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Messages - myk002

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31
Suggestions / Re: Save loadouts specific to soldiers.
« on: May 24, 2015, 03:33:18 am »
FenyƑ has an implementation of exactly this.  We ultimately went with the simpler implementation that is now in-game, but you can probably merge and build his code.  see: https://openxcom.org/forum/index.php/topic,1986.msg18977.html#msg18977

32
Programming / Re: TFTD cutscenes
« on: May 23, 2015, 10:01:46 pm »
It seems OXcom only excepts "ufoint.fli" as filename for the intro in UFOINTRO folder.
Changing the filename in the cutscenes ruleset has no effect.
hrm.. nowhere in the code is "ufoint.fli" hard-coded.  it gets the filename from the ruleset and nowhere else.  Check the openxcom.log file -- did the ruleset file where you overrode the cutscenes: definition get loaded properly?

Quote
If I change the filename of my generated file from "ufoint.flc" to "ufoint.fli" (I think the formats are nearly identical) it is loeded by openxcom. However only the the first frame is shown and after pressing a button there is a crash to desktop. :(
could you send me your ufoint.flc file to me via dropbox?  I can look into it a bit.

33
Suggestions / Re: "Sort by" combobox on Craft Soldiers page
« on: May 20, 2015, 10:52:37 pm »
thanks for finding this!  fixed.

34
Suggestions / Re: "Sort by" combobox on Craft Soldiers page
« on: May 20, 2015, 07:19:52 pm »
@redv: sounds cool, but it's far beyond this PR.  If implemented, it could be added as one of the options in the combobox, though.

35
Suggestions / Re: "Sort by" combobox on Craft Soldiers page
« on: May 20, 2015, 05:37:27 pm »
1. deselect everyone
2. sort by rank
3. select 2 rookies you like
4. sort by psi strength
5. select 2 psi guys you like
6. sort by strength
7. select 5 strong guys you like
8. sort by accuracy
9. select 5 accurate guys you like... now you have 14 soldiers selected
10. (optional step) select original order
11. use right-click to move two rookies on the top
12. use right-click to move two psi soldiers on the bottom
13. experienced soldiers are already on correct positions... done
Yeah, this is exactly the kind of workflow I had in mind.  I also tend to sort by TUs so the low TU people can get more experience.

37
Suggestions / Re: "Sort by" combobox on Craft Soldiers page
« on: May 20, 2015, 02:04:52 am »
For the record, I find myself sorting most often by:
firing accuracy
time units
reactions
psi strength
psi skill
rank
strength

38
Programming / Re: TFTD cutscenes
« on: May 20, 2015, 12:51:33 am »
Regarding file format support, the video player used is https://www.libsdl.org/projects/flxplay/ which supports FLC and FLX files (and apparently FLI files).

39
What the heck's a yml file?
see https://openxcom.org/forum/index.php/topic,3617.msg44187.html#msg44187
it's how metadata about mods (like the display name, description, etc.) is encapsulated.  If you've seen any recent posts about "the new mod system", this is what they're talking about.

40
the mod references it's own files by (for example) "Resources/CombatArmor/Inventory/man_4f0.gif", but the archive in the first post puts the file in "CombatArmor/Inventory/man_4f0.gif".

so, to get it working:
- extract the mod to a folder under the mods directory (I created a folder named "ImprovedUniforms" and extracted it in there)
- go into the newly-created mods/ImprovedUniforms folder and create a "Resources" folder
- move the Combat* folders into the Resources

that's it!  you can create a metadata.yml file for it, but the defaults are fine.

41
Suggestions / "Sort by" combobox on Craft Soldiers page
« on: May 19, 2015, 03:48:41 am »
I felt so sorry for Meridian when I saw him manually organizing upwards of 70 soldiers on the Craft -> Soldiers page that I wrote this.

It adds a combo box to the bottom of the screen that allows you to sort the soldiers by any attribute.  Choose "Original order" to restore the order they were in when you entered the screen.

The order of the attributes to sort by is the same as in the soldier info page, but I think some items are more useful than others to sort by.  What do you think?  Which items should go at the top?

Code is up at: https://github.com/myk002/OpenXcom/tree/sort_soldiers   I'll wait for a bit for feedback before I submit the pull request.


42
Whenever someone says an old mod no longer fails to work my ears perk up, since that is not supposed to happen.  I downloaded the files from the first post, and it looks like they're not quite in the directories that they're referenced by in the ruleset.  I'm not sure how this ever worked..

I got it working, though, just by creating a 'Resources' folder and moving CombatArmor/  CombatArmorAN/  CombatUniform/ into the new Resources folder.

43
n/p.  I'll clarify the wiki too so it explicitly says that later versions of yaml-cpp do not work.

44
that is true -- a change to alienDeployments.rul just got merged (that I wrote), so that md5sum difference may not be relevant.  could you tar up your installation directory and send me a dropbox link?  I'll check it out.

45
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: May 18, 2015, 08:29:26 pm »
I created a dedicated thread for discussing the "sort by" combobox so I don't hijack this thread ; )

https://openxcom.org/forum/index.php/topic,3644.0.html

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