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Messages - bslaveboy

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1
Work In Progress / Maintenance order change
« on: November 07, 2014, 04:02:41 pm »
Hi All

Arthanor asked me to take a look at changing the maintenance order to Refuel -> Rearm -> Repair so that those who select the ability to launch craft immediately don't have to wait for them to be fully repaired before scrambling them.

This is my attempt at accomplishing that. I have set it so that the default order is used (Repair, Rearm, Refuel) unless you select the launch immediately option, in which case Arthanor's suggested order is used.

Currently, this branch includes my maintenance time listed in the intercept window as some of the code I've used to get this done is common and I haven't separated or cleaned it up yet (or even tested it).

I'm not sure when I'm going to get a chance to work more on this so I figured I'd throw it out there for others to try.

Comments suggestions etc all welcome.

I created a branch called change_maintenance_order  here:
https://github.com/bslaveboy/OpenXcom.git

bslaveboy

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Work In Progress / Re: Maintenance time displayed in Intercept Window
« on: November 05, 2014, 03:23:10 pm »
Okay, I played around a bit with the column widths. Basically, I looked through the language files, found the ones which have the longest strings for STR_CRAFT, STR_BASE, and STR_WEAPONS_CREW_HWPS. I minimised those column lengths to get the maximum possible column width for Status (to add my hour string).

It would probably be better if there was a STR_HR thing so that I could report like, "(5 hrs)" instead of "(5 hours)", but there isn't, and I'm not sure how to add that. For now, I think that this should work okay with lots of languages. There's sometimes a little truncation, but considering the severe width constraints, I can live with that. Polish is a real squeeze.

3
Work In Progress / Re: Maintenance time displayed in Intercept Window
« on: November 05, 2014, 06:25:41 am »
Hum.. maybe you can move the Status and Weapons/Crew/HWPs columns to the left a bit (and drag the bases along).

Even if it makes sense to have them equally spaced, it doesn't make sense to have extra space in some columns and not enough in others.

Yeah, I decided to sleep on it. The columns aren't actually evenly spaced, I had to extend the space for the status column to get English to fit in and reduce the space between the margins.

I'll go through the languages I have and play around with the spacing until hopefully everything fits. :)

4
Playthroughs / Re: Let's play OpenXcom (Hawaii challenge!)
« on: November 04, 2014, 09:59:47 pm »
Finally caught up on this! Great series. Been really enjoying it.

Could you maybe add me as a (very) late recruit?

Use my forum name (bslaveboy)

Thanks

5
Work In Progress / Re: Maintenance time displayed in Intercept Window
« on: November 04, 2014, 09:55:33 pm »
Okay cool... I've changed it so that the hour string is added on to the end of the status.

I think you guys are right and that this makes more sense and should make it easier for translators. Unfortunately, there isn't that much room to work with so I've replaced the brackets with a colon. In French, if I used brackets then it'd get truncated but with a colon there's enough space (just).

Damn... just noticed that the HWP part gets truncated in French. Hmmm.

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Work In Progress / Re: Maintenance time displayed in Intercept Window
« on: November 04, 2014, 08:17:09 pm »
Very user-friendly, but I hope you don't forget about localization...
It can be easier for translators if you combine the two strings in a single "REPAIRING (X hours)", because a language with a longer name for "REPAIRING" can abbreviate "hours" to compensate, and vice versa.

That's a good point. I did try it by concatenating the maintenance time on to the status, but it seemed a little messy to me (see screenshot), so I went with seperate columns figuring that a truncation would be preferable.

I'm easy though, what does everyone else think? Should I modify it to look like the screenshot below?


7
Work In Progress / Re: Maintenance time displayed in Intercept Window
« on: November 04, 2014, 05:16:02 pm »
I have put in a pull request. Hopefully done it correctly (I followed the git guide thing).

I'll take a look at the maintenance order thing.

8
Work In Progress / Maintenance time displayed in Intercept Window
« on: November 04, 2014, 02:02:42 pm »
Hey guys

I found it annoying to need to click through Bases -> Equip Craft -> <Craft> just to see how long it would be before that particular craft would be ready again. Additionally, the Equip Craft screen only shows how long the current operation will take, then you'd have to look again after repairing (for example) to see how long refuelling would take, then potentially again to see how long re-arming would take before your craft is ready to be deployed.

So I altered the code to add the total maintenance time required before that craft will be available in the Intercept Window. Now you don't have to leave the geoscape screen to know how long it'll take before you can deploy that craft. (See attachments)

I created a branch called add_maintenance_time_to_intercept_window here:
https://github.com/bslaveboy/OpenXcom.git

bslaveboy

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Thanks Myk!

Really appreciative of your help... now if I could just find some time to play and try my hand at mods. :)

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This is awesome! Thanks Myk!

Any chance you could add this setup to the wiki page? Possibly here: https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_%28OpenXcom%29

It seems to be working perfectly. Only question I have is that I notice that when I launch the game (using the ~/bin/openxcom script), I get this added to the openxcom.log file:

Code: [Select]
[23-10-2014 10:28:12] [WARN] Unknown option: home/brian/bin/openxcom/share/openxcom/data
Any idea why that is? It doesn't seem to affect anything.

Thanks

11
Turns out that the problem was caused by me installing the game (using sudo apt-get install openxcom) and playing it before trying to set up compilation.

When I compiled the code, on starting up it looked for the data folder and found it where it had been installed to (~/.local/share/openxcom/data) instead of looking in the local bin/data directory (~/sandbox/OpenXcom/build/bin/data). The former did not have the Resources directory (among other things) and I hadn't copied the base xcom directories (GEODATA, GEOGRAPH, MAPS, ROUTES, SOUND, TERRAIN, UFOGRAPH, UFOINTRO, UNITS) into the latter.

The solution was to uninstall the openxcom with "sudo apt-get purge openxcom", then manually remove the ~/.local/share/openxcom and ~/.config/openxcom directories (warning, will lose your save games etc. that way) and then copy the base xcom directories into ~/sandbox/OpenXcom/build/bin/data/

Slaveboy

12
Hi Arthanor

I'm having the game crashing issue when compiling from source in linux, not having any of those fluidsynth issues though.

I've found the following going back through the nightly builds:

Last working build (no crash):
647c3e5 - Pkrcel, Tue Aug 19 23:55:22 2014 +0200 : Moved "Discovered Techs" load before "Bases" loading to allow for PsiStringEval true upon loading a new game.

Noah's flood (entire planet under water):
3dd9bba - Daniel, Wed Aug 20 00:11:37 2014 +0100 : Merge pull request #928 from FalkoOXC/updatequickarmorselect
 to
660503d - Warboy, Sun Aug 24 15:27:03 2014 +1000 : add comments.

Game crashes on trying to start a new game:
30dd33c - SupSuper, Thu Aug 28 02:08:22 2014 +0100 : Externalizing globe markers.

I haven't looked at the code in detail yet, but hopefully that'll be helpful. I suspect that it's got something to do with Terror From the Deep stuff... perhaps to get the latest build working we need to install stuff from the second game?

Basically, if you want to go to the last working nightly build then use git checkout 647c3e5. Compiling that and running it works for me. When I have time I'll try look into what's causing the crash.

Hope this helps

Update:
After taking a look it seems that we're missing a file called GlobeMarkers. I've logged a bug report here: https://openxcom.org/bugs/openxcom/issues/841

Slaveboy

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