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Messages - Sturm

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16
Programming / Re: Best way to keep a custom built up to date?
« on: October 01, 2014, 04:52:59 am »
I see only one that changes user folder which is for screens, saves and settings. I want it to read read data folder from specified location.

17
Programming / Re: Best way to keep a custom built up to date?
« on: October 01, 2014, 03:29:13 am »
those are warnings, not errors. they're completely normal and mostly harmless.
Ok, managed to build it in a separate directory. Is there any way to set it to use custom data folders in Linux? I never liked the Linux way of scattering the data all over the place.

18
Programming / Re: Best way to keep a custom built up to date?
« on: October 01, 2014, 02:09:33 am »
I tried git cloning the new release (so that I'd re-create the changes on it) and it wouldn't compile - I got some errors about signed/unsigned comparisons. Is it normal?

19
Programming / Re: Best way to keep a custom built up to date?
« on: September 27, 2014, 04:52:30 am »
I'm not using git and I don't know how it works.

Also, how it would work with my changes and mods? Wouldn't there be errors at some point?

20
Programming / Best way to keep a custom built up to date?
« on: September 27, 2014, 02:56:02 am »
So, I have some changes in the code and mods, how do I keep all that stuff up to date with the main version with a lowest amount of effort?

21
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 19, 2014, 06:03:34 am »
Well, even trained soldiers are green at the start and become veterans later. I had a discussion about it with a game developer that served as a medic in military and he told me that according to research people change physiologically when they win fights - for example testosterone increases. Veterans are also less likely to die after receiving the same wound than green soldiers, so HP rising is justified to some point.
Though yeah, it's weird that they can become more powerful than alien species engineered for combat.
I checked the manual and apparently X-Com has "the world's finest pilots, soldiers, scientists and engineers". Which would imply that realistically, these guys should be statted-out like special forces soldiers. I think there are tens of thousands of them around the world, so realistically, it would be possible to recruit only from elite units without ever being in danger of the recruit pool drying up.

22
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 18, 2014, 05:25:45 am »
Agreed with Sturm's logic on soldiers' stats, "training" or "lack of training" are relative things, and a civilian seems to be the only watermark available. True, this makes it hard to explain how your soldiers turn from "trained" to "superheroes"... Anyway this discussion always comes back... It's a matter of personal opinion really.
Well, even trained soldiers are green at the start and become veterans later. I had a discussion about it with a game developer that served as a medic in military and he told me that according to research people change physiologically when they win fights - for example testosterone increases. Veterans are also less likely to die after receiving the same wound than green soldiers, so HP rising is justified to some point.
Though yeah, it's weird that they can become more powerful than alien species engineered for combat.

23
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 16, 2014, 10:21:04 pm »
And here, my friend, our opinions differ. :) In my world, supported by evidence (starting stats), these guys are hardly trained soldiers, they're field agents that take up weapons. Few of them seem to have had significant military training, no? :)
Stats don't support the theory about lack of training.

Code: [Select]
- type: MALE_CIVILIAN
    race: STR_CIVILIAN
    stats:
      tu: 35
      stamina: 65
      health: 30
      bravery: 80
      reactions: 30
      firing: 30
      throwing: 50
      strength: 20
      psiStrength: 5
      psiSkill: 0
      melee: 50

Code: [Select]
- type: XCOM
    minStats:
      tu: 50
      stamina: 40
      health: 25
      bravery: 10
      reactions: 30
      firing: 40
      throwing: 50
      strength: 20
      psiStrength: 0
      psiSkill: 0
      melee: 20
    maxStats:
      tu: 60
      stamina: 70
      health: 40
      bravery: 60
      reactions: 60
      firing: 70
      throwing: 80
      strength: 40
      psiStrength: 100
      psiSkill: 16
      melee: 40

Even min stat soldiers have higher tu and firing accuracy than civilians.

24
OpenXcom Extended / Re: OpenXcom Extended
« on: September 16, 2014, 12:33:09 am »
I made a mod once for TFTD which adjusted the armor multipliers for terrain so that different weapons did altered damage to them. For example I lowered it for Gauss and AP so human weapons wouldnt put holes in walls. Raised it for Explosives (for everyone actually) because I lowered explosion damage across the board (to decrease explosion size). Raised it for Sonic so that way sonic shots would almost always melt walls.
By the way, from what I've recently read, it's easier to knock down a building with a blast of an explosion than to kill a person. Overpressure that is sufficient to collapse most of buildings would just burst eardrums of 1% of people affected by it.

25
It knows of your position after turn 20! Cheating AI!

I hope this is not replicated in OpenXcom
Even worse, OpenXcom has a cheating player that uses special abilities that the AI doesn't have like thinking, predicting situations, coordinating and using tactics which breaks the game.

A turn limit for ending a battle seems logical to me.

Since Xcom is in a human world, 150 turns or 2.5 "hours" of game world time, would mean reinforcements arrived or say  an airstrike on the position, thus terminating the game on the player side if at least one unit survived.
More like 12,5-25 minutes.

26
Troubleshooting / Re: Regarding base defense skirmish mode, 3 questions
« on: September 09, 2014, 12:10:30 am »
While I understand Warboy's stance that it's a debugging tool, and that's how many people use it as well (pretty much all coders and modders), it is actually a fair point that it looks to a casual player like a game feature, not a debugging tool.
Casual player? I often play New Battles for fun. Also, base defence being a mess makes it worse for testing some stuff.

27
Troubleshooting / Re: Regarding base defense skirmish mode, 3 questions
« on: September 08, 2014, 05:45:09 am »
tanks will only appear if there are enough spawn nodes for them. by default your battle save will have more soldiers than can be deployed. you'd need to alter your battle.cfg save and reduce the number of soldiers in it. as for the layout, changing the "starting base" with a mod is simple, you can even copy/paste one from an existing saved game. as for bad implementation and horrible experiences with 1 of every item... it's a debugging tool, it's designed for functionality that _I_ need. adding one of every item is necessary because of mods, if a mod adds an item, it needs to be added to the base so that it will show up in the item list as allocatable to your craft. it's hooked up to be functional, sometimes things are necessary, no matter how horribad you perceive them to be.
The name in menu is "New Battle", not "Debug Mode, No Fun Allowed".

28
Suggestions / Re: It makes no sense that alien ships have no outward damage.
« on: September 07, 2014, 07:06:08 pm »
I noticed that on crash recovery screens, UFO has a massive hole in it.

29
Translations / Re: The new system can be destructive for the translation!
« on: September 07, 2014, 12:01:00 am »
@Sturm: There are pros and cons. I played UFO in English for many years, so personally, I do not need a Polish translation at all. However, not everyone is enough fluent in English, and may just want to understand some details, e.g. in the ingame Ufopedia, for curiosity (I know such people). So, don't be egoistic, think of others as well. Besides, the original game was available in 3 languages from the very beginning. If in 3, why not in 30? English is a kind of modern Esperanto, OK, but why national languages should be worse? I only wish the translation should cost less time and effort. But it does... hence this discussion.
I'm thinking of others. Game translations have created a generation of people who learn English in multiple schools and still can't use it. Reading stuff in the language one learns (with help of a dictionary) is a great way of increasing ones vocabulary.

OK, but why national languages should be worse?
Because they aren't the language in which the work was written? Not to mention that apparently translators may be too busy pushing their own agenda to faithfully translate the work.

You are right and wrong with the term "karabin szturmowy" (anyway, there is no even the least reason for capitalizing it, such a spelling manner looks like littering our language with foreign spelling customs). Indeed, the newest norm does not have it. Such a term can be met in the literature, however (so, you are wrong thinking there is not such a military term). As it is absent in the norm, and at the same time it is a word-for-word translation of the international term, we may call it popular. Terminological (military, industry etc.) norms, unlike the orthographic norms (or to some degree, language or orthoepic norms) needn't be the one and only law. All depends if a term inconsistent with the norm is widely used or not.

On the other side, I understand that for a person who deals with military things, using an unnormative terminology may be thorny.
When someone writes assault rifle in English they use the military term, not slang and it should be translated with a military term, though. US Army apparently recognizes and defines the term of "assault rifle". "Karabin szturmowy" is a slang name like for example "assault weapon" in English. Literature is of highly varying quality and some (most?) may be written by people without education basing on articles from the internet. I can't find such a thing as "karabin szturmowy" in Encyklopedia Najnowszej Broni Palnej (written by people with actual military education), for example and someone with authority seems to be policing the Polish Wikipedia to also not use the term.

But, returning to the question of translation of X-Com. Rifle in X-Com isn't even called an assault rifle. It's simply a rifle (karabin). It's written as it's written and translation should be:

Karabin
Ten celny karabin wyborowy ma celownik naprowadzany laserowo i przyjmuje amunicję 6.7mm w 20-nabojowych ładownikach.

https://www.youtube.com/watch?v=-35ZDpMUcJM

Of course a sane weapon description would be something like:
Carbine
This accurate carbine has laser sights and takes 6.7mm ammunition in 20 round magazines.

But that's work for modders, not for translators.

As far as I know, no hand weapon may be called "armata" in the modern language. So you may be wrong in this point.
More precisely, it's the authors of the game who are wrong, which should preserved in translation as there's no such a thing in English either. There are no weapons categories of heavy cannon and auto-cannon applying to hand weapons. If such weapons (X-Com "heavy cannon" and "auto-cannon") existed they'd probably get called grenade launchers or something like that or would receive some fancy new name.

It's because auto-cannon isn't well thought out weapon. In fact, it was a weapon which was absent in Rebelstar 1 and 2 and in the original 3 mission release of Laser Squad.
Where did auto-cannon come from? Most probably from Warhammer 40k Rogue Trader. Originally, it was a vehicle-only weapon. Rogue Trader was published in 1987.
First edition of Laser Squad was published in 1988.

In 1988 Wh40k Rogue Trader went full retard with release of Realms of Chaos: Slaves to Darkness. Suddenly there were deamons and auto-cannons in character's heavy weapon tables.

Then second edition of Laser Squad came out in 1989 and surprise, surprise it had graphics of a Rogue Trader space marine:
https://www.mobygames.com/game/atari-st/laser-squad/screenshots/gameShotId,346107/

And one of the new weapons in the second edition was auto-cannon...

So, yeah, it's basically "armata automatyczna" that somehow ended up as a personal weapon. To add an insult to injury, heavy weapons in Rogue Traders usually had individual anti-gravity units that compensated their weight which obviously are absent in copy-cat weapons.
When it comes to when name armata is used, for example ASP stays as "armata automatyczna" despite that it's also mounted on light vehicles and on a HMG tripod. Aircraft cannons are also "armata".

In other words, the authors fucked up, concept of people running around with cannons is retarded and it should be faithfully translated as "ciężka armata" and "armata automatyczna" so that everyone could read it and laugh and facepalm and cry.

"Ciężki laser" would be acceptable but "ciężka plazma" woud not. "Plazma" means a state of matter, not a weapon (shortening of "broń plazmowa" to "plazma" is a slang). Such a translation may appear as thorny for a physicist as thorny is "karabin szturmowy" for an expert in militaries.
It's because the game uses of a mixture of horrible nerd slang and (often mis-applied) military terminology. Both should be preserved to preserve the authenticity of the work. Yes, it includes Bomba Wysadzacz and Wyrzutnia Wysadzaczy or a similar abomination ;D .

30
Translations / Re: Polish translation
« on: September 06, 2014, 03:26:38 pm »
By the way, there's no such a military term as "Karabin Szturmowy" in Polish. Such a weapon is currently called "Karabinek Automatyczny" or if one wants to use terms from the period when the game came out "Karabin Automatyczny".
Additionally, the Rifle isn't called Assault Rifle in the original. It's called Rifle and is mentioned to be a sniper rifle. So, it should be "Karabin" and the sniper rifle part should be translated as "Karabin Wyborowy" It's retarded but that's the original. IMO, the task of translation is to present the work as close to the original not, fixing the ignorance of it's writer and campiness ideas.
What the fuck is "Ręczne Działko"? There's no such a weapon as a Hand Gun (cringes) in the original game.
It should be - Ciężka Armata, Armata Automatyczna, Armata Plazmowa, Armata Laserowa (sounds retarded? Well, blame the original writers. Laser Cannon is as retarded as the translation. Military calls its laser weapons Lasers or Laser Weapon Systems or similar, not guns or cannons)
Oh wait:

Hand weapons should be:
Ciężka Armata, Armata Automatyczna, Ciężki Laser, Ciężka Plazma (blame the original writers).
Aircraft weapons should be:
Armata, Armata Laserowa, Promień Plazmowy (blame the original writers).

Similarly with tank weapons.

Missile should be translated as Pocisk Rakietowy, not Rakieta.

Oh God, some genius translated "blaster bombs" as "fusion rockets". God, reading this translation is traumatic.

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