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Messages - ufomesh

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Released Mods / Re: [UFO] [TFTD] PSX Music, SFX and Cinematics
« on: January 08, 2021, 11:08:45 am »
Hi can you explain to me where to copy the rullset folder or its contents? The music works, but I can't do well with the audio in the rullset folder

You just need to unpack archives into "mods" folder and enable these mods in  the game.
"mods" folder can be found in your documents folder: \Documents\OpenXcom\mods. Place files from an archive there, just unpack archives in this folder, so you'll have PSXMusic, PSXSFX, PSXVideos (if we talk about ufo:eu). Then start the game and press "mods" button in the menu. Locate PSX sound mods in the list (at the bottom) and enable these mods clicking on them.
Also, you can read README.md in game folder for more info about folder locations.

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Work In Progress / Re: [Request][UI] Open door button
« on: July 26, 2014, 08:00:19 pm »
Quite frankly, I think the Android version just needs a new UI entirely. The buttons are entirely too small for a finger on 4 or 5 inch screens. There's been a few mockups in the old Android port thread.

I think the best place to start though would be if UI layouts and such were externalized. Then they could simply be handled by mods.

I'm playing on my 7' tablet and feeling comfortable. I think playing openXcom on phones won't be comfortable at all. In case of small screens you need to enlage buttons. Enlarging them you greatly reduce battlescape size.
Anyway my miserable attempts of at least changing background picture with buttons failed.

I wrote something like this but had no effect.
Spoiler:
layout:
  - name: icons
    order: 1
    type: InteractiveSurface
    width: 320
    height: 56
    hAlign: center
    vAlign: bottom
    relX: -160
    relY: -56
    singleImage: true
    files:
      120: Resources/UI/newIcons.png
      crop:
        x: 0
        y: 144
        w: 320
        h: 56
    hidden: false
    handlers:
      onMouseIn: mouseInIcons
      onMouseOut: mouseOutIcons

Maybe if I catch luck and get understanding with all this coding I think about 4'-5' version..

3
Work In Progress / Re: [Request][UI] Open door button
« on: July 22, 2014, 10:51:20 pm »
It isnt missing. When you turn towards the door you want to open by hold+flick motion you can open the door by doing the same thing again. Its a little wonky but nothing that harsh. And it works.

Wow, didn't know that, thanks for tip. Anyway, it would be much easier to open doors with icon rather than this tricky gesture.

4
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 10:54:06 am »
Oh, thanks! I've already downloaded and installed it. I thought there's another newer version already.
I wonder who CAN download from that site, because counter shows some ammount of downloads

5
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 08:31:30 am »
Hi!

I still can't download your great mod/port from the mod site, it says that there's no such file (the same picture with all versions of android openXcom, other mods are downloaded perfectly). Could you post direct links to it here at forum when new version is ready for download?

Thanks a lot!

6
Work In Progress / [Request][UI] Open door button
« on: June 29, 2014, 02:42:20 pm »
Hi!
I found that one of the important features of openXcom is missing in android port. It is opening doors by right click. So the idea was to make an additional button for this. I think it's not bad if PC version will have this UI button, too :)
The problem is: I'm not a coder and even can't check out the possibility of creating new UI buttons, but I can draw them.
Also I found that size of a standard button is 32х16. Maybe this is made for some memory reasons and it isn't possible to change button sizes.
Anyway, new ones are 28x16. Check out attached files: normal view and zoomed in x2. For now I have 2 variations of open door button, don't know which is better. I will appreciate any comments, help and advice.

The second problem is: all buttons go in pairs, so it would be good to find another action for this second button in a column. For now this blank place is used for a variation for "open a door" button.

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