do the builds.  I just need a server to put it on.
So let me know if anyone else has one available.

Steven Jackson

Discussion / Re: Some Questions during Gameplay
« on: January 04, 2009, 11:49:32 pm »
2.2 has a hard civ death limit.

2.2.1 has a percent happiness that civilian deaths impact.

So if your using 2.2.1 there wont be a civ death config.

See change log for 2.2.1 .


FAQ / Re: Psionics
« on: December 08, 2008, 01:09:54 pm »
Its on the feature list.
Much like anything its a slave to priority and resources.  There are quite a few other things that need implementing/fixing before psonics.


Mac / Re: 2.3 dev version for mac question
« on: December 05, 2008, 03:26:44 am »
Also i'm using leopard.

Destructavator, if you give me the details somehow then i'll get a copy up there.


Mac / Re: 2.3 dev version for mac question
« on: December 05, 2008, 12:46:53 am »

I'm one of the main mac developers on the project.  Though my available time was reduced greatly by the birth of my son 3 months ago.

I'm using a imac 2.16 Ghz w/ 3G ram.

I can not only compile but do all my ufoai project development on my mac.
I can do a build for 2.3 dev, i just cant do them very often due to time constraints and only for intel, not universal.
I just need somewhere to upload them to.

to add alternate locations do: ./configure LDFLAGS='-L/sw/lib -L<other include directory>' CFLAGS='-I/sw/include -I<other include directory>'

Mattn isn't a mac user and was providing more general help.

I'll help as much as i can, unfortunatly its been a while since i set up my system to compile ufoai so i dont remember exactly the method i used.
But i should be able to help you get a working system that will compile ufoai.



Mac / Re: 2.3 dev version for mac question
« on: December 04, 2008, 11:09:02 am »
So it ./configure completing successfully or is it still getting errors?

libintl.h is a part of gettext.  If you can find that file (mine is in /usr/local/include) then you can point configure at it.
It might be worth installing gettext from source if you can.  Then it should install things in more standard directories like /usr/local/include

you can get the source from
then just run
sudo make install

that worked fine for me.

I think i build most of the dependencies from source other that SDL so i might not be too much help with getting it via fink.


Artwork / Re: Symbols for the geoscape
« on: November 05, 2008, 03:03:42 am »
For each new geoscape icon on the geoscape map we need a image and a model.



The issue is that is unneeded detail.  It adds a focus that isn't needed as there is no differentiation between these employee types.
Also in storing the name it means a whole lot of stuff goes in the background that just isn't needed.

Anyway as with other topics this has been argued to death already :)


Feature Requests / Re: Geoscape + other problems
« on: November 02, 2008, 06:06:48 am »
With the first issue you are talking about air combat?

are you using the 3d or 2d geoscape?


Feature Requests / Re: Better detection capabilities
« on: October 14, 2008, 12:49:40 am »

The range of AWACS in the article is hundreds of miles.  That doesn't really cover much area on the geoscape.
I think those aircraft are intended more in a tactical air combat perspective rather than global radar coverage.

In 2.3 the ranges of air combat will be reduced by a factor of 10 and wont occur on the geoscape.

Hopefully with 2.3 there will be some way to provide more of an escort for firebirds.


Windows / Re: Problem with interception
« on: October 07, 2008, 11:30:38 pm »
Does your craft have enough fuel and it is equiped with weapons?


Discussion / Re: Contralable air combat and other aircraft features
« on: October 03, 2008, 12:51:55 am »

Air combat in 2.2.1 is very limited.  There will be a whole new air combat system in the future with the ability to direct some aspects of combat.  It will include UAV's, pilots, and many other features.
It will be far better than the original xcoms air combat.


Discussion / Re: Questions on soldier's stat
« on: September 29, 2008, 03:23:02 am »

With regard to having 2.3 skill system in 2.2, One of the problems would be that it would break the save games.  Any change to 2.2 generally wont add new features and definatly shouldn't break savegames.

Hopefully we will be able to push out 2.3 for people to use instead of trying to retrofit 2.2.


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