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Messages - StarkMad

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1
Work In Progress / Re: Sell / Sack menu
« on: July 20, 2012, 06:30:12 pm »
So, the things others have mentioned that I need to investigate are:

  • Pink ammo
  • Storage space delta on Purchase menu
  • Possibility of adding an 'On Order' column to Purchase menu

2
Work In Progress / Re: Sell / Sack menu
« on: July 20, 2012, 06:21:04 pm »
In order for me to move Stingray launchers to the 'Craft' tab I would have to divide the items category into smaller parts like this for example:

Code: [Select]
itemsForCraft:
  - type: STR_STINGRAY_LAUNCHER
  - type: STR_AVALANCHE_LAUNCHER
items:
  - type: STR_PISTOL
  - type: STR_PISTOL_CLIP
  - type: STR_RIFLE
  - type: STR_RIFLE_CLIP

But this change causes a problem with old saved games.

I found a better way of handling it that doesn't cause problems with old saved games. Instead of adding more categories I added new 'attributes' to the items I wanted to move.

3
Work In Progress / Re: Sell / Sack menu
« on: July 17, 2012, 05:42:44 am »
New categories? Why so? Doesn't game already know what is battlescape item and what is craft armament/ammo?

If you look in the bin/data/Ruleset/Xcom1Ruleset.rul file you will find the definition for just about everything in the game. Things like the Stingray launcher are in there twice.

The first time is under the 'craftWeapons' category. This definition for the Stingray launcher is what shows up when you are in the 'Equip Craft' menu trying to decide what weapons you want to put on your Interceptors. But this isn't the Stingray launcher that shows up in the Buy/Sell menus.

The second time is under the 'items' category. This is the version of the Stingray launcher that is used by the Buy/Sell menus and this version of the launcher is grouped with things like pistols, rifles, and ammo clips. Here is a shortened version of the category to show what I'm talking about.

Code: [Select]
items:
  - type: STR_STINGRAY_LAUNCHER
  - type: STR_AVALANCHE_LAUNCHER
  - type: STR_PISTOL
  - type: STR_PISTOL_CLIP
  - type: STR_RIFLE
  - type: STR_RIFLE_CLIP

In order for me to move Stingray launchers to the 'Craft' tab I would have to divide the items category into smaller parts like this for example:

Code: [Select]
itemsForCraft:
  - type: STR_STINGRAY_LAUNCHER
  - type: STR_AVALANCHE_LAUNCHER
items:
  - type: STR_PISTOL
  - type: STR_PISTOL_CLIP
  - type: STR_RIFLE
  - type: STR_RIFLE_CLIP

But this change causes a problem with old saved games.

4
Work In Progress / Re: Sell / Sack menu
« on: July 17, 2012, 05:16:20 am »
Oh, shouldn't craft armament (stingray/avalance, etc) go into Craft tab?

Yes they should. That is the next thing I am looking into. Right now they are lumped into 'Items' along with pistols, corpses, alien artifacts, and so on. I have to add more categories to the ruleset to make it work but this causes problems with any saved games made before the ruleset modification. So that would probably require a tool to convert saved games as well.

5
Work In Progress / Re: Sell / Sack menu
« on: July 17, 2012, 03:46:12 am »
Ok, I believe this was the consensus on what the tabbed Sell/Sack menu should look like. So I also applied it to the Purchase/Hire menu.

6
Work In Progress / Re: Sell / Sack menu
« on: July 12, 2012, 06:22:53 am »
Here's another idea. All this texts have blue color. I wonder that maybe it would be worth to try to use different colors?

...

What do you guys think? One color to rule them all, or couple of colors?


Nice patch, but I don't really like the green color. Is it really necessary to make it non-monochromatic? This definetly doesn't fit the game style.

You can't please everyone.  ;D It does break the style of the game but I think its worth it. In a low resolution screen with lots of data presented to the user at once a color change is a great way to visually divide the information and keep everything from blurring together. Now I agree that green might not be the color of choice but it was easier on the eye than the red or yellow.

7
Work In Progress / Re: Sell / Sack menu
« on: July 12, 2012, 02:10:42 am »
I found a way to squash all of my commits into one so that I can have one patch to rule them all  ;D. Changes in this version include:

 - Changed capitalization on 'Items' and 'Quantity' column headers to make it more consistent.
 - Moved Up/Down arrows a little to the right.
 - Made the text lists a different color so that the menu wasn't monochromatic.

8
Work In Progress / Re: Sell / Sack menu
« on: July 11, 2012, 03:15:18 am »
This one should show you the overall change to space used. You need v0.2 + v0.3 + v0.4 since I'm not familiar enough with GIT to make it combine all the patches together.

9
Work In Progress / Re: Sell / Sack menu
« on: July 11, 2012, 01:31:44 am »
the 41:50 notation is probably done because it's consistent with the base information screen


Yes, and because it was just a copy paste from BaseInfoState.

Here is an updated version that has the space used by each type of item. The last requested feature maybe a tough one. I'll have to think about how to do the

   'Space Used >   41 (+7) : 50'

10
Work In Progress / Re: Sell / Sack menu
« on: July 10, 2012, 05:37:13 pm »
Here is the second version. I used the same approach for the buttons as the clock buttons in geoscape so as to make the sell/sack menu more consistent with the other UIs. I also added the 'Space Used' but it is a static value. It shows you the amount of storage space in use at the moment you entered the sell/sack menu. The patch file is now generated by git per the projects coding standards.

11
Work In Progress / Re: Sell / Sack menu
« on: July 10, 2012, 01:33:35 pm »
Or make them similar to time buttons on geoscape - they have clicked state.


Good idea. I'll look at how it is done in the geoscape and update the sell menu.

12
Work In Progress / Sell / Sack menu
« on: July 10, 2012, 05:47:07 am »
One thing that has always bugged me about Xcom is the user interfaces. I really disliked having everything in your base dumped onto one list without any kind of organization to the list. I remember one time when I first played the game that I accidently sold my skyranger because I didn't realize it was thrown in with the pistols and grenades. To remedy the problem I modified the sell screen to make use of tabs.

Sacking lazy employees


Junking that old lemon


Selling items


I would really like to break the 'Items' tab down into better defined categories and move craft weapons like Avalanche launcher/ammo to the craft tab, but I need to delve deeper into the data files to find out if that is even possible.

P.S. Apparently I'm horrible at figuring out how the img tags work.

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