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Messages - Juju Dredd

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Offtopic / How do we lose?
« on: September 01, 2013, 02:54:41 am »
(I'm speaking about the vanilla game)

There is a thing that do not occur that often: losing.
In fact I have lost in only two ways:
- attacking Cydonia and retreating.
- two consecutive negative monthly financial deficits.
In fact I didn't really lost, my "retreat" from cydonia was because I wanted to restart the fight because of a misclick, and my financial lost was because of this bug.

Of course I'm not a superhero, but I have never continued a game when it was evident I was going to lose. So I don't know what are the loss possibilities. I presume losing all the bases in end game, but I don't know if there is a time limit (such as two or three years) or if losing two much countries due to alien infiltration is a direct cause to loss. Does anybody know?

And, is loss exactly the same in OpenXcom?

I didnt realy understand waht you were working on, images work great for me :)

Is is very simple: play with a resolution other other than 16/10, such as 16/9 or even worse 4/3 or 5/4.
The image will be stretched in a manner she covers all the resolution you asked. It will be deformed. Some people like, some people hates. Of course people who hates are right, it is highly ugly to deform a picture giving the impression Xcom agents are some fantasy elves or dwarves...

So, I'm currently developing an option to ensure black bands will be added, either at the top and the bottom or at the left and the right, to keep images aspect ratio. Do you understand the utility of this feature?

Offtopic / Re: Introduce yourself
« on: September 01, 2013, 01:37:31 am »
Hello all!

I work in software development.
I'd like to participate to OpenXcom mainly because such a great game deserve a descent port. It's too bad they haven't done the same as 3D Realms have done with Duke Nukem 3D.
I am not very familiar with C++ because I haven't used it from a long time, I worked only in plain C.
I use for my job Tortoise SVN, this is why I try to use Git with Tortoise Git, but I must confess I had difficulties in the beginning. Hope this won't prevent me from efficiently participating to the project!

I discovered UFO very late, I remember Windows XP was already there from a long time (even though I was using Windows 98). Has I have always considered graphics quality as not very important, I never care UFO's graphics were outdated. Anyway I prefer cool graphics with low resolution over ugly high res ones. And UFO graphics are way cool  8)

I never play Iron man mode, but when playing ufo I try not to save a game in combat other than at beginning of first round, before moving anyone. I avoid voluntarily using exploits, but if I see an alien inside the ufo from exterior because of a glitch, then it's not my fault, psionic control, throw your weapon and run to the ufo door...

Suggestions / Re: Transfer loot from sites
« on: September 01, 2013, 01:22:39 am »
I think a very simple option, such as adding a transfer of items would be great.
We can imagine another organization, a civilian one, collect the items and bring them to your base.

I don't think it's necessary to stop the "exploit" of exceeding base storage with this as it will prevent you from manufacturing and transferring from other bases. We could consider the excess is stored outside the base, and administration refuse you manufacture more items as long as this "unacceptable" state has not been solved...

Interesting I read on the internet Ufopedia, that infiltration missions succeed the minute the Battleship entered the atmosphere... :\

Have you read my first post in the topic? This is exactly what I said. I did not specify I was talking about the vanilla version of the game, because I thought OpenXcom would have kept this behavior, perhaps that made my post somewhat unclear.
As I already said, I strongly believe this is not a bug, but this is done to ensure player will lose over time, he cannot continuously repel aliens and play an infinite game. This makes sense, even thought I believe this is illogical.

This is why I suggest there is at least a single option to define how infiltration missions succeed.
- one value of this option could mean "like in the vanilla game", unstoppable. This should be the default value for this option.
- another value could say "destroy/crash/prevent from taking off the last battleship and the infiltration fails". Other ships could be considered as decoys.
- another value could say "if any large infiltrating ufo succeeds, infiltration succeeds."
- perhaps other simple possibilities.

This should be in the base openXCom.
I believe other more complicated way to determine if alien infiltration succeed should only be implemented in a custom mod.

Since nobody gave me his wise advice, I am trying to change the way cursor position is calculated.
The development for OpenGL mode is close to be done.

I need some help.
Is there any way to test without OpenGL other than recompiling with __NO_OPENGL being set?
I have found no option regarding to that, is it normal?

Programming / New graphical option: Black bands to keep aspect ratio
« on: August 29, 2013, 11:34:14 pm »
This being in the todo list of SupSuper and being usefull to me, I wanted to try and do it by myself.
I think I have found an easy way to do this, but the way I try to do it has a side effect. In fact I change the final stretch of the picture, which prevent the mouse cursor to appear in the black bands.
As the cursor is draw before this final stretch, it is impossible to prevent this.

I really don't know if this is a good thing. On the one side, this could be rather strange, particularly if the black bands are very large. On the other side, it makes sense not to draw the mouse cursor in those black bands.

Should I keep it this way?
Should I modify how the mouse cursor coordinates are calculated? (This way the cursor won't appear in the black bands but it will simply be invisible within them rather than "jumping" when the cursor go out the window).
Should I modify the picture before being draw by enlarging it and apply an offset to every draw in it? (painful I believe).
Should I modify how the mouse cursor coordinates are calculated, but only if fullscreen is not set?

Translations / Re: French "close to original" translation
« on: August 29, 2013, 08:57:44 pm »
Feel free to post it here for those that want, but I think having multiple French's included with the game would just be confusing.

It would be confusing if I call it "French" but I would call it "French from vanilla game" or something.
What really bother me is enlarging that long translation list for nothing...
Can we just delete language file to enlighten it?

Programming / Re: [IMPORTANT] How to contribute code
« on: August 29, 2013, 12:18:54 am »
Could anybody tell me why I get a "Anonymous access denied" from GitHub when trying to push with TortoiseGit? Because I tried to configure a private/public key, and I must give my GitHub login and password. This is a strange anonymous access I believe...

Edit: OK, I made it, I just spent only five hours to do that simple operation...

Translations / Re: French "close to original" translation
« on: August 28, 2013, 09:41:15 pm »
If you really want to use the original versions, you can just go back in time.
They'll be missing any new strings, but that can be easily fixed with a diff tool.

Ok, I know how to do it now, but do you think this could interest more than myself and deserve being including in the game?

Troubleshooting / Problem to use Bug Tracker
« on: August 28, 2013, 09:27:04 pm »

I have created bug report #225, but I am totally unable to attach a file as I thought I could. I think I do it how I should but it refuses to attach it. Is there a list of valid extensions?

I attach the file here.

Programming / Re: [IMPORTANT] How to contribute code
« on: August 28, 2013, 07:41:40 pm »
Always create new branch (for new issue /PR) from actually SupSuper/OpenXcom/master

Example:               (

Thanks for this picture, I see I created my branch the wrong way.
Could somebody explain what the boxes "Tracking Branch" "Fast forward only" "Fecth tracking branch" are for?

Please please please, could someone reveal me the keys of (tortoise) git mysteries...

Edit: Oh no, I understand now, aliens must have abducted me and put something in my brain preventing it from functioning normally, you do not speak about TortoiseGit but GitGui...

Programming / Re: New optionnal feature: storage in hangars
« on: August 28, 2013, 07:36:06 pm »
I don't see my push request in the list, I'm pretty sure I was not able to create it correctly...

Programming / Re: Building OpenXCom on Windows with Mingw
« on: August 28, 2013, 01:24:56 am »
Oh, you do it a way rather different from mine...

Programming / Re: New optionnal feature: storage in hangars
« on: August 28, 2013, 12:39:38 am »

I have tried to send a pull request, I am not sure I have done it the good way.
I have also created a serial patch, please tell me if I have done it the good way.

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