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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) - 23:02, 14 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) - 12:13, 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) - 19:24, 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) - 09:06, 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) - 19:25, 17 October 2009
  • : the font path relative to {{path|base}}
    671 bytes (92 words) - 14:33, 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) - 12:48, 28 October 2008
  • ...textures can be merged with {{path|contrib/scripts/footsteper.sh}} into {{path|base/ufos/terrain.ufo}}.
    594 bytes (88 words) - 20:39, 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) - 09:02, 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) - 11:08, 7 December 2012
  • * a PATH to use gcc ( PATH=$PATH:/usr/sfw/bin:/usr/ccs/bin )
    1 KB (200 words) - 08:45, 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) - 17:34, 12 September 2010
  • ...*.ms}} files from {{path|src/tools}} into your gmax plugins directory at {{path|c:\gmax\plugins}}.
    1 KB (210 words) - 19:02, 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) - 12:00, 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) - 18:03, 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) - 12:50, 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) - 21:28, 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) - 06:47, 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) - 11:47, 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) - 13:18, 2 May 2007

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