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Messages - JDarthenay

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1
Open Feedback / Re: baseXResolution and baseYResolution: removed feature?
« on: November 06, 2016, 12:14:53 pm »
Thanks for this commit, someday I will try to apply it in my own build.

2
Open Feedback / Re: Wikipedia entry
« on: May 11, 2016, 07:57:26 am »
Its interesting to see this article on the main Wikipedia.

OpenXcom has its own wiki at https://ufopaedia.org.  This is the official wiki of the project.
https://www.ufopaedia.org/index.php/OpenXcom

I don't know at all if OpenXcom is famous enough to have its own wikipedia page. But having its own wiki pages on https://ufopaedia.org does not justify at all not having its page on wikipedia or not updating it accordingly.

3
Open Feedback / Re: What can be done with modding?
« on: May 08, 2016, 04:12:47 pm »
And which ones of my thee first points would interest you if I was releasing them?

4
Open Feedback / Re: What can be done with modding?
« on: May 08, 2016, 12:44:59 pm »
How informative :P

Sorry, that was a reference with Meridian being very unkind to me.

This is done in OXCE+ here: https://github.com/MeridianOXC/OpenXcom/commit/eb0778abf730163aadc9477e371adce1c3947842

Well, do you think all other stuff I suggest could be new options to add to OXE+?

To be honest I was afraid when I saw more than 1000 commits late in your build from Supsuper's build, but I do not see them anymore so I wonder if I was not dreaming or in a random branch of something else...

5
Open Feedback / Re: What can be done with modding?
« on: May 08, 2016, 01:11:43 am »
Actually I believe you answered my questiion. From what I understood there is a modding system for which you only need to put the mod in a directory to have OpenXcom use it. I guess, unless there is a plugin system of any kind this mods should only be the "ruleset modding". I wanted to do a few modifications and make them available without rebuilding the game, because I don't think they will be integrated in the core OpenXcom.
The modifications I have in mind for the moment are:
1 - "your OCD is bigger than Mt. Everest".
2 - Giving a chance to have an alien infiltration mission fail, by preventing enough UFOs of the last wave from succeeding. I think there will be a base percentage success of 0% and each UFO succeeding a mission will increase this percentage by 25% or 50% according to its size.
3 - Same thing with alien base missions.
4 - When an UFO is destroyed by base defenses, the retaliation mission ends.
I don't think those changes can be done with only ruleset modding.

6
Open Feedback / What can be done with modding?
« on: May 07, 2016, 10:25:18 pm »
Hello. Sorry for this topic which, once again, could seems stupid but I searched the wiki, the forum and openxcom.org, and I was unable to find what can be done and cannot be done with modding exactly. Could some kind soul explain me?

7
Programming / Re: Bugs already taken or not?
« on: May 07, 2016, 09:36:17 am »
I see you solved the bug I was thinking of before I could finish to setup a save game to test it...

Well, now I have another question about the way of working with OpenXcom's team:
I have found a minor bug and I am currently investigating it, should I create a bug report in bug tracker or should I only solve it and send a pull request?

8
Programming / Re: New feature proposal: rearange ships in base
« on: May 06, 2016, 02:34:24 pm »
What about just renaming the craft?
E.g. "primary craft" and "secondary craft"...

This would be an easy change, but I really fail to see the point... unless your OCD is bigger than Mt. Everest you just don't care. Cluttering the UI is not justified for me.

Like I said, that is more my maniac side. I hate having the system imposing me some arbitrary order instead of letting me choose. Original version was even worse for me, because the table of crafts was shared with UFOs, and even building my crafts in the correct order, I could end with a stupid Avenger-20 last in the list after my Avenger-24, just because there were an UFO not detected yet in the sky the day I started production of my avenger...

If the UI change hurts you, then I guess there could be a preference to activate the feature.

9
Programming / New feature proposal: rearange ships in base
« on: May 06, 2016, 10:06:29 am »
I am a very maniac person, so I'd like to order the ships the way I want in the list of each base (without having to switch them "manually" in the save file). I propose to develop this feature, if I do will it be accepted?

I would do that by adding arrows in the "Interception Craft" menu of each base.

(No idea how to setup a pool on this forum).

10
Programming / Re: Bugs already taken or not?
« on: May 04, 2016, 10:48:24 pm »
There is no state such as "currently being processed by XX"?

11
Programming / Bugs already taken or not?
« on: May 04, 2016, 10:01:28 pm »
Hello,

How can we know which bug in bug-tracker is already being solved by Warboy or Supsuper?

12
Yes, let's wait for his answer.
By the way Supsuper, could you move this topic to the development forum? Actually, it would be more its place.

13
Are you sure there is only one file such as this one?
I see only header files from "Engine" and "Interface" folders.

14
That will permit to pass the automatic check I failed, but it would be even better if I could also add it in MVS project as most Windows users use it... Is there anything else to update?

15
It does not seem we can add hints for each item in a list. But it is possible to put a hint for the whole list. By the way per definition, letter boxing is always with with black bands, other options have to be named something else, such as stretching or extending...

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