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Messages - Valis

Pages: 1 [2] 3 4 ... 6
16
Windows / Re: Which platform is preferred?
« on: April 04, 2009, 12:20:25 pm »
From my experience the 2.2.1 runs better on Linux than Windows. 2.3 is not stable enough to tell the difference for me.

Although I do not know if it is not the problem with the system priority variable. It runs much smother with te priority downed to a normal program but since I found out about it I did not played 2.2.1 anymore.

17
Feature Requests / Re: Proposal: TFTD-like features
« on: April 04, 2009, 11:18:40 am »
I would also add to some items a dual mode. Some items could be usable underwater and above land with different efficiency. Like harpoons could have a bigger range but lower accuracy when fired in an air environment.

This features are nice but I would propose to concentrate on closing the 2.3 release, not plan new features that we do not know if they are even possible to code in the next one year.

18
Linux / Re: Cant start UFO:AI
« on: April 04, 2009, 11:11:48 am »
You are lost again.

Yes, sorry for not being clear, but I posted the link so you see only what components you have to install to your system to run the game.

You are back now were you started. First you have to go into the directory of the game. The 'cd' command does that [so you type 'cd ufoai'] Then you type the run command with for every program looks different, in our case it is 'ufo'. The './' means that you want to run the script from the current directory. You can check if the directory that you are in right now [the current directory] has the file you want to run by using the 'ls' command. You could also run the game probably by using the './ufoai/ufo' command just after starting your console.

Your problem now is that you do not have all the system [non game] components installed. Think of it like that: under windows it would throw you an error that you do not have drivers to your graphics card installed or something equal.

The link in the wiki says what packages you need to install to compile and also to run the game. How you do it is beyond me as I use openSuse and have no experience with Debian/Ubuntu. I only know that in your system is also easy to install new features and someone here can help you if they stumble on this thread. The wiki actually gives you the exact command that you have to run to install all necessarily components. [ 'Prerequisites' part]

19
Discussion / Re: Scientists?
« on: April 03, 2009, 11:19:45 pm »
You have not hired new scientists cause there were none to hire, right?

New personel is available for hire every month. The number depends on the happiness you keep the world nations in and the dificulty level you are playing the campaign.

20
User modifications / Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
« on: April 03, 2009, 11:16:29 pm »
Thanks, new file uploaded in the first post.

21
Linux / Re: Cant start UFO:AI
« on: April 03, 2009, 09:16:16 pm »
I do not think it is necessary.

22
Linux / Re: Cant start UFO:AI
« on: April 03, 2009, 08:27:34 pm »
Ok, now you know how to run the game.

You simply do not have all the neceserly system components to run the game. See here: http://ufoai.ninex.info/wiki/index.php/Debian

This should tell you what you need to install to run it on your Ubuntu.

23
Linux / Re: Cant start UFO:AI
« on: April 03, 2009, 07:11:59 pm »
If './ufoai' is a directory then you chave to go into the directory :)

Type:
cd ufoai
./ufo

If this does not work then type 'ls' and post here the output [also post the outpot when there is an error of any sort]

24
Design / Re: Plasma powered flamethrower?
« on: April 03, 2009, 07:05:25 pm »
Hmm, like Fire Dragons from W40k universe with their Plasma torches ;)

25
Discussion / Re: Latest real-world weaponry
« on: April 03, 2009, 08:56:35 am »
Speaking of latest real-world weaponry and sonic weapons please watch this presentation: http://www.ted.com/index.php/talks/woody_norris_invents_amazing_things.html

Maybe sonic weapons are not that far away as we think :>

26
Linux / Re: Cant start UFO:AI
« on: April 03, 2009, 08:52:08 am »
Were are you running the command from?

I also think you try the wrong command. It is not './ufoai'. Try './ufo' instead.

When I am back at home I will give you the exact path you should be in while running the script [unless someone has this info already]

27
Design / Re: A few ideas (Brainstorm)
« on: March 31, 2009, 07:57:50 pm »
DuKe2112, do not over exaggerate. Saboera had some points but his attitude is completely wrong. There are more ways to run a project and if it is not the way 'you' like it you should not try and force ppl on the only and righteous path of documenting every step.

Maybe this project would use a road map, a feature list for each release and some organisation in wiki sections. But, you can not do it by a revolution, it has to be evolutionary: Stay with the project, know its formal and informal relations, contribute some and see the response, feedback, propose changes and see it they fit in the whole picture.

Every one can have a bad day, every one can misunderstand a sentence, things happen. Posting a biach post about how they 'mistreated me when I wanted to help' is not something anyone can tolerate.

28
Design / Re: A few ideas (Brainstorm)
« on: March 31, 2009, 09:15:35 am »
Quote
Your methods scares any potential recruits away since whenever they want precise information they need to run up to you and ask about it or dig up the mess that is the wiki and forum.

And how would your 50 pages pdfs not scare ppl away then? Some ppl like it short and simple were everything can change if the tests go wrong.

Attitude of some replays is one thing, but bi***ing about the way a project is run is another. The project it self is a proof that you are wrong Saboera. Your words would make sense if the project was in a stop but it is updated pretty often, new features pop up like shrooms after rain. If you do not like the paste and the documentation then it is simply not a project for you.

I was pretty amazed when I visited the wiki for the first time. For me the documentation is good and I had no problems finding the 'to do' lists and 'how you can contribute' sections. Maybe you just have problems with reading, between the lines that is.

29
Design / Re: A few ideas (Brainstorm)
« on: March 30, 2009, 07:53:10 pm »
Sad to say but I agree with the post above me.

But lets be constructive, not destructive. I invite all that want to brainstorm into the MOD section were developers only saying is how we can abuse what they have created :>

Lets not fight over how the game is done till it is done and we like it. I know from experience that to much documentation can drown a project :/ Plus, some ppl do such things like this one for free as they do not have to obey anyone, any time schedule, any strict rules of management. It is their free time.

This is an open source project but, like BTAxis pointed out, this doesn't mean this project belongs to the community. We all can copy the project source files and start our own 'branch' elsewhere. This is guaranteed by the license. The license however doesn't force the dev team to implement anything that they do not want, it is their project and we have to take this with all their good and bad implementations [not saying that there are any bad implementations,...hmm, maybe beside my MOD changes ;)]

30
User modifications / Re: [UFO:AI v2.3-dev-xxx MOD] Weapons Mk. II
« on: March 30, 2009, 07:41:28 pm »
File added. I had to discard all building changes, I will make a separate mod for it.

Question: How can I assign those weapons to categories? All were thrown to the 'Misc' category. Better, how can I add my own category?

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