Search results

Jump to navigation Jump to search
  • ...{{path|mat}}. In case of random map assemblies, use the same name as the {{path|ump}} (you cannot set material properties per tile, only per whole map). ...aces like computer screens. The stage texture name should end in 0, e.g. {{path|tex_misc/rail_sign0}}, with subsequent frames following in sequence. The fr
    14 KB (2,144 words) - 17:52, 2 November 2012
  • NOTE: You can use the python script update.py in {{path|ufoaisource/contrib/map-get/update.py}} to save time and CPU power and down ...if you previously have installed the game : remove the ufoai directory ({{path|~/.ufoai}}) in your home directory:
    6 KB (936 words) - 01:22, 25 March 2023
  • This is here to be an illustration of the righteous path to open source contribution, and svn right access.
    4 KB (578 words) - 08:03, 19 October 2008
  • ...layouts becomes possible, as less space has to be dedicated to keeping the path clear for 2x2 units.
    3 KB (502 words) - 18:38, 19 August 2007
  • Particle definitions are declared by scripts in the {{path|base/ufos}} directory. Here is an example of a particle definition (taken from {{path|base/ufos/weaponsfx.ufo}}).
    19 KB (3,023 words) - 16:50, 16 June 2012
  • ** Master server implementation in {{path|src/tools/masterserver}}. ** Code cleanup for easier ports (e.g. {{path|qgl.c}}).
    9 KB (1,225 words) - 11:18, 6 August 2008
  • Also make sure, that you [[po|compile the language files]] (po-files from {{path|src/po}}). Otherwise you will only see placeholders in the ufopedia and som
    3 KB (499 words) - 20:03, 10 October 2015
  • ...rength is it's sandbox gameplay -- we don't force the player down a single path, we don't treat the player too gently and tell them exactly what and when t ...ferent problems. There is no "best" move in any battle, no "best" research path, no "best" strategy. There are only better and worse strategies, and this i
    7 KB (1,176 words) - 18:50, 7 December 2012
  • in [[commandline]] or add this line to {{path|config.cfg}}
    3 KB (440 words) - 22:03, 26 September 2010
  • ..., before you get too excited, let me stress that we have not found a magic path through the aliens' defences. Regardless of what we take away from this res
    4 KB (586 words) - 05:16, 27 May 2011
  • As for our walls, it will be a good thing to use the {{path|/tex_buildings/streetbricks14}} for them. So with all our walls still highl Now, we apply a texture. There's {{path|tex_buildings/roof10}} (this will be the notation from here on for any text
    18 KB (3,264 words) - 20:49, 16 March 2012
  • ..., before you get too excited, let me stress that we have not found a magic path through the aliens' defences. Regardless of what we take away from this res
    4 KB (621 words) - 14:18, 2 October 2010
  • ** Type {{command|maplist}} to get a list of all available maps in {{path|base/maps}}
    4 KB (762 words) - 22:03, 26 September 2010
  • ...ll also have to be taken that no bystanders or PHALANX troops get into the path of the invisible beam. Even momentary exposure to an unobstructed beam will
    4 KB (651 words) - 11:24, 11 June 2012
  • ...ked the mysteries of the alien engine set-up and we finally understand the path of the antimatter from fuel tank to reaction chamber.
    4 KB (691 words) - 04:03, 27 May 2011
  • **optimisation: do not read every time const path/float/..., but cache the result (easy, at runtime, or into a postcomputing **allow to debug const path at runtime (it is not every time the case)
    11 KB (1,758 words) - 20:28, 20 April 2017
  • ...ked the mysteries of the alien engine set-up and we finally understand the path of the antimatter from fuel tank to reaction chamber.
    5 KB (727 words) - 17:09, 2 October 2010
  • ...vertex color for a material system, and tangents in case of GLSL rendering path; those should be included, but kept as optional.
    5 KB (679 words) - 20:21, 11 January 2013
  • ...h the rockets are not very accurate, they will devastate anything in their path, even aliens. It takes only one good hit from an MPMDS rocket to send the e
    4 KB (684 words) - 13:36, 2 October 2010
  • ...h the rockets are not very accurate, they will devastate anything in their path, even aliens. It takes only one good hit from an MPMDS rocket to send the e
    4 KB (684 words) - 12:41, 2 October 2010
  • ...ect translation as well (see the <tt>update_po_from_wiki.sh</tt> file in {{path|src/po}}). If s/b changes it to use the new formatting as well I see no rea
    4 KB (716 words) - 23:35, 1 February 2009
  • ...ll also have to be taken that no bystanders or PHALANX troops get into the path of the invisible beam. Even momentary exposure to an unobstructed beam will
    5 KB (787 words) - 13:36, 2 October 2010
  • ...he difference in cell heights between two cells exceeds 8 model units, the path traveled between the cells is traced in 8 "microsteps". If none of these m
    5 KB (813 words) - 16:05, 11 June 2010
  • Notice the dual-path of scoring. I believe the right one is the traditional one and the left one
    5 KB (884 words) - 16:55, 7 July 2010
  • ...nd lines. You should look at "<code>base/ufos/ui</code>" to use right node path.
    5 KB (838 words) - 16:40, 7 September 2010
  • * in {{path|server/sv_main.c}} change the {{cvar|sv_rmadisplaythemap}} to ''"1"''. * in {{path|tests/test_rma.c}} change #define SEED_TEST 0 to 1
    11 KB (2,050 words) - 18:02, 2 March 2012
  • ...sion and a fairly stable code-base exists. This is also the point when a {{Path|branches/ufoai_2.1}} branch will be created. Thanks for the attention. --[[
    5 KB (759 words) - 13:19, 15 April 2012
  • ...ised that there is a possibility that you will find hostile humans in your path. These humans must be considered enemy forces. If at all possible, use nonl ...vised that there is a possibilty that you will find hostile humans in your path. These humans must be considered enemy forces. If at all possible, use nonl
    13 KB (2,243 words) - 18:26, 5 January 2009
  • @mattn: Actually I think the ambient bird sound ({{path|sound/ambience/bird01.wav}}, acquired from [http://freesound.iua.upf.edu/sa
    6 KB (1,060 words) - 20:56, 23 January 2008
  • ...les from several UN nations and I believe we've found a promising research path.
    5 KB (849 words) - 22:57, 24 June 2012
  • *** [[Tip of the Day]] is implemented since r9467 - fill tips into the {{path|base/ufos/tips.ufo}} file. *** {{path|cl_campaign.c}}:CL_StartMissionMap
    26 KB (4,060 words) - 14:01, 15 April 2012
  • ...d slots. It should be nice to clean up this to use more generic way. See {{path|m_data.c}}
    8 KB (1,456 words) - 09:58, 22 May 2012
  • *[[User:duke|duke]] - path finding
    6 KB (811 words) - 22:20, 10 February 2015
  • <li>More improvements to the Radiant prefab panel (including path and extension stripping).</li> ...ount), mail system fixes, message option updates and fixes to interception path calculation.</li>
    25 KB (3,837 words) - 14:55, 8 May 2010
  • :: Changes to {{path|team_*.ufo}} files to add race sight attributes
    9 KB (1,477 words) - 19:50, 22 December 2012
  • ...y to the new location. Otherwise the game will be unable to find them. The path depends on your operating system and is written in our [[FAQ#General|FAQ]]. ...n a new subfolder called {{path|multiplayer}} (for multiplayer teams) or {{path|skirmish}} (for skirmish teams). If these new directories do not exist, jus
    34 KB (5,004 words) - 20:29, 24 January 2014
  • To get your map to build into a {{path|.bsp}} file correctly (what the game uses to play the map), you'll need at
    10 KB (1,748 words) - 09:53, 12 February 2012
  • | texture not found, maybe wrong texture name or path
    11 KB (1,872 words) - 21:40, 20 September 2015
  • ...e node name is indexed into the window. We can access to the node with the path "windowName#nodeName" | src || [[V_CVAR_OR_STRING]] || Source of the model. The path to the model, relative to <code>base/models</code>
    42 KB (6,220 words) - 04:43, 5 February 2013
  • ...e node name is indexed into the window. We can access to the node with the path "windowName#nodeName" | src || [[V_CVAR_OR_STRING]] || Source of the model. The path to the model, relative to <code>base/models</code>
    41 KB (6,170 words) - 00:37, 3 December 2017
  • ** Use correct method to get the node path on the ufox LUA library.
    9 KB (1,395 words) - 23:52, 2 December 2017
  • ...d to [[TODO/2.1]]) Check if firedefs in <tt>AI_FighterCalcGuete</tt> in {{path|g_ai.c}} are calculated correctly.
    12 KB (1,851 words) - 18:15, 7 August 2007
  • ...e node name is indexed into the window. We can access to the node with the path "windowName#nodeName" | src || [[V_CVAR_OR_STRING]] || Source of the model. The path to the model, relative to <code>base/models</code>
    43 KB (6,546 words) - 22:39, 31 May 2012
  • ...plan for their current turn, they will have all kinds of trouble trying to path to anything that is beyond their TU's.
    18 KB (2,866 words) - 13:58, 9 February 2017
  • *display full path for units with more than 32 TUs *fixed "actor movement different to displayed path"-bug
    27 KB (4,108 words) - 12:15, 14 January 2011
  • | model || [[V_CVAR_OR_STRING]] || Both. Name of the model. The path to the model, relative to <code>base/models</code>
    38 KB (5,768 words) - 15:38, 3 June 2010
  • ** Added support for node:path to the LUA UI.
    23 KB (3,497 words) - 21:40, 25 December 2015

View (previous 100 | next 100) (20 | 50 | 100 | 250 | 500)