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  • * [[Changelog/2.6|Version 2.6]] ({{path|master}} - currently under heavy development) * [[Changelog/2.5|Version 2.5]] ({{path|branches/ufoai_2.5}} latest changes to the 2.5 line)
    2 KB (171 words) - 00:02, 15 January 2015
  • ...eate a new directory in the UFO:AI {{path|mods}} directory. E.g. name it {{path|mymod}}. Start UFO:AI with ...is "overwritten" in your mod takes the precedence over the files in the {{path|base}} directory. Of course you can also add new files with this. New maps,
    1 KB (214 words) - 13:13, 27 December 2013
  • ...a [http://nsis.sourceforge.net nsis] installerscript. You can find it in {{path|src/ports/win32/}}. You can use the Windows version of nsis or the linux version ({{path|makensis}}) to build the installer.
    1 KB (167 words) - 20:24, 17 October 2009
  • * start-> run -> {{path|%appdata%\Notepad++}} ** a folder will be opened, backup your {{path|userDefineLang.xml}} file if existing
    2 KB (255 words) - 10:06, 23 November 2012
  • ...vars to their start script to change the game data path and/or the locales path. : The path of the gamedata files
    882 bytes (138 words) - 20:25, 17 October 2009
  • : the font path relative to {{path|base}}
    671 bytes (92 words) - 15:33, 18 August 2008
  • ...ategory definition contains one notify type (as defined in nt_strings in {{path|src/client/menu/m_messages.c}}) * definition order in {{path|msgcategories.ufo}} defines order visible in options menu
    686 bytes (99 words) - 13:48, 28 October 2008
  • ...textures can be merged with {{path|contrib/scripts/footsteper.sh}} into {{path|base/ufos/terrain.ufo}}.
    594 bytes (88 words) - 21:39, 20 August 2008
  • ...this without setting the path, you can set it in the editor by going to {{path|Edit > Preferences...}} and selecting the Paths option under Settings. ...ing with them. Where you installed the game you will see a folder called {{path|/base/}} and inside that folder you will see a number of [[pk3]] files. The
    3 KB (597 words) - 10:02, 12 February 2012
  • ...somewhere below {{path|base/models/}}. You should enter the skin path as {{path|.skinfilename}}. The game will know to look in the same directory as the mo There is a perl script available for that in {{path|src/tools}} called {{path|md2.pl}}.
    2 KB (287 words) - 12:08, 7 December 2012
  • * a PATH to use gcc ( PATH=$PATH:/usr/sfw/bin:/usr/ccs/bin )
    1 KB (200 words) - 09:45, 17 August 2010
  • <path/to/model/relative/to/base/models> <model_file_name> <model_head_filename> < ...odel head filename are always refering to md2 files, the references to the path, the name & the amount of skin-textures are stored inside the header of the
    4 KB (530 words) - 18:34, 12 September 2010
  • ...*.ms}} files from {{path|src/tools}} into your gmax plugins directory at {{path|c:\gmax\plugins}}.
    1 KB (210 words) - 20:02, 26 August 2007
  • ...e - not per map. The given id is a ufo path of the texture - relative to {{path|base/textures}}. We have a script in {{path|contrib/scripts/footstepper.sh}} that is parsing the textures from the map
    1 KB (171 words) - 13:00, 6 July 2010
  • ...little bash script in current trunk (in {{path|build/projects/}}) named {{path|mingw.sh}} to set your mingw build environment up. whatever the correct sdl-config is (it must also be in your PATH). Note: don't try and use linux's standard sdl-config as
    2 KB (279 words) - 19:03, 5 April 2010
  • ...code> ({{path|src/client/menu/m_messages.c}}) and <code>notify_t</code> ({{path|src/client/menu/m_messages.h}}) # check whether to add default settings for new category to {{path|base/ufos/msgoptions.ufo}}
    2 KB (257 words) - 13:50, 28 October 2008
  • We have project files and a workspace ({{path|build/projects/ufo.workspace}}) in our [[Getting the source|repository]]. : See {{path|build/projects}}
    4 KB (732 words) - 22:28, 15 September 2010
  • * Find the *.po file for your chosen language. eg {{path|src/po/fr.po}} for French. * Move and rename the mo to something like {{path|base/i18n/fr/LC_MESSAGES/ufoai.mo}}. Again the <tt>fr</tt> directory here m
    887 bytes (147 words) - 07:47, 30 July 2013
  • Our menus are scripts in {{path|base/ufos/ui}}. If you want to generate a new menu you have to do several t * Create the images for this menu (in {{path|base/pics}})
    1 KB (244 words) - 12:47, 8 May 2011
  • ...at goggles they have - mind you that the color is the one in the default {{path|headxx.jpg}} texture, there are more variations for each head, but these ar ** {{path|soldiers/female}}
    4 KB (684 words) - 14:18, 2 May 2007
  • See {{path|src/client/menu/m_messages.c}} and {{path|src/client/menu/m_messages.h}} for available notification types. '''MSO_Che
    1 KB (172 words) - 13:40, 28 October 2008
  • * Assign the {{path|tex_common/trigger}} texture
    288 bytes (33 words) - 07:05, 8 June 2010
  • ...an name your pk3 file {{path|9mymod.pk3}} to ensure that is loaded after {{path|0ufos.pk3}}. ...he {{path|0ufos.pk3}} file - all you have to do is to name your pk3 file {{path|1whatEverNameYouWant.pk3}}.
    2 KB (438 words) - 08:04, 9 April 2010
  • * install {{path|libstdc++2.10-glibc2.2}} to run the application
    301 bytes (42 words) - 02:09, 15 July 2007
  • ...''share\CodeBlocks\compilers\'' directory under Code::Blocks' installation path. ...is also an option to create a batch script to start Code::Blocks with the PATH extended for that session only: ''(change paths to fit your installation)''
    3 KB (526 words) - 12:08, 9 February 2019
  • ...on (additionally to the mouse cursor) and a line that follows a calculated path trough all tiles toward the destination (if there is one). ...tion tile will alter the destination marker to be displayed there (and the path and all other information being updated to that location).
    2 KB (323 words) - 18:50, 13 January 2009
  • # started configure, realized that SDL.h was not found because of missing path # create missing path/link. You must have [http://technet.microsoft.com/en-us/sysinternals/bb8967
    5 KB (728 words) - 20:04, 17 October 2009
  • : Which reminds me - the names are still missing in the {{path|equipment.ufo}} script... *hint* *hint* :: {{path|equipment.ufo}} now has names, but {{path|equipment_missions.ufo}} do not. --[[User:H-hour|H-hour]] 10:28, 1 October
    2 KB (340 words) - 14:48, 7 October 2012
  • ...nt implementation of the server side is written in php and is located in {{path|src/tools/webapi/}}. The client side code is located in {{path|src/client/web/}}. There are some console commands available for the file m
    2 KB (233 words) - 21:00, 1 January 2014
  • ...me implementation has to implement the ''cgame_export_t'' interface (see {{path|cgame.h}}). It may only use the functions that are available in the interfa ...{{path|base}} folder and create an entry in [[UFO-Scripts|script file]] {{path|gamemodes.ufo}}. The id of a cgame entry in the script file is the name tha
    3 KB (473 words) - 10:53, 25 March 2013
  • * .. for <code>models</code> as parameter: pathnames relative from {{path|base}}-folder * .. for <code>pics</code> as parameter: pathnames relative from {{path|base/pics}}-folder
    5 KB (645 words) - 19:51, 2 June 2012
  • |[[Template:path]] |Used to display a directory or file-path.
    4 KB (643 words) - 10:09, 26 August 2009
  • export PATH=$PATH:/opt/local/bin:/opt/local/sbin:/opt/local Save the file, quit Terminal, then relaunch Terminal to make the new PATH operative.
    2 KB (331 words) - 16:39, 6 November 2014
  • * Assign the {{path|tex_common/trigger}} texture
    507 bytes (72 words) - 19:40, 7 February 2008
  • : Example (day): {{path|0.15 0.15 0.15}} : Example (day): {{path|85}}
    3 KB (467 words) - 10:57, 25 March 2013
  • ...s}} directory (if you are using a working copy of the repository) or the {{path|base/0models}} pk3-file (if you are using an installer).
    2 KB (287 words) - 21:39, 16 March 2012
  • ...ls}}. Copy the {{path|*.ms}} files to your 3DSMax installation folder to {{path|plugins}} dir. ...and '''body01.tag'''. We have a perl script in {{path|src/tools}} named {{path|md2_tag.pl}} - you can use it to compare your tag file with already existin
    4 KB (672 words) - 10:03, 23 November 2012
  • * The [[Code::Blocks]]-installation includes {{path|gdb}}. ...cks]] installation folder to your environment path variable (most likely {{path|C:\Code::Blocks\bin}})
    7 KB (1,082 words) - 21:34, 28 November 2010
  • The console output is logged to a file called {{path|ufoconsole.log}} - the location where this file is saved differs for every
    678 bytes (110 words) - 19:09, 11 April 2010
  • Create a file with the following content named e.g. {{path|this.file}}:
    759 bytes (116 words) - 08:37, 30 August 2010
  • The NSIS Script is found in the directory: {{path|contrib/windows/installer.nsi}}.
    849 bytes (126 words) - 22:11, 15 September 2010
  • The AI scripts are stored in {{path|base/ai}}.
    877 bytes (108 words) - 22:35, 15 September 2010
  • ...nts for all other listed animation names - they must be available in the {{path|anm}} file. You can also have a look at our {{path|*.anm}} files for the characters.
    4 KB (652 words) - 19:49, 4 October 2012
  • ...confirmation in the options and experimenting with how far you can set the path. This limitation is referred to in this article as the "short-range pathing ...as already been implemented. This system allows civilians to follow a long path to a destination by short-range pathing towards the next highest priority w
    11 KB (1,634 words) - 11:40, 13 August 2013
  • :Activates or deactivates the console log (written to {{path|base/ufoconsole.log}}).<br>The value 1 will start a new log every time to g :Will change/set the language (see {{path|base/i18n}} for valid languages; see also [[Manual/Language]]).
    2 KB (342 words) - 20:43, 9 September 2012
  • A heavy weapon based on firing twin ionizing lasers to create a path for a high voltage electric arc (lightning bolt), due to high amperage this
    759 bytes (115 words) - 05:00, 22 March 2011
  • : The picture for this facility, as seen on the base screen, relative to {{path|base/pics}} : The name of the map tile for this facility (in {{path|base/maps/b}})
    3 KB (415 words) - 21:21, 27 August 2009
  • : {{command|condump error}} will dump the console to {{path|error.txt}}
    988 bytes (146 words) - 14:51, 23 September 2008
  • * New maps {{path|pipes_const01}}, {{path|terrain02}}, {{path|convoy01}}
    4 KB (508 words) - 14:03, 15 April 2012
  • ...s]] and a lot more. You might first have to extract the [[pk3]] files in {{path|base}}
    3 KB (429 words) - 15:09, 27 January 2016
  • * tex is the path to the image file for the texture :*model (path to a model file)
    3 KB (396 words) - 13:50, 21 March 2010
  • * '''noise''': sound file name relative to {{path|sound/}}
    1,014 bytes (155 words) - 14:47, 25 May 2012
  • ...ies and so on. These script files can be found in your game directory in {{path|base/ufos}}. Every '''*.ufo''' will be parsed on UFO:AI start up.
    904 bytes (121 words) - 13:37, 2 September 2015
  • ...file, we can move it on the game {{path|base}} directory, or on the home {{path|base}} directory. It add a new "Elite" skin, for the multiplayer mode only.
    3 KB (563 words) - 07:38, 14 December 2012
  • ...e with a so called origin brush. Place this brush as axis and assign the {{path|tex_common/origin}} texture.
    1 KB (172 words) - 10:04, 29 December 2011
  • ...ck the file and select 'Open with' and choose the python binary (e.g. in {{path|c:\python23}}). .../code> and <code>gspawn-win32-helper-console.exe</code> available on youre path, else you'll get an error on the UFORadiant console telling you the command
    5 KB (918 words) - 14:34, 27 August 2017
  • To upload new files within the {{path|trunk}} directory you should just mark the file and click it with your righ
    1 KB (200 words) - 10:22, 13 May 2008
  • *VALUE := *node:PATH| *cvar:NAME | BOOLEAN | NUMBER | STRING We can use injection in string, number, cvar name, or node path.
    16 KB (2,712 words) - 16:35, 21 May 2012
  • ...dy seems to be basic support for menu-depending scaling in the code. See {{path|models.ufo}}: and this in {{path|cl_menu.c}} and {{path|cl_menu.h}}
    4 KB (664 words) - 18:15, 7 August 2007
  • The sprite set name is usually a prefix of images relative to the path <code>base/pics/</code>. But there is way to define sprite description with
    1 KB (209 words) - 21:13, 23 December 2010
  • ...campaign/cp_alienbase.h|cp_alienbase.h}}. The alienbase map tiles are in {{path|base/maps/alienb}}.
    1 KB (214 words) - 11:37, 13 August 2013
  • Currently all research related stuff is in {{path|research.ufo}}. : Path to the image that should be displayed on the top (big) or bottom (small) in
    4 KB (679 words) - 22:36, 15 September 2010
  • ...there is no problem, but the cost will be bigger, cause we must parse the path every time we access to a property.
    4 KB (721 words) - 14:04, 13 August 2010
  • * For a team it is possble to block a path for anything.
    1 KB (230 words) - 00:29, 7 December 2008
  • ...e with a so called origin brush. Place this brush as axis and assign the {{path|tex_common/origin}} texture.
    2 KB (254 words) - 18:02, 27 November 2010
  • The models that can be used in a map are usually located in {{path|models/objects/}}.
    2 KB (264 words) - 12:58, 20 October 2012
  • == Step Three - Path Finding == ...on, and enables an actor to crouch through an opening if it is the optimum path in terms of TUs used.
    11 KB (2,133 words) - 08:00, 18 March 2009
  • ...will ask you for your UFO:AI installation folder. Just point it to e.g. {{path|C:\Program Files\UFOAI-2.5}}. Once you've got it setup, move on to the [[Ma
    2 KB (265 words) - 10:52, 5 August 2013
  • They have to be in the {{path|base/maps}} (see [[directory tree]]) folder ...you compile a map in {{path|base/maps/frozen}} the ump filename must be {{path|frozen.ump}}. The directory part will be taken in ufo2map to identify the r
    10 KB (1,637 words) - 22:35, 20 March 2013
  • ...e '''<code>./configure --help</code>'''. After compiling there will be a {{path|debugARCH/}} dir (where <code>ARCH</code> may be <code>i386</code>) which i
    2 KB (306 words) - 11:42, 8 August 2011
  • * {{open}} Use realpath() (MinGW has this afaik, too) to get the path of the binary. This will allow us to run uforadiant from anywhere - even wi ...}} Radiant uses absolute paths for models, should save relative ones (to {{path|base\models}} directory)
    7 KB (1,086 words) - 09:23, 27 February 2012
  • # add it directly to {{path|base/autoexec.cfg}} file in yor game installation directory; ...y.cfg}} in your UFO:AI profile directory (on Linux, something similar to {{path|~/.ufoai/2.3-dev}}, which contains the alies;
    10 KB (1,656 words) - 21:12, 17 October 2009
  • ...if you put the 'actorclip' flag on a brush, you also have to assign the {{path|tex_common/actorclip}} texture. | Shader || [[Artwork|Texture]] path and name, starting from {{path|base/textures}}, without extension.
    8 KB (1,152 words) - 12:10, 16 December 2012
  • Sometimes confirmation path shows one line, actor moves in other, tile can be selected as the target, b
    3 KB (403 words) - 19:11, 17 September 2008
  • ...od - filenames encoded like this: {{path|filename_lod1.md2}} (high res), {{path|filename_lod2.md2}} (lower res), ....) After the model is exported, you can edit the file {{path|base/ufos/seq_modelview.ufo}} (see [[pk3]]) and change the included example
    7 KB (1,071 words) - 19:37, 1 May 2014
  • ...nd-HOWTO.html howto]. You can also use the valgrind.sh script located in {{path|contrib/scripts}}. It will create a logfile in the UFO:AI root dir.
    2 KB (360 words) - 07:47, 11 December 2008
  • ...r - something like the texture browser - just rendering the models below {{path|base/models/}}
    2 KB (302 words) - 19:50, 27 March 2012
  • ...an idea where their enemies could be. When thrown they try to stay on the path in one direction. If the way is blocked the try to go around obstacles - no
    2 KB (356 words) - 22:00, 25 September 2007
  • For our example, we choose {{path|models/objects/barrel/barrel.md2}} and place it somewhere next to our shed. ...ll available categories. We open the {{path|misc}} folder and select the {{path|barrel}}. From the picture can be seen it uses the model we already used be
    8 KB (1,534 words) - 21:43, 16 March 2012
  • Just open up the {{path|presentation.blend}} file located in {{http|ufoai.org/datasource/models/ali : [1] Either ''File''->''Import'' an [[MD2]] or ''File''->''Append'' from a {{path|.blend}} file.
    5 KB (845 words) - 06:28, 12 December 2014
  • Beware of long texture names - texture relative path from {{path|base/textures/}}, excluding the extension, can't exceed 32 characters. Do n {{path|base/textures/tex_buildings/metalbridge06broke.jpg}}
    14 KB (2,199 words) - 18:26, 13 August 2013
  • * additional post processors for syntax checks (e.g. correct path usage for icons/models) may be registered to UfoOptionProvider
    2 KB (378 words) - 20:29, 1 June 2010
  • ...t console file {{path|ufoconsole.log}}. See [[FAQ#General|FAQ]] to get the path were this file is stored on your harddisk.
    6 KB (904 words) - 13:48, 10 August 2014
  • 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 (925 words) - 00:26, 15 December 2017
  • ...{{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
  • ...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
  • 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
  • **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
  • ...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
  • ...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
  • @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
  • *** [[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
  • *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