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Messages - Tarvis

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76
Offtopic / Re: Your X-COM base names
« on: December 21, 2013, 06:44:57 am »
"El Baso Mexico"
"Sweatshop 1"
"Storage 2"
"Hangar 18"

Not too creative, am I?

77
Open Feedback / Re: Change music quality
« on: December 21, 2013, 06:38:25 am »
A little question:

Some higher end Sound Blaster/Roland cards had "special sounds" which UFO used, like a police siren in the Intro as seen in link below:

https://www.youtube.com/watch?v=cuRzCHaeyXY

Can that one be added to OpenXcom, and are there other "special sounds" that UFO uses?
If you want the soundtrack that has things like the siren, you'll want the Roland MT-32 soundtrack. I don't think anybody's recorded it however, so you can't get it in OpenXcom yet. I can probably find someone at Vogons who has one to record it, though!

I could do a MUNT version until then, but that's not 100% authentic. It'll sound pretty close, though.

78
Builds & Ports / Re: Android Port
« on: December 16, 2013, 07:49:34 pm »
Yes, you can do that. But it doesn't look nice - the button is on the side, it really looks like "I don't want to be there" and it shouldn't really be present in modern apps. I think that using a button like in the original is the best solution, even if it takes some space.

It may look like an afterthought, but it's still there, and to me I think it's a lot less intrusive than taking up space in the top left corner, covering a bit of the map area. It could always use the Back button instead, though.

79
Builds & Ports / Re: Android Port
« on: December 12, 2013, 07:59:41 pm »
Read through the last few pages, we've pretty much discussed this (move/shoot cursors can be dragged around for precision and tapped again to confirm)

As for newer Android devices, with the navigation bar being part of the screen instead of separate buttons, I thought apps could call for a menu button to be shown on the right side? I don't have a phone like that so I can't quite confirm.

EDIT: Yes, but this is done by setting the app's targetSdkVersion to <11. I'm not sure what else that might affect though...

As for merging hands, how will you throw grenades then without putting your gun away first?

80
Troubleshooting / Re: Graphical Issue
« on: December 10, 2013, 03:14:28 am »
I experienced a permanent palette-shift with OpenXCom during the last months. Switching to window mode helped; and with the newest AMD Catalyst Beta-Drivers the problem is now fixed.
Explanation: It all started with Windows7, which messed up the palette of old Direct2D-Games like Starcraft or MoO2 (but also OpenXCom) on some systems. That was fixed last year with a (optional) D2D-Patch. But this years things got messed up again. MS released together with IE10 a new version of this patch (that may caused graphical errors in Firefox), and AMD released a new Catalyst-driver, which seemed to undo the Win-Patch. Now they have finally fixed this again (offical note is only about Starcraft being fixed, but all the other D2D-Game are now fine too).

So if you experience a palette shift in OpenXCom, try to...
- check if the Windows 7 optional Direct2D-Patch is installed
- if you use a Radeon (5000 or higher) Card, install the Catalyst beta driver v13.11
or simply switch to window mode
- and if none of this helps, spam this forum with angry messages until it is fixed
Like I said earlier, if you can, use one of the OpenGL modes. Since you're running Windows 7 I'm pretty sure your card can support it. That makes the game run as a 32-bit surface.

Otherwise, OpenXcom doesn't use Direct2D. It uses SDL for its software rendering, in 8-bit. Windows 7 doesn't handle 8-bit video well at all (explorer.exe overrides the game palette with its own, so if you kill that, it doesn't happen. Even then, some colors still aren't right in OpenXcom.), so you don't want to use the SDL modes with it.

I don't know what to say if you're running XP though. The only game I've had palette issues with on it was Command & Conquer 95, and I think the only fix for it was getting different drivers.


CoolKid, does it look okay in windowed mode? If it does, you can turn on Borderless in the options.ini with your monitor's resolution to get it 'fullscreen' if you want.

81
Troubleshooting / Re: Graphical Issue
« on: December 05, 2013, 07:56:23 pm »
For future bug reports, you'll have to be more specific than "it look weird." Do all of the colors look wrong, like a rainbow?

If so, go into the options and change the Video Filter to one of the OpenGL ones. Try Quilez or Pixellate to keep the original look.

82
Builds & Ports / Re: Android Port
« on: December 05, 2013, 07:31:23 pm »
Oh wow, my bad. I didn't realize the most current development wasn't the same as in the OP.

83
Builds & Ports / Re: Android Port
« on: December 05, 2013, 03:23:57 am »
Tarvis, so you would either scroll or change move target based on whether a soldier is selected? That doesn't seem really comfortable, as it does not allow to scroll to set the destination target. Same for shooting. Or have I misunderstood?

Otoh, swiping from the unit to turn seems a great idea :)
No no, my idea is swiping the map will ALWAYS move the camera. To drag the move/target box around you'd have to drag from the actual box/target itself, or tap (not swipe) on the map to move the box there instantly ala PocketUFO. So yeah, just like your second post

It'd take quite a bit of checking in code to do this, but it would handle great, I think. The hardest part would be untying the move/shoot cursors from the actual cursor (which would be the touch input) and selective scrolling based on where exactly you're swiping.

One thing I was thinking of though is that these changes can be coded for the PC version first, then ported over. Of course porting it to Java would take some effort, but testing it in Windows would be a lot easier and probably save time. The only thing you couldn't do on the PC is the multitouch pinch-zooming which probably will only happen on the geoscape anyhow.

Wow, true hope for a port! Guys, you're awesome! But my English skill doesn't allow me to clearly understand: all the talk in the topic is just a theoretical thoughts or someone really works on a port?
From what I understand, the porting itself is mostly complete (besides it being based on an older version of OpenXcom for now because it has to be ported from C to Java). Right now we're just discussing theoretically how to change the user interface to suit touchscreens/fingers. Currently it's just a 1:1 port of the PC version which might be okay for tablets but not phones with 4-5inch screens.

84
Builds & Ports / Re: Android Port
« on: December 03, 2013, 01:32:46 am »
Well anyway. I think the new touch controls should be implemented before the UI changes, since those seem like the easiest task and can just be tweaked whenever down the line

85
Builds & Ports / Re: Android Port
« on: December 02, 2013, 11:14:14 pm »
We discussed a bit further back that the move/shoot box would work best if you could drag it around with your finger. Then you tap it again to confirm and fire. That way you don't need to have separate buttons, and you don't have to worry about being a tile or two off with your big fat stubby finger since you can drag it around for precision. Tapping elsewhere on the map would only move the move/target cursor, not actually move the unit.

Try out PocketUFO if you want to see how that works

Basically:
-Drag scroll on the map to move camera around. I don't think it should be two-finger scrolling, since some devices don't have multitouch support. Maybe there can be an option for scroll buttons/zones on the edges like PocketUFO?
-Swipe from unit to a direction to turn unit. Would work best if tiles were colored to show the new FOV before letting go of the unit
-Tap selected unit to make move box appear, drag/tap to move cursor, tap cursor to move unit
-Tap gun icon as usual to make shoot cursor appear, drag/tap to move cursor, tap cursor to fire. (Since there's no right click, perhaps a 'Cancel Aiming' option could be added to the firemode menu)


And as for long presses, it's either that or a more cluttered screen due to larger buttons. You could just use the original UI, but then it wouldn't control very well on a phone at all. I don't think the UI rework would be hard, at least if all the buttons are contained within the space of the original HUD. It would just have to be hardcoded, I think, since I don't believe the UI is externalized.

Anyway, I wouldn't have much hope for this going to iOS anyhow. It would be nice, but how would this go in the App Store unless new game content was made from scratch? Unless you can somehow make a deal with Firaxis or whoever owns the IP now to sell the game data with it as well. There's always jailbreaking, but I think that's a tiny fraction of people compared to Android users.
How does the Home button work on iOS anyways? Does it always close the application or does it work as a menu/back button in some apps? I don't have an iPhone so I can't confirm. I don't know what Android devices don't have a menu button, though...

86
Programming / Re: New graphical option: Black bands to keep aspect ratio
« on: December 02, 2013, 05:08:07 pm »
Sorry for bump, but I wanted to ask about something

Will there be an option to clear the black bands every frame? If you've got the Steam overlay going then you get a HOM effect on the black bands where notification boxes persist


Otherwise, it works great! (except for the option not being in the in-game Advanced Options)

87
Builds & Ports / Re: Android Port
« on: December 02, 2013, 03:36:22 pm »
In that layout, Abort Mission and Minimap are moved to the Options menu. I don't really like it either, but I don't have much of a choice for getting everything to fit in a flush bar at the bottom. I'm fine with it for Abort Mission since you're only going to use it once per deployment (if at all) but I'm not sure about having Minimap there.

EDIT: Anyways. I really don't want to get rid of the graphical stat bars. Having just numbers doesn't really give you a good estimation of what the totals are. If anything, maybe the area could just be half as wide, but that would only add enough room for 1 button. Getting rid of the rank icon and using a mini-one right before the name would add a space for another button. So I guess that way the Center/End Turn buttons can go down on the main bar.

If possible, again the Reserve TUs button could be made into one button that calls up a menu to choose which one/toggle reserve crouching. Or, the Reserve Crouching could be set to be long-press on the Crouch button. I'd have to think of a graphical representation for that, though

I think I'll change the Center button to Minimap, since I think it might be used too often that going through the options menu to get it might be a pain. Centering could be long-pressing that, or as kkmic says, long-pressing the name/bars area instead.

88
Builds & Ports / Re: Android Port
« on: December 02, 2013, 12:13:04 am »
One more thing: you forgot the "Don't reselect unit button". A lot of people use that one for marking down units with all TUs spent.
Since the goal is to save space, I figured this could be done by long-pressing Next Unit.

EDIT: Well I'm not sure I'm happy with how many buttons are now in the Options Menu, but here's my latest layout:

89
Builds & Ports / Re: Android Port
« on: December 01, 2013, 11:50:32 pm »
I was thinking Move Unit Up/Down could be made obsolete too, by simply giving a move command to the level directly above/below the unit. Would that work?
EDIT: Turns out OpenXcom already does this! So I guess they could be gone. It makes it hard to move directly up/down when you can't see the level below you, but oh well.

And I'm not sure about removing "Show All Levels." I'd rather not remove functionality, and it is handy for quickly seeing if enemies are on the roof.

I do agree that the level up/down looks a bit jarring, but I really don't know a better way to have it. I don't think there's enough room on the bottom bar to put them.


As for the inventory button, I guess that works. If not, Minimap could be pushed into the pause menu as well, I suppose. With that and Prev Unit gone I guess there's room for Level Up/Down on the bottom after all.


While we're at it, can the menu/options button be removed too? I figure since Android phones usually have a dedicated Menu button it can just be called up by that instead.


Quote from: WeOwnTheNight
You can also make the buttons on the screen transparent
That'd be great for the level up/down buttons to make them not get in the way, but I have no idea if OpenXcom is set up to handle transparent buttons and such, especially considering it runs off of 256 total colors. They could be overlaid externally with SDL, but then they'd show up all over the entire game, not just Battlescape.

90
Open Feedback / Re: Change music quality
« on: December 01, 2013, 11:08:47 pm »
That's the Playstation soundtrack. Check the Extras section of the Download page, you can get it for OpenXcom.

EDIT: That link doesn't have it bundled. So use this pack. Just unzip everything into the Data/SOUND folder.

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