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Messages - SupSuper

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Suggestions / Re: UFO and TFTD in the single sequential campaign
« on: January 11, 2019, 11:26:31 am »
The holes are caused by some shore regions using color #5. If you remap the shore regions to use color #12 instead, you would solve the issue. If you map them to closest match, it shouldn't have any terrain scars in the water--I think.
It's a limitation of the globe shader. It doesn't actually check if it's shading a polygon, it just uses the color to decide if it's land (use 16-color shading) or ocean (use 32-color shading). So if polygons use ocean colors, bad stuff happens.
I tried moving the ocean color to an unused zone but that messed up the "flat" coloring. So I've just added an option to disable the 32-color shading via "oceanShading", will have to wait for OXCE to merge.

Suggestions / Re: UFO and TFTD in the single sequential campaign
« on: January 10, 2019, 01:33:02 am »
You can fit TFTD textures into the UFO palette by reusing the (now useless) flat ocean with some TFTD blues and remapping the new textures accordingly:

Now you get day-night shading, just with an unfortunate side-effect of the "holes" looking even more obvious (since the old "flat shading" is leaking through):

Only feasible solution would be hiding all the holes or disabling "flat shading" entirely.

Tools / Re: Ruleset Validator for VSCode
« on: January 04, 2019, 12:25:03 am »
OpenXcom Extended support is here! It's a Christmas New Years miracle! After updating the extension (should happen automatically next time you run VSCode) just go into your Settings and pick your preferred version. If you run into any bugs let me know.

Help / Re: How to edit User Interfaces, and adjust their contents
« on: December 31, 2018, 08:04:38 am »
The UI isn't moddable, you'd have to rewrite the code to do so.

Tools / Re: Ruleset Validator for VSCode
« on: December 05, 2018, 08:51:07 pm »
Yes it should allow as SupSuper careate it anybody can alter it to fit it goals.

btw SupSuper maybe add this file to `docs` folder in oxc repo? This could be source of truth for ruleset available for users.
When someone add new ruleset he need update this file, some thing like this I did for oxce documentation.
Arguably you could count this as the "source of truth":
Though it's already out-of-date :( I'm trying to figure out a way of having versioning and OXC/OXCE without making a mess of things.

OpenXcom Extended / Re: Custom per soldier-type transfer/arrival times
« on: December 05, 2018, 08:48:49 pm »
Right now i'm trying to find a good way to implement Biggieboy's recruitment office into my game. Veteran soldiers would have better stats, but would be more expensive to hire, as well as taking longer to arrive (i.e. they have to go through an evaluation process first). Turns out openxcom doesn't allow per type transferTimes for soldiers - only for crafts and items.
Added to OXC.

Also, as far as i can tell there is no way to define separate "first arrival" (i.e. when bought) and transfer (i.e. transfer from base to base) times.
There's no relation between time for arrival and between bases. Time between bases is always based on distance, not contents.

Troubleshooting / Re: Game crashes at reaching June 1st 1999 (game time)
« on: November 30, 2018, 02:21:43 am »
Were you playing around with mods? Your save data is missing the Pacific region, thus the crash. I assume you only enabled the Terrain Pack later in the game.
I've tried to patch up the missing stuff, but no guarantees. In the future, don't change major mods in the middle of a game.

Translations / Re: ??? symbols in game
« on: November 22, 2018, 06:42:21 am »
i download this wonderful game with many languages inside (latest version). But in some translations - many or all words displayed in symbol "?". Its mean incomplete translation, or what? All this languages in my WinOSxp have installed. And Internet, i see all languages symbols.
A lot of translations are incomplete. If text is missing, it will show up in English instead. You can check translation status and help here:
OpenXcom uses a bitmap custom font, not a system font. Missing characters will display as ?. New characters have to be added by translators.
Currently we support most European characters, as well as Japanese and Korean. Adding a few characters is easy, but a whole alphabet like eg. Chinese is hard. You can find the fonts in OpenXcom\common\Language folder.

(and other remark: When switching next language, some words remain from the previous language. Why?)
This is a bug which I have now fixed. Now when a translation is incomplete, the missing text will always default to English.

Troubleshooting / Re: No GSettings schemas are installed on the system
« on: November 18, 2018, 01:25:35 am »
What version of X-COM are you using? The crash seems to be when OpenXcom tries to play a new music track (I assume the Intercept music).

Released Mods / Re: [UFO] Improved Geoscape Icons
« on: November 08, 2018, 11:44:22 pm »
They are beautiful, SupSuper. Thanks for sharing.

Just a question: do you have different sprites for different crafts? I mean, seems that the craft in USA is an Interceptor and the craft near the downed UFO is a Skyranger.
Yes, each craft and UFO size has different sprites:

Released Mods / Re: New Mod Portal!
« on: November 08, 2018, 05:44:45 am »
What if you just leave the field blank?

Released Mods / [UFO] Improved Geoscape Icons
« on: November 08, 2018, 05:31:28 am »
As Seen On Extra Life(tm)

I made a cosmetic mod that increases the 3x3 globe icons to 7x7 and differentiates crafts and UFOs. Apparently some people think it's worth sharing, so here you go. It's probably helpful if you're using larger Geoscape scales, or if you're color-blind.

Before and After:

Some design choices:
- The craft icons are outlines so you can see what's underneath them.
- The UFO icons only have different sizes to not give away the exact UFO class.
- The flying/crashed/landed states have different details so they're not distinguished by color alone.

Let me know if these were good or bad choices.

Troubleshooting / Re: Funds Glitch
« on: November 03, 2018, 07:56:00 pm »
Should be fixed now. :)

At the very least, if a program attempts to write a file, and the OS says it can't, doesn't the OS return a particular reason, with no space being one of those trapped and reported? Or has Windows gotten more like Mac than I've ever realized?
The OS probably does, but that's not cross-platform. :P C++ just gives you a flag.
Anyways latest nightly should pop an error if a save fails for any reason, and won't corrupt your old save.

Offtopic / Re: Post-meritocracy
« on: October 25, 2018, 06:19:18 am »
If you do not see anything wrong with imposing your will on others then you accept that you are against freedom and self-determination, and, consequentally, any possible form of inclusiveness and diversity (whatever that last one means).

Do you now see how your position is self-contradictory?
I think Kilgore is using that most dreaded of tools: sarcasm.

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