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Messages - Dooh

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1
Work In Progress / Re: [ALPHA][WIP] Rise of the New Order
« on: March 12, 2015, 07:03:57 pm »
Naming arctic region as empire is funny. Maybe after melting ice caps it would make more sense ;-)

2
Work In Progress / Re: custom missions ideas
« on: March 03, 2015, 06:44:12 pm »
As it comes to offshore locations - maybe oil platform full of explosive barrels :-)?

3
Work In Progress / Re: minimod: Elerium and Alloys Listed on Top
« on: January 30, 2015, 03:31:20 pm »
Hi there,
The idea to show amount of Elerium and Alloys in main base screen is very good. Actually there is no need to know how much money you have from the main base view. This information is almost at every submenu - manufacture, purchase, sell, even on geoscape after enabling Show Funds in game options.
I did some digging in the code and changed funds info to Elerium and Alloy info. Unfortunately there is no place for two lines and adding also funds to the same line might be too long.

To apply this modification you need to edit BasescapeState.cpp file with below code and recompile.

Code: [Select]
ADD AT TOP OF FILE:
#include "../Savegame/ItemContainer.h"

REMOVE THIS:
        _txtFunds->setText(tr("STR_FUNDS").arg(Text::formatFunding(_game->getSavedGame()->getFunds())));


ADD THIS:
        const std::vector<std::string> &items = _game->getRuleset()->getItemsList();
        for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i)
        {
                int e115;
                int alloy;
                std::wostringstream ss, ss2;
                if (*i=="STR_ELERIUM_115")
                {
                        e115 = _base->getItems()->getItem(*i);
                }
                if (*i=="STR_ALIEN_ALLOYS")
                {
                        alloy = _base->getItems()->getItem(*i);
                }

                ss << e115;
                ss2 << alloy;
                        _txtFunds->setText(tr("E>{0}, A>{1}").arg(ss.str()).arg(ss2.str()));
        }

Result is like below.
PS. As I am not a C++ programer the code might be a little clumsy. Also sorry for my English, it's not my first language.

4
Troubleshooting / Re: Not sure if it is a OpenXcom bug or FMP bug...?
« on: December 05, 2014, 11:44:42 pm »
In case someone else have the same problem - the latest nightly version which works correctly with FMP 0.9.7.1 is from Nov 17 22:32:27 2014 +1100. Problem started in next commit - "map scripting" from 20 Nov.

5
Troubleshooting / Re: Not sure if it is a OpenXcom bug or FMP bug...?
« on: December 02, 2014, 11:00:11 pm »
Hi,
I have a problem which fits also for this topic, so I decided not to start a new one.
When starting tactical mission my Skymarshall generates inside building, UFOs get stuck inside buildings or Skymarshall generates in the same place as UFO. Screens and saves below.
During game startup console return error libpng warning: Out of place iCCP chunk
I tried to compile most recent build (Tue Dec 2 20:20:07 2014 +1100), but the problem remains.

Is this a bug or am I doing something wrong?

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