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XCOMUFO & Xenocide

7Saturn

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  1. Well, you might want to change the group to be publicly readable... Will increase the likelihood of people actually knowing, what's going on inside. I was advertising it on Openxcom forums as well. Well, if I want to be under constant observation, being protocolled doing what ever I do, I might as well move to a totalitarian regime. =) Actually there are more people, who avoid being on facebook at all. Don't get me wrong, it has it's uses. But trying to advertise a tournament via a closed facebook group isn't exactly a low-threshold way to reach that goal.
  2. JFTR: I'm in. But I'd recommend, getting the announcements/discussions a little more publicly. Otherwise you limit the number of reachable persons unnecessarily.
  3. I thought so. =) There's just one problem: If one doesn't have a facebook account, it's quite impossible, to see, what's going on inside. How about making it public?
  4. Well, not really dead. More like hibernating. And posting a thread with this headline doesn't really help that. About your sound-problems: I don't have any on my Win 7 x64. Even on Win 10 it runs well (I just checked with build 9926 preview). So if there's a problem with sound, I have to ask: Do you have the vanilla-files (those from original x-com) installed as well? If not, most of the sounds are simply not available, as they are taken from vanilla-files. Same goes for current linux. I'm using it on current Ubuntu 14.04 x64. Except for a little sluggish mouse, it runs just fine. As for servers down: Not any more. ufo2000.net-server is online and people are playing. There's even another one, atm: ufo2000.openxcom.com:2000. But you are right about one thing: There have been better times, regarding number of players. But denigrating the game most likely won't help that. Best thing at this point, one can do, is connecting to the server and wait (at least half an hour). Otherwise, with this negative attitude of yours, only few people connect, most of them won't find an opponent and as a result, matches are played rather rarely. But still people succeed, as the server status page proves. So it's up to everybody interested in the game, to get it kicking again. Simply try playing it. Kind of use it or loose it. You will find opponents sooner of later. But not if you already give up, because of nobody is at the server, right when you connect to it. And for updates: Yes, that's a part I really don't like, either, or to be precise, the lack of people in charge. It seems, none of the devs still care, except maybe serge and he seems to be too busy. I even tried to get into the devs mailinglist, which apparently isn't possible, as the maintainer of it doesn't respond any more. If one could change that, I'd appreciate it. I'm even thinking about trying to improve my c++-skills to contribute a litte to it.
  5. Just for the record: I solved my supposed »compilation«-problem. As it turns out, the error message ./init-scripts/main.lua:53: attempt to index local `fh' (a nil value) stack traceback: ./init-scripts/main.lua:53: in main chunk was caused by a problematic path with unicode-characters. Aside from that, the code still works rather nicely.
  6. Just to be clear at first: I didn't read everything from up there to down here. I've just tried to build ufo2k on an Ubuntu 14.04. Didn't work out quite the way like I wanted. It compiles, but when started, throws the following errormessage: ./init-scripts/main.lua:53: attempt to index local `fh' (a nil value) stack traceback: ./init-scripts/main.lua:53: in main chunk As this thread hasn't been active for quite some time, I imagine, nobody has encountered this problem, or nobody tried to compile ufo2000on Ubuntu fpr the last 4 years. Have there been many changes, or should I really try, what has been written here. Or would that be a waste of time? I just tried it by installing the necessary libs, doing whats written in the Install-file of the source package, and the result, well... see above. And I'm not exactly eager to try all the things above, just to be told, that too much has changed since 2010, to apply it with latest Ubuntu. Whats the current install-guide for ufo2000 on an Ubuntu 14.04 (64 bit?)? Edit: Just tried to compile the server. Compiling and starting like a charm. Haven't tried to use it, yet. Edit 2: OK, now I did take the time to test the steps of posting #1, and it didn't work. I get Problems with the part compiling the dumb-library. I went on, just to test how far I'd get without it, and I don't even get the sources from the svn repository: svn: E175011: Das Projektarchiv wurde permanent nach »https://svn.code.sf.net/p/ufo2000/code/!svn/vcc/default« verschoben; bitte umplatzieren Meaning, the repository content had been moved to »https://svn.code.sf.net/p/ufo2000/code/!svn/vcc/default«. I tried it with this: svn co https://svn.code.sf.net/p/ufo2000/code/\!svn/vcc/default ufo2000 Didn't find it anyway: svn: E170000: Die URL »https://svn.code.sf.net/p/ufo2000/code/!svn/vcc/default« existiert nicht (Meaning URL doesn't exist.) Just as I expected. Now having a look around, I find the forum mostly deserted. Is the project really dead?
  7. Well, haven't been here a long time, but I'm still reading some replys. But I'm not really active any more. What's on your mind?
  8. Well, that explains, why the old files from previous installers don't work either. ;-)
  9. I might translate new versions of the readme from english to german. Problem is: are there any newer versions of the readme than 0.4.2 $Rev: 1018 $? Or better question: how old is this version? Current version of the german readme is 0.4.0 $Rev: 444 $, so i might start with upgrading this version, but it wouldn't make much sense, if there was a rather new version, and I'd end up translating something obsolete.
  10. Currently I'm a bit confused, because I haven't found any OGG-File in the newmusic-folder after recently installing UFO2K. As I yesterday checked, in earlier versions the files were included. Is there a reason why they are not included anymore?
  11. (For me) It's not a question of building unseen, it's just a fact, that a flash blinds you, nothing else. The reaction-trigger isn't touched a bit, the TU's are completely the same. Just they can't trigger on something the can't see at the moment (because they are flashed), and also can't see IF there iss anything moving. In smoke they can trigger anyway. You know the situation: You are wanderung through smoke, for one moment the enemy appears in front of you, the next moment you're dead, because he reacted... With flash this couldn't happen, and second thing is, you are not affected by the flash, if you were clever enough to take cover. Makes an attempt to capture a soldier much easier (I think there is a game-mode where you have to do so).
  12. OK, now I got it. Yes, also a possibility. The only flaw with that way of implentation is, that they can see your soldiers even when flashed. So your opponent player knows where your soldiers are standing, even when there are only flashed soldiers, who weren't able to see them in case of "real" flash-effect.
  13. But this wouldn't stop them from reacting. So the soldier may have just, lets say, 50% TUs but if you approach him, he'd react as usual, just with 50% TUs less for the calculation. Real flashnades don't give you a chance of reacting at all. You can't see anything, remember.
  14. OK, OK, just to make something clear: I didn't want to kick somebodys donkey with that. It was just my humble opinion. It's just that I reload and drop the empty clip, so that I never experienced that problem. Putting the empty one back at the belt or anywhere else costs more time units than just dropping it, and above all, you usually don't need it any longer... If you change that, it's no problem with me.
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