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Messages - Ishmaeel

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Similar to that other ( issue -- the last column is not wide enough to contain yes/no options in some translations. Luckily, this is quite a roomy screen and I hope it will take only a small adjustment.

Repro steps from Geoscape: BASES > SOLDIERS > PSIONIC TRAINING : "In Training?" column.

Troubleshooting / Re: Weird AI pathfinding
« on: May 16, 2014, 05:01:43 pm »
Why feel strange?

Well, I agree completely on the efficiency point. The strange feeling comes from my tendency to think about XCom as a strictly turn-based game. You see, you are apparently taking the exact same sequence of actions and end up on the same spot at the end, but one way to get there has a different cost.

I guess I should not be forgetting that the system is actually mostly-turn-based-but-semi-emulating-real-time-sometimes ;D

Troubleshooting / Re: Weird AI pathfinding
« on: May 16, 2014, 03:57:05 pm »
...our pathfinder chooses the most TU efficient route...

Actually, the problem could be that the pathfinder (and the actual walking) seems to ignore the costs associated with turning.

The auto-walk down the ramp screenshot by Snickerdoodle has a cost of 20 TUs. If you really must face straight backwards, you need to add one more point for turning 45 degrees and it comes to 21 TUs.

If you follow the same auto-path without turning manually but by taking the steps one at a time (four stops), the result is the same. 20+1 TUs.

If you follow the same path, but turn manually at every stop by right clicking, the total cost comes up to 24 (four steps and four turns).

Now here's the interesting part: If you manually come down the ramp one step at a time, straight down, the total cost is the same: 24TUs.

So, if walking did not ignore the 1 point cost of those 3 turns, the roundabout path and the straight path would have exactly the same TU costs.

Edit: Apparently this is by design. Vanilla legacy?

Still, I'm not sure how I feel about this. On one hand, it makes sense that creeping forward cautiously as opposed to charging headlong takes a longer time. On the other hand, it feels strange that we are allowed free actions for leaving the running to the pathfinder.

Ultimately, I'm annoyed that my soldiers seem to be doing strange chicken dances around obstacles and end up facing wrong directions, but I could always imagine them vaulting down the ramp and rolling sideways to dodge the incoming barrage of red hot plasma :).

I hope we are not starting a TU holy war here.

Translations / Re: Please review the new Options screen!
« on: May 10, 2014, 01:30:26 am »
French translation attached

Ow. I regret to report that you wasted a bit of time there. Translations are now submitted via a web site. No need to attach YML files anymore.

Visit here: (account needed)

Translations / Re: Please review the new Options screen!
« on: May 09, 2014, 11:01:54 pm »
We already rewrote the Options screen once, let's save the next rewrite for later. :P

What are you talking about? I did not even post the "suggestion" you are addressing. I didn't even type it. I just thought about it really hard. Those words do not exist. You did not read them.

I was serious about the mod names though. Majority of users will not know or care about adding (let alone writing) new mods and the "standard" ones bundled with the release could deserve localized names.

Translations / Re: Please review the new Options screen!
« on: May 09, 2014, 12:04:15 am »
What do you want us to do? Make the screen magically bigger? :P

The only solution I can think of is implementing a scrolling panel and putting the options in one wide column. Of course that would be totally out of place in the general UI theme of OXC, not to mention probably require an obscene amount of work, so I would look like a high-maintenance, self-entitled prick, just for suggesting it, so I won't even mention it. No sir, I will not hit that "post" button.

In other news, shall we be able to do something about the mod names? I realize they are taken directly from *.rul file names and it will be impossible to provide translations for future third party mods installed by users. But if the current mods in the nightlies will get bundled with the 1.0, we could at least translate them, using the filenames as string keys.

My OCD is killing me.

Translations / Re: Translating the Windows Installer
« on: April 20, 2014, 09:20:56 pm »

Code: [Select]

LangString PAGE_UfoFolder ${LANG_TURKISH} "${GAME_NAME} çalıştırabilmek için bir UFO: Enemy Unknown / X-COM: UFO Defense kopyası gereklidir. Eğer mevcut bir kurulumu güncelliyorsanız bu adımı atlayabilirsiniz.$\n$\nKurulum, gerekli dosyaları bu dizinden kopyalayacaktır. Farklı bir dizinden kopyalamak için Gözat butonuna basın ve doğru dizini seçin. Devam etmek için Sonraki butonuna basın."
LangString PAGE_UfoFolder_TITLE ${LANG_TURKISH} "X-COM 1 Konumunu Seç"
LangString PAGE_UfoFolder_SUBTITLE ${LANG_TURKISH} "X-COM 1'in kurulu olduğu dizini seçin"
LangString DEST_UfoFolder ${LANG_TURKISH} "X-COM 1 Dizini"

;Installer Sections

LangString NAME_SecMain ${LANG_TURKISH} "Oyun Dosyaları"
LangString DESC_SecMain ${LANG_TURKISH} "${GAME_NAME}'i çalıştırmak için gerekli dosyalar."
LangString NAME_SecPatch ${LANG_TURKISH} "Veri Yaması"
LangString DESC_SecPatch ${LANG_TURKISH} "X-COM 1 verilerindeki hataları düzeltir. İlk kurulumda yapılması tavsiye edilir. (Internet bağlantısı gereklidir)"
LangString NAME_SecMusic ${LANG_TURKISH} "DOS Müzikleri"
LangString DESC_SecMusic ${LANG_TURKISH} "Adlib/SoundBlaster müzik kayıtları. Windows'taki müzik sorunlarını giderir. (Internet bağlantısı gereklidir)"
LangString NAME_SecDesktop ${LANG_TURKISH} "Masaüstü Kısayolu"
LangString DESC_SecDesktop ${LANG_TURKISH} "Masaüstünde, ${GAME_NAME} için bir kısayol oluşturur."

;Uninstaller Descriptions

LangString NAME_UnData ${LANG_TURKISH} "X-COM Verilerini Sil"
LangString DESC_UnData ${LANG_TURKISH} "Modlar ve X-COM kaynakları da dahil olmak üzere tüm ${GAME_NAME} verileri silinir. Temiz bir kurulum için tavsiye edilir."
LangString NAME_UnUser ${LANG_TURKISH} "Kullanıcı Verilerini Sil"
LangString DESC_UnUser ${LANG_TURKISH} "Kayıtlı oyunlar, ekran görüntüleri ve seçenekler dahil olmak üzere tüm ${GAME_NAME} kullanıcı verileri silinir. Tam bir temizlik için tavsiye edilir."


LangString LINK_DataFolder ${LANG_TURKISH} "Veri Dizini"
LangString LINK_Readme ${LANG_TURKISH} "Okubeni"
LangString LINK_UserFolder ${LANG_TURKISH} "Kullanıcı Dizini"
LangString LINK_Uninstall ${LANG_TURKISH} "Program Kaldır"


LangString WARN_UFOMissing ${LANG_TURKISH} "X-COM 1 bu dizinde bulunamadı. ${GAME_NAME} için geçerli bir X-COM kurulumu zorunludur. Devam?"
LangString WARN_XCUDetected ${LANG_TURKISH} "XcomUtil tespit edildi. ${GAME_NAME} XcomUtil ile uyumlu olmadığından tuhaf sorunlarla karşılabilirsiniz. Devam?"

It is perfect. Thank you very much.

First of all; I loooove the new configuration screens. I'm one of the translators, so you'll know that I'm not "just saying" that.

One issue is, the space reserved for the "YES/NO" options are not enough for all translations. The new design works just fine for the overwhelming majority of languages, but the column is not wide enough for at least two languages. The attached screenshot is from Turkish translation. The choices are "EVET" and "HAYIR", both of which get clipped. The same issue is also present in the Finnish (Suomi) translation.

I could shorten the choices down to "E" and "H", but that would be neither good looking nor consistent.

Now, I realize that simply widening the last column will unnecessarily rob precious pixels from the option names themselves - would especially be an unfortunate waste in languages where this is not a problem. (The option names are now more cramped too, I know because I just had to shorten two of them).

Is it too much to ask a right-aligned, dynamic-width column  for this screen? Does anybody have any recommendations?

Translations / Re: New text strings
« on: December 22, 2013, 11:33:19 am »
I have a question about "STR_INCREASE_UC". is that used in the stat screen to mark the improvement of the stats?

It is used in the manufacture screen. There are two pairs of arrow buttons, used to increase and decrease the amounts of assigned engineers and total units to be manufactured.

Translations / Re: Blaster launch button
« on: November 19, 2013, 06:37:11 pm »
I like the tooltip idea too. It's less work for devs & translators and it fits even better with the rest of the UI (all buttons in battlescape are glyphs - why would these need text?)

I cannot support the "hardcoded caption in English" though. It would look too out-of-place in an otherwise completely localized game.

Anyway, here's the naked versions of the buttons. Whatever comes next, I hope I will have saved somebody a ten-minutes worth of work.

Translations / Re: Blaster launch button
« on: November 18, 2013, 06:18:23 pm »
Yeah that too. I have been avoiding Ethereal missions ;D

I bet he meant that certain localized strings would bust out of the icon, due to their length. I, however would suggest simply allowing to override the default icon wholesale.

Pretty much like we have a custom image for TFTD buttons (data\Resources\UI\reserve.png), we could also have a well known location for localized icons such as data\Resources\UI\Localized\ .

Translators could draw localized versions for these buttons and drop them into that folder, named like and the game could try to load the one that corresponds to the current locale. If no localized version was found, the game would simply fall back to the default graphic in the original game data.

Programming / Re: Sort saved game list by game date and time
« on: November 15, 2013, 12:49:11 am »

Translations / Blaster launch button
« on: November 15, 2013, 12:23:11 am »
Are there any plans to make this button localizable? As far as I can see, that's the only piece of graphic that contains text.

Programming / Re: Sort saved game list by game date and time
« on: November 15, 2013, 12:13:55 am »
Newb necromancer reporting for duty.  ;D :-[

Will this (save files sorted by date) make it into 1.0?

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