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As for me this utility is quite nice, but it lacks usability a lot. I'd propose not making so many tabs, not using all those crazy color schemes and rethinking the ui of each tab - the options tab might be just a separate Preferences dialog. Good that there's an ufo2000 protocol somewhere, as noted by Intri, it should better be posted somewhere on forums. I wish you luck in refactoring your utility and hope to see renewed version soon
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Wow! That's a neat idea, i guess. I know, today's ufo2000 development is about making it stable, but i hope this'll be included at some point to the game. I even can imagine that this might be kind of Map editor for each mission. For now it's rather rough and i wouldn't consider including it as a part of a game (not that i'm the one who makes such decsions - no, i'm a mere user like you ). I was able to compile it fine on Windows (i have whole Qt environment up and running). I liked the draggable menu (by default, the left panel). And the idea of your of making bases (though, one shouldn't enter 'owner' field - it should be taken from player's Nickname). I guess the idea is just neat, let's hope some delopers assist on it and make it part of the game (maybe even standalone part - managing your base is kind of MMOG part, which better be accessible any time, while battling should be something that happens when you really have time for it). Let's hear what lead developers say
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Thanks, i'll make corresponding changes to the build script Thanks for clarification - i already found out, that laser sounds work fine For other sound - have you tried looking at freesound.org? There're lots of sounds with very convenient licences to be used in your game Also consider visiting Partners in Rhyme, Free Play Music (for background music, maybe?) and SoundSnap. Also, Jamendo might be the source where to search a band, who'd be glad to share their music for free You're welcome Just keep up with your good work on the game and i'll try to keep the package up to date Yeah, since the 'make install' rule doesn't work in your makefile (or does it..? haven't tried it since 1086) the original packager made a custom buildscript, which installs ufo2000 to /opt. I guess that's the right place - the game itself is quite 'standalone'. But about saving user-specific changes to .ufo2000 - no, it doesn't save anything into that dir. In fact, it doesn't create that dir and i still don't have it. Thus, fresh-created test-squad.squad was written to /opt/ufo2000/. which isn't very cool, indeed. And yeah, i've also tried to recompile the game on Windows - but failed. Not sure why, i've got quite messy devel environment (also experimenting with KDE on Windows). Well, i have no time to play now anyways - my exams are at their hottest point :/
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Argh.. Sorry for distracting your attention: it was my fault. I should've used search before posting this question. Anyways, solutions follows. As my predecessor (previous packager of ufo2000) has warned - i should've added my user to the ufo2000 group that is created during game installation and relogin. I've added the user with: sudo gpasswd -a ufo2000 kraplax where kraplax is naturally my username and should be substituted by any other username. After that you'd better to actually relogin (or just reboot, to be 101% sure). Now it runs fine. It lacks sound, but i guess it's really fixable with setting right keys during compilation. I hope this post will help anyone after me who will use ufo2000 package on ArchLinux (maybe even me - who knows? ).
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Hello I'm trying to refresh the PKGBUILD for ArchLinux distro. I've already set up the dependencies and made a patch for makefile (it ignores the CFLAGS environment variable, thus, it's impossible to set -march=i686 to be able to build it - somehow it defaults to i386 wich gives an error during the build, so i've just replaced 'CFLAGS=...' with 'CFLAGS+=...'). The built package installed fine into /opt/ufo2000, linked it's binary to /usr/bin/ufo2000 and used the .desktop file for convenience (which adds a PNG icon and simply executes ufo2000). But when i'm trying to run the game (no matter from what dir - my home, root, /opt/ufo2000 or any other) the result is always the same: I've googled about this kind of error and it appeared that it might be because of relative paths used in Lua scripts, but i'm not sure of that. So, how do we fix this? Any ideas?
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Ufo2000 Documentation Refreshment - All Members Please Read
Kraplax replied to Blood Angel's topic in UFO2000 Misc.
Hi there =) So, you need a Russian translation, right? What for? i mean, did you want to translate that manual from Russian into English to have as 'good' manual? if that, then it's good that you've decided to write one from scratch. Anyway, i'm from Russia and i volunteer to do any related translations when the original english version is done. And btw, if none of you know russian - that russian variant of translation was nut that boring plain manual, but rather nice guide of a newbie general It didn't only contained main point, but also arranged them into some kind of essay. Yeah, that was really interesting to read =) But for today as i suppose it's not that important since the basics aren't covered yet to prettify them. Well, i may forget checking forums and websites so, if you need my help - just email me. i'm on kraplax_!_mail.ru (replace _!_ with @). And about those screenshots in maual - is it sane to make them? Afaik there's a work on new user interface and as far as i remember new stable version will offer new user interface (which was discussed on bugtracker) and that would require rewrite of some manual positions (very few though) and replacement of most of sshots. -
Well, i do have all those libraries. If i hadn't then i couldn't even 'make'. But the mentioned problem is about 'make install'. I have the right DUMB version. Though, i've found out that i'm able to run ufo2000 even with dumb 0.9.3. But only if the game itself was compiled with DUMB 0.9.2. Sounds weird, it works. Back to the 'make install' problem. I suppose there's something here to do with SVN. I took the sources not from the SVN repository (if you have it). Do i need to run something like svn checkout svn://some_ufo2k_svn_repository or anything else?
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Oh, that was the clearest description. Thanx. So, one may apply or may not apply them - no functionality changes will happen. It's just for programmers. Right. Thanks again =)
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he-he... well, the thing is that if one able to google on 'apply patch how-to' then it wouldn't be nerdish, but still, if these patches are there then there were some points to post them, right? Just, please, tell a little bit more about your patches (see my prev post). Are these patches just the matter of refactoring? or maybe there are some bugfixes and incompatibilities? Just a couple of sentences would be fine, i hope.
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Well, it would be better if you explain a bit more about your patches. Not the inner things but in common. Like, if i apply these patches can i play with others who haven't applied them? If i'm using the .1086 beta is it possible? How do these pathes influence on the performance? Please, provide some info for non-nerd'ish programmers, but common users who just able to apply patches to the source code. Be so kind =)
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I suppose it would be great if we had some daemon/service modules, which could bu run to connect to a server when we are willing to play. It would sit there as a chat module, watching for othwer users to connect and alarming the master. This way we could be on-line at he server, making kind of signal "i'm here! i want to fight!", but we won't need to launch the game itself only tosit and wait for other (some.. at least any!) players to connect. And There's no need to remove the chat option from the game, but only to add the optional daemon module. And it would be a good idea to make some kind of list of registered players with their stats and (attention!) little mailboxes, so players could leave some messages to other players even if the are offline. Of course there should be some limit on those mailboxes - or there's a spam hazard...
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This was a good year and we - especially you, as developers - deserved the damn best Holidays! Merry ChristmaS! And a Happy New Yarr-r-r!!! =)
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I don't know exactly, but somewhere on forums i've already seen this problem. The point is, as far as i remember, that the pause is due to a fire. I don't know axact circumstances, but i experience that too - i've just played with "ufo2k classic" weapon set and at the end of each turn when there were some fire on the battle field it took some time to end the turn (my machine just froze!). Mentioning that i'm using Linux states the fact of crossplatform problem. I don't know if it depends on weaponset, on map, on races but it definitely deals with fire =( If it's important i'd like to mention that i've played hot-seat with two chameleon teams on both sides (just tested new units) and used the "ufo2k classic weaponset". I can't recollect if that problem has been detected by me on other weaponsets, but as far as i remember i haven't experienced it on classic X-COM weaponset, but that could be due to the fact, that i actually haven't seen any fire playing that time.
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Ummm... may i suggest..? You don't need those pics as a base, really. You're fine artist and you do it well. But look at your troops. I've never liked the way the original artist drawn their legs (no offence, but they're really ugly to me, in comparison with the original x-com troopers). Really, the most beautyful legs are riginal x-com's ones. Yours are just stays toooo far from each other. Just try to stand your feet on the same width as they do and you'll understand what i mean (i hope). I s'pose noone would object (i mean copyright thing) if you just combine the upper shapes of your soldiers with the lower shapes (not the contents, though) of x-com troopers' images. And yeah, you robocop has way too short/small arms. Think about it. And about the Hover Droid from wiki page. If you happen to use that hover droid - can anyone explain me why on earth it can't die well? i mean, the cpecified sprites are not there during the animation - when it's destroyed it falls on the ground and lies here and looks like something green (some of the aliens, i s'pose). I've just read the last two pages of this thread and was really, i mean REALLY dissapointed. The only stuff i'd like to see in next releases are the grey alien and the monsteroid (or how is it named..?) and that red drone slightly tuned as look a little bit odd. But let me clarify myself. I thought that new units are good, but as far as i know you're lacking non-xcom graphics. I mean, last time i've installed ufo2k on my linux i've got it with only chameleon units (which were shown instead of ANY other types of units on the battle field), missing interface images for arsenal and no sound. I thought that only depends on my /dev/hands and i've failed to compile the sound normally, or that the code of ufo2k is not totally compatible with Linux... but i was wrong. The only problem was - i forgot to put that original x-com files into UFO directory. And now you're discussing _adding_ new units with similar functionality to the existing ones? Don't misunderstand me, but thats absurd. I mean, the Grey alien would perfectly replace the sectoids and allow users to play without messing around with those x-com dependencies. So, my idea is to replace sprites for sectoids by those new of a grey alien. Not adding the new race or "skin" for chameleon. The same with monsteroid, but, actually i can't tell you which x-com race it would replace... though, it looks good. This way you'll get rid of those bloody copyright dependencies on x-com original graphics. Just try to create your new art for that first, then try to create new units. So, if you get the idea you now got the sectoid and, let's say, muton replacement (by grey alien and monsteroid respectively). I s'pose you'll need to draw all human types of armour - thus not using the old graphics. And for those who don't want to use the new art you could just make on option similar to "use old x-com grahics", but applying only for units (or maybe separate units?). About the tracke scout drone - it's nice, i like robotics, and it goes well with hover droid and other mechanised stuf... but it's too simmetric in the arsenal view. Maybe there's a point to show it 3/4 (whell, i don't actually know the term for that perspective view, when you can observe 3/4th of someone's face). Or if you're insisting on showing it in front, then i'd suppose to add some assimetry to the trucks - stains, chains, headlight (one!) or something - just looks too odd for me. But the upper half is ok. About other stuff that i've seen here - altaneuron is just ugly. it really just the most ugliest thing i've ever seen. I don't want it to be in any of later releases. I can't explain how to enhance it - it's just wrong in it's root - try to draw another one (or better don't - i don't like those flying brains)... zombie - it's ok, it may stay, but just as a chameleon skin or a human skin when the human was zombified b cryssalid. robot - i agree with those opinions on it's legs and he's not of a human proportions (see any anatomy book or just any human photo to understand what i mean). stalker - ugly disproporional oversaturated thing. to the artist - read a pair of body drawing manuals - your works are missing their human proportions. Just try to overlay your stalker above the regular human image (at least x-com trooper) and you'll see that they're not matching. my advice here - try to take Sporb's zombie silhouette as a base - his zombies are right proportioned. concerning metapod and scout probe - haven't tried them yet, just downloaded. But according to the images posted - pretty nice =) i like them. And those trinity just above - ive already said they need right legs at least, but are cool in common. keep improving them. ~~~~~~~~~~~~~~~~~~~ And now my apologise to all the artists that are/were involved in creating those arts: i know, i'm noone here and i don't have a right to make some insulting things (and i s'pose some were insulting, however i've tried to avoid them) but i'm a regular user. And this game is made for us, "mortals". And i've said, maybe (!), what any other user could say (or think, even if not explicitly), when he see the game. So, you need our opinion and my opinion (i hope) wasn't just "that's bad - don't do it". I've tried to explain the backdraw of each artwork and gave some pieces of advice to the authors. So, don't ban me and beat me not too heavily. I want to help to improve the game experience. Thanks =) guys, keep moving and creating anyway. ~~~~ Those scout probe and metapod units... well, in the inventory metapods looks charming, while on the battlefield - they're just grey-brown clubs... But, anyway - they have some problems concerning their drawing - they looks like dissappearind when moving at some angles. That's not appropriate way of rendering them (as i suppose), but that's really interesting effect to make some predator-like units (since they aren't totally dissapear, but looks like tiny moving artifacts). Is there any way of making skins looking different for different players? i mean visible for master and half-visible for another? And scout probe - seeing it in inventory made me think, that there's no great need in making it assimetryc, but rather less saturated. They're too shiny, too colorfull. That's not good for war. But everything else is still fine... =)
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Don't be surprised - this bug/feature/whatever-it-might-be was there even in previous prank release, and think i've seen a post somwhere on this forum about it. It was great pity for me too t see only holf of the sentences... as in some nightmare... you see the actions on the battlefield, you hear your opponent, but you can't do anything with it... that's... that's just scares sometimes...