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Messages - Fenyő

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1
Programming / Re: New Feature: Infinite base sizes, POLL
« on: July 06, 2014, 09:17:30 pm »
You know what?

I unburden your job.

I will NOT contribute ANYTHING EVER AGAIN to this project!

And this is the last time you guys saw me.

Do whatever you want....

2
Programming / Re: New Feature: Infinite base sizes, POLL
« on: July 06, 2014, 05:31:39 pm »
what's YOUR problem with this?
i've already explained that i am not interested in this feature, i do not believe it is warranted, and i will not support it.
You won't have to. I promise, that if any bug comes because of this, i will fix that!

nobody has ever complained that 6x6 isn't enough,
This is not entirely true! pmprog already expressed that he LIKES this idea.

and anyone who does is not used to playing games, because games have rules and limitations.
And why do you want to decide which limitations to be used instead of the people who actually play the game?

there is no justification for this addition other than "just because we can" and this doesn't add anything other than useless excess.
Wrong!
I already use this feature on a daily basis, i can not even imagine my game without these features.

But if you think i'm just making useless excesses every time, then i'm starting to think about leaving the whole project for all. I'm getting tired of that i have to make close combat with you every time i make a new addition. You always force your ideas to everyone, - not even offering the alternative for the people!! (good example: equal ammo loading in tanks) - since you have admin rights, but if someone else have an idea, you don't support that, even the possibility to play the game that way. I thought the OPEN word in the name of the game means that anyone can play the game he/she wants it to play, so everyone have the freedom to choose which way he/she plays.

Of course you can say that i can compile a version for myself anytime. But that means i have to rebase after EVERY single changes of the main repository. Do you know how much weekends i already spent on rebasing my features?
I don't want to rebase continuously to the rest of my life.

conversely: this is going to cause more issues than it "solves", for example a base defense mission that takes 36 hours to play out because we didn't know when to say "enough is enough"
The base defense does not have to take 36 hours, if you place the buildings smartly.
This was NEVER a problem to me, and i already played a LOT with this feature.

3
Programming / Re: New Feature: Infinite base sizes, POLL
« on: July 06, 2014, 04:13:36 pm »
Biased?? Why?

The choice is that simple!
If it won't be merged, then nobody can play with it!
If it will be merged, then anybody CAN (but doesn't have to) play with it!

What's your problem with this?

4
Programming / New Feature: Infinite base sizes, POLL
« on: July 06, 2014, 04:08:50 pm »
Hello folks!

I want to ask YOUR help!

Have you ever dreamed that you build a very large base?
Even BIGGER than 6x6!
Imagine it! You could build a base with several hangars, general stores, laboratories, workshops, and fusion defenses at a single base!

I have made this feature: Infinite base sizes.
Default setting: OFF

With this feature turned on (advanced settings) we can build a base of any size, not only 6x6.
I have made a little YouTube-video for illustration, click on the picture:


I have a LOT of work in this.

If you think, we should include this feature to OpenXcom, then you just have to vote for YES to convince Warboy to merge this - already implemented - feature with a single push of a button.

5
Programming / New Feature: Unlimited bases, POLL
« on: July 06, 2014, 04:07:06 pm »
Hello folks!

I want to ask YOUR help!

Have you ever dreamed that you build more than 8 bases?
Imagine it! You could cover the whole planet with radar bases, so you can see everything on the planet!

I have made this feature: Unlimited bases.
Default setting: OFF

With this feature turned on (advanced settings) we can build any number of bases, not only 8.
I have made a little YouTube-video for illustration, click on the picture:


If you think, we should include this feature to OpenXcom, then you just have to vote for YES to convince Warboy to merge this - already implemented - feature with a single push of a button.

6
I have uploaded this music set to the collection site! LINK

I have repacked (reZipped) it to conform to the others. (Now it does not contain the SOUND folder, only the content)
Hope you don't mind.

7
Translations / Re: Translating the Windows Installer
« on: May 18, 2014, 04:25:33 pm »
I've made the Hungarian Language.

8
Programming / Re: New feature discussion: inventory templates
« on: April 12, 2014, 05:48:11 pm »
@SupSuper and @Warboy1982: What do you guys think about the ideas in this thread?  What would you like to see?
I'm also curious about their opinion. :)
Since all of this depends on them, because they have to merge them.

9
Programming / Re: New feature discussion: inventory templates
« on: April 12, 2014, 05:46:24 pm »
On that note, though, how do you indicate that there isn't enough equipment to fully equip all the soldiers with a particular layout when you change that layout?
When the layout changes, it reapplies to all soldiers whose have that layout. It applies as much as it can, and if there is not enough, then it reverts to custom layout (but keeps as much close to the layout as possible), and shows an error message.

if it is done, +1 for showing in the foreground, either as a dismissable popup or as a hover popup, but either way is somewhat out of place in the xcom ui.  I'd be worried about making the interface (and the code) too complicated.
Never worry about the code. That's my problem. :)
About the UI: Yeah, it may be "out of place", but OpenXcom already has a lot of UI elements which were not existent in original XCOM. (Comboboxes, Sliders, etc...)

10
Programming / Re: New feature discussion: inventory templates
« on: April 07, 2014, 01:28:50 am »
1. you don't need a rename button.  similar functionality is available elsewhere in the UI (like renaming crafts) simply by clicking on the name.
I thought this before. But consider the following: The player clicks to the editbox, types a name, then clicks to Create. Now he renamed a layout, and created a new one with identical name. But his original intention is to create a new layout with the typed name. Of course he can do that by clicking on the Create FIRST and then typing the name (rename).
But this usage is not self-explanatory, not evident. Most of the people would use it as if it would work like it works now.
And not the place of the Rename button is what we really have to make free for something else.

2. for parity with how other UI screens look (such as the purchase/sell/equipment screens), perhaps remove the top two buttons and replace them with left/right arrow buttons to the left of each soldier name.  this would also enable the left arrow key as a shortcut for saving the soldier's layout to the selected layout name and the right arrow key as a shortcut for applying the selected layout to the soldier.  this would make this screen as keyboard-accessible as option one.  just type down-right-down-right-down-right... to apply a layout to the entire squad instead of option 1's tab-v-tab-v-tab-v...  This is a little different from the idea of using left click to apply and right click to save, but nowhere else in the UI is a right click used for anything but cancel or "take all", and using right click to save might be out of place.
This is a very good idea!!!
Especially for touch screen devices, since they have no "RIGHT-clicks", or right-clicking is not easy on them.
The only problem is that it needs some space in the list for those buttons to fit. We have to make some space for those buttons. We either have to make less space for the layout names, or for the soldier names.
Hmm, I will experiment with this, and i think I'll implement this on next weekend.

3. a limitation of the current screen for option 3 compared to the other two options is that you can't see what the layout includes.  is there any way to show the regular inventory screen as a background image for the layout manager screen that can indicate what the selected layout is?  that may not be possible (or aesthetically pleasing), though.
You're right about this, and i also thought this before. But think about it. There are NAMES for the layouts. You have to know what layout name associated with what layout. The name should be communicative. This way you don't have to actually see the layout itself. But if you want to see it, you can see it by moving back to the Inventory view.
Showing the layout itself in the background may be a good idea, but as you mentioned it may not be so aesthetically pleasing.
Hmm, maybe if the layout itself would only be showed when the player moves the mouse cursor on a specific part of the layout button, maybe half of the layout button. Or a little icon would be next to the layout button, and when the player moves the mouse cursor over it, the game would show that layout, but not as a background, it would show it foreground, with all other buttons/etc temporarily hidden. Only when the mouse cursor is over that little icon next to the layout button.
What do you think?

4. if space becomes tight because of these revisions, create and delete buttons could be replaced with plus and X symbol icons.
This is also a good idea, but not those spaces occupied by those buttons is our real problem now.

11
Programming / Re: New feature discussion: inventory templates
« on: April 07, 2014, 12:31:35 am »
Will the save, made with one option work with another option?
Merging both only have a sense if they work with each other...
So, yes of course they will work. (I guarantee this)

12
Programming / Re: New feature discussion: inventory templates
« on: April 07, 2014, 12:26:10 am »
Well, if almost all of the code have to be rewritten to avoid code duplicates by the two features, then i will do that.
I agree, code duplicates have to be avoided.
If it is needed, i can take one of my weekends (or more) to complete this.

myk002: Or we could merge options 1 & 3, and the Advanced Options could have three settings: "Copy/Paste", "Layout Manager", and "BOTH" :D

13
Programming / Re: New feature discussion: inventory templates
« on: April 06, 2014, 10:53:19 pm »
Oh, and one more thing about the Layout Manager:
I had an idea which may further reduce the number of clicks:
I could erase those two big-ass buttons up, and only two label would be on their places, and they would be:
"To set the selected layout to a soldier, LEFT-click on that soldier."
and:
"To save the layout of a soldier to the selected layout, RIGHT-click on the soldier."

This way the use of Layout Manager would be much quicker, with much less clicks.

What do you think, guys?

14
Programming / Re: New feature discussion: inventory templates
« on: April 06, 2014, 10:44:02 pm »
Guys, let me explain some arguments.

When i first implemented the Layout Manager (which is completely ready for use, only SupSuper has to click for merge, and you can use it), i also had the idea of this:

But look at this, and think!
How can you type a name for a layout in this version? Where is the Editbox for that?
How can you even create a new layout? Where would you put a new "Create" button?
And how can you erase a Layout if you don't need that anymore?
And if you want to apply a single layout for about 16 soldiers, you have to click to "next soldier button" then Load, then "next soldier button" then Load, and so on. That's too complicated! With Layout manager you just have to click each soldier only, and they are close to each other (I mean the name list).
Oh, and the Layout Manager has a feature: "Newly recruited soldiers" if you want a layout to be automatically applied to every new soldier.

I admit myk002's version is much simpler, but also think about it a little deeper.
If a soldier dies with an only layout, you have to make that Layout again with a new soldier.
And if you use 2 or more Skyrangers on more bases, how can you copy layouts between them?
And with this version you also have to click twice for each soldier! ("next soldier button" then Paste,  then "next soldier button" then Paste, and so on. And these two buttons are not exactly next to each other on the screen)
And what if you don't want to use a Layout for any of your soldiers temporarily? (because there is night now, and you want to use Incendiary bullets for your auto-cannons for this mission only) Then you have to remake that Layout again when you need it again.
Again, you have to click much more with this version.

With a lot of soldiers, you have to click least only with the Layout Manager.

And one more important thing.
As you can see on the above picture of the Layout Manager, there is a place on the screen with "OUTSIDE BRIGHTNESS".
You can see what situation are you getting into by this little feature!
I think this is very useful. You can decide what layout you want to use according to the outside brightness/darkness conditions! (perhaps I will rename it to OUTSIDE DARKNESS to be consistent with the string in New Battle mode)

I have a final argument, which i hope all (or at least the most) people will agree:
Since both my version and myk002's version is complete, i think the best would be to merge both! AND of course have a new option in the Advanced Options, which is: "Inventory Layout Mode" which would have two settings: "Layout Manager" and "Copy/Paste Mode".
Then everybody would be happy, since everyone can choose which version he/she prefers!
I offer that i will implement the Advanced Options chooser, if we come down to that. (so SupSuper only has to click to the Merge buttons (on Github) only, he does not need to implement anything about this :) )

What do you think, guys?

15
Open Feedback / Re: openxcom - bad remake
« on: March 28, 2014, 10:06:32 pm »
as for new sounds new music and new interface... i'm not at all sure what you mean, the music and sound effects are all original, and the only interface changes we've made have been usability oriented, like incorporating the scroll wheel.

as for new features, anything i add that goes outside the realms of what ufo had to offer are disabled and unused by default. anyone picking up the game to play without fiddling with options or mods should have more or less the same experience as someone playing the original xcom, albeit with the aforementioned usability tweaks.

there should be no need for an alternative fork like hszp suggests, the default package represents this. anything that's an optional extra is exactly that, optional. nobody is forcing you to use pathfinding preview, or to enforce containment limits, or use shotguns.
Exactly!! That's the point!

Yup. There is good criticism and bad criticism. And trolling.
I couldn't agree more.

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