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Messages - Juju Dredd

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46
Translations / French "close to original" translation
« on: August 27, 2013, 11:35:53 pm »
Bonjour à tous,

As you should know, original game does had the french language. The french language translation for OpenXcom is far better, but it is not the same, and a nostalgic player such as me likes to kill aliens rather than extraterrestres (even though, I know, alien is not French), to throw some leurres électroniques etc...

Of course, "deproving" french translation would be silly, but why not to propose a second French translation, matching the original one?

First question: Is it worth I do it?
Second question: I believe if a string would be missing in the "french old school" translation, the game would use the english string, is there a way it would use the french string if available? (lazy contributor spotted)

47
Alien bases should be created where a Battleship and a Supplyship land together for a few ingame hours, then disappear as the base is created.
where the ships are both completely dismantled and used in the base.
When Xcom attacks both ships are on the battlescape with with their full complementary crew.

Alien infiltration is where one battleship lands on a city and one hovering around in the area but not directly above it.
When Xcom attacks you will fight in a terrorsite-esk battlescape but with a Battleship on it. And thus there will be civilians. ;)
When successful the 2nd battleship will land in the country of that city and will wait for a Supplyship to start an alienbase mission ^^

What you suggest sounds me more like a custom patch, I was just going for a simple game option to set...

48
Tools / Re: Playing comfortable with a dual screen.
« on: August 27, 2013, 11:19:35 pm »
No, it's on my TODO.

Do you thing a beginner with SDL (such as me) could try to do it?

49
Programming / Re: Building OpenXCom on Windows with Mingw
« on: August 27, 2013, 11:17:33 pm »
I have tried upgrading MingW32 to the last release version I could find, the problem was the same.
I tried windres option "--codepage" it seems to ignore it.
Only solution seems to be converting OpenXcom.rc and resource.h. I recorded it in the wiki page for compiling with MinGW.

Perhaps MinGW64 does not have the same flaw, but I have found no SDL developer pack for MinGW with a 64bits build. Guess I could build it using CMake, but I will try that another day.

@Yankes, as you use MinGW, could you please take a look on the wiki page just to give me your advice?

50
Programming / Re: Building OpenXCom on Windows with Mingw
« on: August 27, 2013, 09:28:52 pm »
I dont see any thing that is useful in "src/OpenXcom.rc", I use too MinGW and I dont include this files. This is form VS2008 & VS2010.
You should skip them.

As explains SupSuperGod, without resources:


and with resources:

51
Programming / Re: New optionnal feature: storage in hangars
« on: August 27, 2013, 08:54:56 pm »
Oh, and I thought that you want to be able to have hangar as a huge storage when there's no aircraft assigned. That'd be a good idea too I think.

This would be also a good idea, but way more complex to implement. And if you go this way you could tell any unused building could be used for storage, and implementing that would be really painful.

Anyway, a hangar is a sort of big square, right, and none of the ships can occupy the whole place, so even an occupied hangar should be able to store some boxes with various supplies, such as missiles for interceptors or laser weapons in case a skyranger has to take off in an emergency.

Ah, as one of the Advanced options?

Voila, this is exactly what I want to do.

I'm going to try to make a pool request with this very simple development, this will be a good exercise for me since as I have never used Git.

52
Programming / Re: Building OpenXCom on Windows with Mingw
« on: August 27, 2013, 12:37:26 am »
I have another problem: I tried to use winres to incorporate resources, but I had to update src/resource.h and src/OpenXcom.rc because they weren't ANSI text files, they were UTF-16LE (according to Notepad++) and I found no way to use them other than changing their character set to ANSI. Is the use of this character set voluntary and relevant? I see only standard ascii characters in this files...

53
Programming / Re: New optionnal feature: storage in hangars
« on: August 26, 2013, 11:18:20 pm »
I have thought of another way to do this which seem more logical to me, modifying Base::getAvailableStores() function:

Code: [Select]
total += (*i)->getRules()->getStorage() + Options::getInt("storageInHangar") * (*i)->getRules()->getCrafts();

54
Programming / Re: New optionnal feature: storage in hangars
« on: August 26, 2013, 11:08:52 pm »
Much easier to just change it with ruleset editing.

I understand, but this way it will never be an option the user could change in the UI.

55
Programming / New optionnal feature: storage in hangars
« on: August 26, 2013, 10:17:51 pm »
Hi,

Being used with the original game, taking in account items on Skyrangers in the base storage capacity somewhat hurt me. I believe to compensate, we should add some storage in the hangar, at least as an optional feature. A value such as 10 would be nice, because 20 soldiers each with a riffle, a rifle clip, an electro-flare and a grenade would need this storage. It sounds to me logical some equipment can be stored in the hangar, or some Stingray or Avalanche missiles.

But I'm not sure what is the better way to do that. I have tried to modify the RuleBaseFacility::load() function adding the following:
Code: [Select]
_storage += _crafts * Options::getInt("storageInHangar");

This seems to work perfectly, but am I doing it the good way?

56
Programming / Re: [resolved] Building OpenXCom on Windows with Mingw
« on: August 26, 2013, 09:43:18 pm »
Okay, thanks a lot for your help.
I'm now trying to see if I can build some sort of custom build.

I have just realized, I believe I created this topic in the wrong forum, you could perhaps move it to the "build & ports" forum...

57
I do suspect that was a bug, but hey, at least in my superhuman game I ain't pestered with the loss of India.  There was a floater base there from 2 months ago.  I've seen how useless it is to fight this, but I tried taking out the floater base before they arrived.

By the end of the month, India was still in the xcom project....  suits me...

I'm not sure, perhaps this was a coincidence.
I'm pretty sure in the original game, letting alien bases has no other impact than reducing your score (which is not an annoyance at all if you attack the reserve ships).

58
I'm not sure this is a bug.
I only know this is this way the original game works.
I believe this is intentionally done to prevent your game from running indefinitely, since a good avenger fleet would permit you prevent any alien infiltration as long as they don't send a great number of simultaneous alien infiltration missions. This is a way to figure that time runs against humans.

I think the possibility to stop alien infiltration should be an option.

59
Programming / Re: [resolved] Building OpenXCom on Windows with Mingw
« on: August 26, 2013, 02:03:04 pm »
I have look into provided makefiles and there is one thing I don't understand: what does the -include pch.h stand for? Do I have to use it or not? I have tried the two ways, I cannot see what is the difference.

Edit: I have updated the wiki in case someone other than me try to build OpenXcom with the same tools.

60
Tools / Re: Playing comfortable with a dual screen.
« on: August 26, 2013, 12:32:38 pm »
FYI, you can do this in OpenXcom itself by setting "borderless: true", "windowedModePositionX: 0", "windowedModePositionY: 0" in the options.cfg. We'll add a GUI option for this at some point.

I somewhat feel stupid now...  :-[

Edit: Is there another "hidden" option to have game add black bands rather than deforming image when you choose a resolution other than 16x10?

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