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Messages - kevL

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421
Translations / Re: Dutch translation
« on: September 11, 2013, 02:19:22 am »
sj,

if you or someone can do the lettering I should be able to convert it back to .Geo

GIF 87a noninterlaced
64x154 256 colors
8-bit Pal


attached: Dutch.Geo converted to .Gif (info)

422
Open Feedback / Re: Music options
« on: September 10, 2013, 09:29:14 pm »
ah, i forgot


about random Geo music. It looks like it is in: getRandomMusic("GMGEO")->play()

but am hot on the trail of a TurnCounter and my game is in State *crash right now... lol.

423
Open Feedback / Re: Music options
« on: September 09, 2013, 11:29:59 pm »

Just so I am clear, there are 14 midi files, and I just need to rename the files I have to the same names eg.

just a fine pt: the 'midi' files are only 'midi-like' and they're in the old .Cat files ( and i think most of us prefer to forget about them..) Some of the other .Cat files have waves inside tho -- the sound FXs ( and w/ possibility for extraSounds in the Ruleset we can hopefully, someday, forget about them..)

Quote
GMdefend.mp3
gmgeo1.mp3


Just one other question. I have 4 geoscape tunes, and there are only 2 files in that folder. Can I rename gmgeo3.mp3 and gmgeo4.mp3 to use them?

iir, there's been talk (at least?) of doing some sort of cycling through files, but not sure if its in yet.

/cheers


Ps. i was one of the guys getting CTDs w/ .mp3 -- so I endorse conversion to .Ogg for oXc.  :)

424
Open Feedback / Re: Music options
« on: September 09, 2013, 10:10:28 pm »
here's the workaround Sup mentioned ( known issue )

Go to Downloads | extras & grab "Original Adlib Music Recordings"


unzip it to your data/Sound directory and it should be gtg. The game will use those .Ogg files instead of MIDI, and musicVolume can be set to 0 but sFx still plays

Or you can use the PS files you used to use (although oXc might not like .Mp3's -- seems to prefer .Ogg's) by copying and renaming them in your data/Sound dir ... you could even set up Zicody's coolio mishmash tracks and let oXc handle them in various ways


/tip.

[ edit ] oh & i guess use a nightly git build ...

425
Programming / Re: audio: default sample rate (discuss )
« on: September 09, 2013, 04:12:48 am »
ok Sup, i figured there was a reason

but the difference to me is glaring and extremely *annoying* ... it was probly the very first thing I changed in options.cfg


thanks,

426
Programming / audio: default sample rate (discuss )
« on: September 08, 2013, 09:56:57 pm »
Engine/Options.cpp, createDefault(), line 111 sets the default sample rate in options.cfg ...

the value is currently "22050". A problem is that the original files have a rate of 11.025k. The result sounds harsh to this audio-engineer's ears


Suggest: changing the default value to "11025"

caveat, results may be system dependent.

--
difference between oXc and UFO:
oXc, https://www.youtube.com/watch?feature=player_detailpage&v=MMLb7dpO9fE#t=455 - tinny metallic zing (sort of an aftereffect)
UFO, https://www.youtube.com/watch?feature=player_detailpage&v=2W0DnuLQpQ0 - normal (muted slightly due to recording, and the 5.5k cutoff of the lower sample rate)

427
Work In Progress / Re: Balanced Ruleset
« on: September 08, 2013, 07:38:31 am »
uhm i just noticed I put a bug in there: ZOMBIE_ARMOR has "drawingRoutine: 5" which causes a crash.

it should be "4"


anywho, gLuck!

428
Work In Progress / Re: Let me tell you about rulesets
« on: September 08, 2013, 01:15:22 am »
sweet _~

429
Work In Progress / Re: Let me tell you about rulesets
« on: September 07, 2013, 11:58:15 pm »
typo in Ruleset ?

"woundRcovery"

430
Work In Progress / Re: Balanced Ruleset
« on: September 07, 2013, 10:11:33 pm »
i put my not-quite-balanced-for-me ruleset up here

It's not plug & play, tho ( it could be with a few changes ) -- it's for comparison/ideas if you want


ps. i think the ruleset-format has change slightly since that version...

431
Offtopic / Re: Your X-COM base names
« on: September 05, 2013, 12:45:36 am »
I like to think up a scheme, like names of Antarctic exploration ships, or as mentioned greek letters, or Roman emporers. Sometimes i'll do a little pun on the region, like "Americ". Currently when setting a base I boot up google earth and find the nearest 'rinky dink' town, like Dourados...

( no offense to Douradosians!! )

432
Open Feedback / Re: Promotions
« on: September 04, 2013, 05:05:28 am »
here's an opposite case, a rookie with a kill.

The ss has not been doctored; I think the kill was by a proxy grenade

433
Open Feedback / Re: Rifle rounds automatic resupply?
« on: September 04, 2013, 04:38:02 am »
i'm not sure if this is related but i'll mention it.

I was getting fed up with my Heavy Weapons guys getting an extra clip on their belts (when I didn't put it there), so i found this: Battlescape/BattlescapeGenerator.cpp, BattleItem* BattlescapeGenerator::addItem(BattleItem *item, bool secondPass)

and commented out the entire "if (secondPass)" block under "case BT_AMMO:"

This resulted in pleasing behavior for me, but left me wondering why it's really there -- just to make sure everyone's topped up? ( but it typically causes encumberance ) I mean, i can see it on soldiers who've never been equipped into combat, but am thinking there should be a condition to pass-by, on soldiers who've already had equipment assigned ...

434
Programming / deathPirouette
« on: August 19, 2013, 04:05:49 am »
I've been tinkering and niggling with the code. Here's an example of the deathspin animation, which i find amusing! Eventually i'd like to set up git and do small PR's but that won't happen for a month...


inspiration?

435
Suggestions / Re: Soldier salaries?
« on: August 17, 2013, 02:19:51 pm »

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