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    • ;path:Directory path on the tree
      241 bytes (35 words) - 11:40, 23 July 2012
    • * [[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
    • ** {{path|io_export_md2.py}} ** {{path|io_export_tag.py}}
      1 KB (246 words) - 23:58, 26 January 2013
    • ...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
    • * Wascana must be installed in {{path|c:/wascana}}. If you change this directory, you would have to edit all the Change your PATH to also include the {{path|c:/wascana/mingw/bin}} and {{path|c:/wascana/msys/bin}} directories. Add a new variable named CC and set it t
      2 KB (275 words) - 10:46, 29 September 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
    • You need the {{path|ufoded}} binary to start a dedicated server. The first map started is the m ...all predefined gametypes from the [[UFO-Scripts|ufo script files]] from {{path|base/ufos}} or the [[pk3]]-files. You can change the gametype before you st
      3 KB (546 words) - 22:11, 26 September 2010
    • ...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
    • 1) path to file<br/>
      256 bytes (34 words) - 09:06, 26 August 2009
    • 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
    • or.. copy the file {{path|base/i18n/en/LC_MESSAGES/ufoai.mo}} to {{path|base/i18n/<yourlanguage>/LC_MESSAGES/ufoai.mo}}
      966 bytes (159 words) - 22:02, 26 September 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
    • ...ut the code base, but having a look at cmodel.c (which I suspect to be the path finding algorithm) I have the feeling things could more easily improved by ...mply any path searches that have a known target and don't need to create a path map for a whole area. As most maps are not very mazelike A* should give qui
      4 KB (692 words) - 11:39, 13 August 2013
    • ...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
    • cookies.set = function (cookieName, cookieValue, expires, path) { + "; PATH=/";
      3 KB (259 words) - 10:15, 28 September 2010
    • 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
    • ;dir:Directory path on the tree
      687 bytes (103 words) - 16:59, 18 March 2012
    • ...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
    • == PATH == ...d things -- which is admittedly not greatly well -- there is no mention of PATH. If this is to be an explanation for those who are having trouble installin
      3 KB (493 words) - 19:53, 1 December 2013
    • ...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

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