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- ...{{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 fr14 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 som3 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 i7 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 res4 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 text18 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 res4 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 will4 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 e4 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 e4 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 rea4 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 will5 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 m5 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 one5 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 111 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 nonl13 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/sa6 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_StartMissionMap26 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 finding6 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 attributes9 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, jus34 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 at10 KB (1,748 words) - 09:53, 12 February 2012
- | texture not found, maybe wrong texture name or path11 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"-bug27 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