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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?
"Sweatshop 1"
"Storage 2"
"Hangar 18"
Not too creative, am I?
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A little question: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!
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?
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.
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.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.
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
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?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
Otoh, swiping from the unit to turn seems a great idea
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.
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.
You can also make the buttons on the screen transparentThat'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.