aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ishmaeel

Pages: [1] 2 3 4
1
Open Feedback / Re: Needed Feature: Responsibility Toggle
« on: September 04, 2015, 11:19:09 pm »
This is the most exquisite piece of writing I have encountered this week. Seriously.

My eyebrow remained firmly lowered until I hit number 4 (employers? in X-Com?) and it only dawned on me when I finally reached number 6.

Kudos.

2
Programming / Re: Nightly Updater (Download Now Available)
« on: July 15, 2015, 01:20:00 pm »
First suggestion: Make it opensource and put it on GitHub. 8)

3
Translations / Re: PT-BR Translation for XCOM1
« on: July 01, 2015, 12:33:11 am »
Your link does not work for me, but I'll take a guess. Do you see these buttons for the problematic strings?



Some strings need two translations -- singular and plural. Tx won't let you save those until you fill both versions.

4
Translations / Re: Terror From The Deep added to Transifex
« on: June 23, 2015, 10:57:04 am »
Not yet. :P

Aw shucks. My insidious plan has been thwarted  ;D

5
Translations / Re: Terror From The Deep added to Transifex
« on: June 22, 2015, 10:40:11 am »
Is there a private build where we can test the translations?

6
Released Mods / Re: [UI] Amiga/PSX Fonts
« on: May 18, 2015, 10:44:52 am »
...so here updated mod...

This font looks beautiful.  I did notice that it is missing the infinity symbol, though, which is used on the manufacture screen when manufacturing infinite items.

I believe Winterheart worked with an older version, because the latest fonts already include the infinity sign and several additional characters. You can use Winter's mod version and overwrite the image files with originals from Hythlodaeus' package.

Edit: You will also need to copy the "chars" line from the original Font.dat into the mod's AmigaFont.dat.

Edit2: ...or you could try my fix, attached. :P

7
Programming / Re: Upgrading to the nightly
« on: May 08, 2015, 11:27:16 pm »
Since the translation issue has come up, I probably should bring up an issue I've been holding on.

The mod selection screen has a performance issue with untranslated strings. Basically, the screen tries to update the mouseover description on every mouse frame (even if the currently hovered item hasn't changed) and if no translation exists in the currently selected language, this leads to horrible mouse lag. I suspect the delay is caused by the debug messages generated when a string lookup fails.

This issue is also present in the advanced options screen where a similar hover behavior is present. It may just not be as pronounced as the mod screen because the translations are not missing "by default" :P

I was able to fix this on my end by updating the mouseover description only when the current item has changed. I could put up a PR for it, but I didn't trust my C++ or familiarity with the OXC code. Would you like a bug report instead?

8
Programming / Re: Upgrading to the nightly
« on: May 07, 2015, 05:52:00 pm »
...add a file named TERRAIN/UFO1.PCK to the UFO directory (it can be an empty file, it just has to exist), and change the loadResources line in xcom1's metadata.yml file to read XCOM instead of UFO.

I tested it. It does work. Thanks.

Edit: Didn't even have to specify the -data argument. Creating UFO directory right within Steam game folder was sufficient.

This hadn't even occurred to me. I thought there would be a more involved process after the initial detection because the error page complains about GEODATA/PALETTES.DAT being not found. :o

9
Programming / Re: Upgrading to the nightly
« on: May 07, 2015, 03:20:44 pm »
sure, stress testing would be appreciated at this point

Well, it didn't go as well as I hoped it would. As of now, UFO and TFTD subfolders are hardcoded, correct?
https://github.com/SupSuper/OpenXcom/blob/ff7f14193030922124bdc981e4b98de0d3ab302f/src/Engine/Options.cpp#L290

I was hoping to override those with the -data switch or at least by editing the respective metadata.yml files to be able to use an in-place Steam-based installation.

Oh well, I'll just duplicate the XCOM folder as UFO for now.

10
Sorry. Got confused by this section. I see what you mean now. Thanks for the extra clarification.

Code: [Select]
terrains:
  - delete: CULTA
  - delete: DESERT
  - delete: FOREST
  - delete: JUNGLE
  - delete: MOUNT
  - delete: POLAR
  - delete: URBAN


11
Programming / Re: Upgrading to the nightly
« on: May 07, 2015, 02:01:35 pm »
Ah. Time to update my auto-download-'n-install script.

I've been dropping OXC directly into the Steam installation folder for client integration. I hope there will be provisions to specify the data folder location. May I report issues (if any) with that approach?

12
Well, I installed 3.5.2 (awesome mod, BTW) and I'm still not seeing these. URBAN is deleted in the mod and the other three are unused.

I got the idea though. Consider my question resolved. Thank you very much.

13
Yes, they are visible on screen, but only in New Battle mode.

Cannot find them in 2015-05-04. Do I need a mod? Are they for TFTD? Are we talking about the terrain combo in the New Battle config screen?

14
Code: [Select]
  STR_URBAN: "City"
  STR_UBASE: "Alien Base"
  STR_XBASE: "X-COM Base"
  STR_MARS: "Mars"

These are some new strings in the language files and according to Github, there are no references to them in code - only rulesets. Question is: are they ever visible on screen?
I mean, they are not terribly complicated to translate, but still, I would be happier to test my translations in game, if they are at all visible to the player.

And not to spam another new thread, an unrelated reminder: This new string is not translatable right now:
https://github.com/SupSuper/OpenXcom/blob/f94b499d59deeb2774de2e3178d13428e126e0f5/src/Menu/ListLoadState.cpp#L58

15
Work In Progress / Re: Mod Translation Project
« on: October 10, 2014, 10:10:03 am »
This project warms my heart, but I cannot see a very clean way of managing all mods.

As a free transifex project, are we limited in the number of resources? As in, one resource per mod?

Yes, I realize this would become unwieldy very fast, but we should also consider that some greater mods (total conversions) need to have their own style and language "flavor", so to speak, and having their strings mixed up with all the other vanilla-compliant mods would result in a discordant translation project.

Pages: [1] 2 3 4