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Posts: 267 | Thanked: 183 times | Joined on Jan 2010 @ Campinas, SP, Brazil
#11
Ok... Just to ressurrect the thread, any news on that?
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Posts: 197 | Thanked: 25 times | Joined on Apr 2010 @ Europe
#12
hmmm as long as you can't walk through exploded walls it doesn't make sense to play the game :-/

it was one of the major disappointments for me when i started the mac port of UFO (which is IMHO also somehow linked to a linux version).

but if I'm wrong... hey count me in. would like to play that game again :-)
 
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Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#13
Originally Posted by shinkamui View Post
Yea, dmj, I too am anxious to get something extensible working. But the actual implementation is much much much harder than I thought. I didn't even start from scratch, but the code I inherited is so infused with windows mobile that I feel it might be best to start from scratch. Anyway, I will probably start a garage project to allow others to continue if I get this thing working.
I was trying to use glesport, but with no luck. I don't know how to get it working for N900.

I think sharing the code you have already, no matter the state it is, would be beneficial. I would certainly take a look at and try to help.
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#14
Got it running with Dosbox and DOS version of the game (1.4).
But mouse and keyboard mapping problems prevents playing, for now. Have to fiddle a bit more.
 

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#15
UFO:AI has ~working Android port. Official git repository has branch named android. Some of it's contribution is merged to main branch, but not all.

Android branch has several
Code:
#ifdef GL_VERSION_ES_CM_1_0
on 'renderer'-source folder. (I think N900 has GL ES-CM). So it seems UFO:AI can be compiled with GLES.

Android branch might contain too much extra stuff, so it might be better to wait GLES-support is on official branch.
 

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probing with my n900


 
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