Author Topic: Basescape development  (Read 6321 times)

Offline Fenyő

  • Colonel
  • ****
  • Posts: 423
    • View Profile
Basescape development
« on: October 14, 2012, 10:56:48 pm »
Since i have not found a topic with this name (or similar), i opened it.

I want to present you the newest feature which I've just completed! :)
"Right-click on arrow buttons means max/min"

I've attached the sources.

SupSuper, please add these code to the official OpenXcom codebase!

Notes about the feature:
1) As you can see, the buttons are actually not pressed down VISUALLY when keeping the right-mouse down.
This behavior is already persisted before this feature. If you (anyone!) miss it, go ahead! Implement it! :)
2) When right-clicking to put all of a type of HWP to a craft, and there is not enough ammo for them, in this case it divides the ammo for equal parts, so they're all sharing the ammo they have.
3) Of course after a mission this equal ammo partitioning is not done, because the re-equipment is an other story, which is not done by me. :)
4) When right-clicking on the Increase pieces to produce on the Manufacture screen, it sets the value to 999. (unless it is higher already) This value (or maybe a greater one, or maybe a dedicated symbol, perhaps the symbol of infinity) could mean "produce to sell" like in UFO-extender,  but thats an other story, it has to be implemented. This is the point in the source where this feature should be implemented later. (Does anyone have a mood to implement this?)

edit:
Oh, and of course the attached files already contain the fix for "Transferring a craft is not possible" bug.
« Last Edit: October 14, 2012, 11:05:20 pm by fenyo1 »

Offline Fenyő

  • Colonel
  • ****
  • Posts: 423
    • View Profile
Re: Basescape development
« Reply #1 on: October 15, 2012, 02:09:11 am »
Okay, finally i have set up github correctly, and i have done a pull request.

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2160
    • View Profile
Re: Basescape development
« Reply #2 on: October 16, 2012, 03:07:44 pm »
Thanks for the contributions, I was planning on doing some of these UI improvements myself but only by 0.5 (along with stuff from UfoExtender etc.). The "buttons don't look pressed when right-clicked" is by design, it can easily be fixed.

Offline Fenyő

  • Colonel
  • ****
  • Posts: 423
    • View Profile
Re: Basescape development
« Reply #3 on: October 22, 2012, 01:15:37 am »
SupSuper!

You rejected my Pull-request "Fix: There's not enough space for STR_TOTAL_TO_PRODUCE"
with an explanation "Not needed anymore.".

May i ask why?
The problem it fixes is still exist in the newest git-build!

You can see it on the screen-shot i attached to this post. (in the red circle)

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2160
    • View Profile
Re: Basescape development
« Reply #4 on: October 22, 2012, 02:15:54 am »
No need to shout my (nick)name, I can hear you just fine.

I rejected your pull request because the problem is already fixed on my local repository, as well as fixes for all the other languages, fixing your problem with buttons not pressing with right-click, finishing up Ufopaedia, and all the various stuff I've been working on throughout the weekend for 0.4.5 (which are going up now), which will take even longer now due to all the recent issues popping up.

Be patient and heed the developer's words next time.

Offline radius75

  • Colonel
  • ****
  • Posts: 108
  • I am the average PC user!
    • View Profile
Re: Basescape development
« Reply #5 on: October 22, 2012, 11:33:44 am »
Developer's work locally on Branch 'master' directly, and ' remote Branch master' do not actualize systematically.
And Git is after this so that over what every one sees he works someone, for check new proposal and testing commit for bugs, and was not such misunderstandings.
 ;D

EDIT
It sufficed to Close&comment PR: "fixed in commit 8eb915f" or something...
"Not needed anymore." hmm... enigmatic.  :P
« Last Edit: October 22, 2012, 12:26:39 pm by radius75 »

Offline Fenyő

  • Colonel
  • ****
  • Posts: 423
    • View Profile
Re: Basescape development
« Reply #6 on: October 22, 2012, 12:53:34 pm »
No need to shout my (nick)name, I can hear you just fine.
Actually, its just an accost. :) (and i didn't shout, it wasn't uppercased)

I rejected your pull request because the problem is already fixed on my local repository, as well as fixes for all the other languages, fixing your problem with buttons not pressing with right-click, finishing up Ufopaedia, and all the various stuff I've been working on throughout the weekend for 0.4.5 (which are going up now), which will take even longer now due to all the recent issues popping up.
Nice job!!

"Not needed anymore." hmm... enigmatic.  :P
Yeah, this is the reason i asked. :)

Offline kkmic

  • Commander
  • *****
  • Posts: 582
  • Undefined
    • View Profile
Re: Basescape development
« Reply #7 on: October 22, 2012, 05:05:13 pm »
Since i have not found a topic with this name (or similar), i opened it.

There is one, and quite a long one too...

And you have posted there before opening this thread.

:D
« Last Edit: October 22, 2012, 05:06:52 pm by kkmic »

Offline Fenyő

  • Colonel
  • ****
  • Posts: 423
    • View Profile
Re: Basescape development
« Reply #8 on: October 22, 2012, 05:10:31 pm »
This is BASEscape development.
The one you linked is BATTLEscape.

Offline kkmic

  • Commander
  • *****
  • Posts: 582
  • Undefined
    • View Profile
Re: Basescape development
« Reply #9 on: October 22, 2012, 05:15:16 pm »
My eyes, oh, my eyes!!  ::)

My bad bro :D

Btw, I remember Daiky posting something about the Alien Base missions. Just a heads-up in case you two might cross over during development.