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Topics - winterheart

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1
Programming / Major update of yaml-cpp
« on: January 11, 2016, 09:01:07 am »
Today developer of yaml-cpp merged changes that significantly changed working with library (https://github.com/jbeder/yaml-cpp/commit/24fa1b33805c9a91df0f32c46c28e314dd7ad96f). Since then yaml-cpp not require anymore boost library, but require C++11 features. So, linking openxcom with future versions of yaml-cpp will require C++11 compiler too.

2
Fan-Stuff / 6'000 commit on git!
« on: February 16, 2015, 11:16:17 am »
6000 commits in OpenXcom repository! Let's celebrate, comrades!

3
Programming / Moving to SDL2?
« on: February 10, 2015, 08:48:35 am »
Hello all.

What do you think about moving to SDL2 from legacy 1.2? All additional libraries (sdl-mixer, sdl-image, sdl-gfx, ...) already supports 2.0. As benefit we gain wider platform support (Android guys will be pleased so much) and some minor enhancements (for example, sdl-image now supports Save_PNG() function at last).

Of course, SDL 2 have incompatible API with 1.2 (mostly main window initialization and input handling), but I believe, migration should be relatively easy.

4
Suggestions / Protips or hints in main menu
« on: April 30, 2014, 06:54:28 am »
Some time ago SupSuper told that aircraft weapons can be disabled during interception just clicking on it. This is great feature but surprisingly lot of people (including me) didn't knew about it.
So here is my idea - give inexperienced or new OpenXcom gamers some tips about gameplay, mechanics and tricks. For example have a look on Battle for Wesnoth: https://forums.wesnoth.org/viewtopic.php?f=4&t=29163&start=0

Some tricks from me:
"While kneeling solder get a bonus for his effective accuracy."
"At Night your soldiers see much worse, unlike aliens."
"Heavy Weapon Platforms is powerful units, but they don't receive experience."

5
Programming / Intermediate version before 1.0?
« on: April 08, 2014, 08:32:27 am »
We have major changes since 0.9. So may be release RC or intermediate version 0.9.5 or something? Users and maintainers from OS distributives can try out new changes before main 1.0.

6
Offtopic / LinuxAwards
« on: April 03, 2014, 10:33:02 pm »
Hey, look what I found - https://www.linuxgameawards.org/award-instance/project-of-the-month-may-2014

OpenXcom nominated to Project of Month of LGDB.

7
Work In Progress / Mod idea: "Damage compensation"
« on: May 04, 2013, 04:35:35 pm »
During the game I was in a terror mission against snakemen and chryssalids. I had to wipe up whole city, destroying half of the buildings. And I thought that if the government would put up to XCOM bill for caused damage?
Each destroyed element of map have a certain price. Blew up the house - you pay for it. Killed the owners - pay compensation to relatives. Fired a heavy missile to gas station - get ready for a big compensation for devastation.
How's that idea?

8
Programming / Using Gettext (or similar) for translations
« on: April 29, 2013, 02:00:10 pm »
Currently in OpenXcom we have own localization framework based on text files. With some pro (no additional dependencies, fastest realization) we have some drawbacks (each new/modified string require manual adding/modifying for each lang-file). I suggest to start using tinygettext, so we can achieve follow benefits:
- Each new/modified string can be automatically updated in master .pot-file and then on each language file;
- Translators gain common translation format of file, which can be translated in special editor (poedit, for example);
- We can even export translations to foreign site for translations (Transifex).

So, what are you thinking about this idea?

9
Translations / Soldier names
« on: February 09, 2011, 01:19:18 am »
I noticed that in LNG files not presented names/surnames of X-COM soldiers. What about original name generator?

10
Translations / Russian Translation
« on: January 27, 2011, 07:57:32 pm »
Waitin' import strings from DOS-version.

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