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Messages - panther

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1
Programming / Re: Ufopaedia development
« on: May 02, 2012, 01:26:48 am »
Phew, I've been away for a while...  :o
Just installed XCode 4 and managed to build the current OX version  :), so now I can resume my development efforts.

These are my next milestones:
1.) load current data from YAML rulesets instead of hardcoded definitions.
2.) add further main menu buttons to be able to define whole Ufopaedia
3.) attach Ufopaedia unlocking to the research infrastructure
4.) make articles more configurable for modding

I hope to file my next pull request real soon...

2
Suggestions / Re: Pathfinder
« on: October 14, 2011, 12:00:15 am »
Wow! This is really impressive.
The "known bug" shouldn't really matter, does it? Since falling things should fall down all the way first...

3
Programming / Re: Ufopaedia development
« on: October 09, 2011, 12:26:38 am »
Point taken. The fact, that ids have to be matched in Research, Ufopaedia, etc. would be an invitation to errors.:)
So I will tie the unlocking part to the research.

4
Builds & Ports / Re: Compiling on Mac OS X Lion with Xcode 4 template
« on: September 30, 2011, 12:07:43 am »
Thanks again for updating the references (YAML), worked like a charm although I'm still using XCode 3.2.6.
Actually I didn't even switch to Lion.  :-[

5
Programming / Re: Ufopaedia development
« on: September 30, 2011, 12:03:41 am »
Small progress, the Personal Armor article has been added (see pull request).
I will look into the research connection next.

6
Programming / Re: Ufopaedia development
« on: September 29, 2011, 08:52:23 pm »
Well, I didn't have much time lately, but the current progress surely motivates me!  8)

The hardest part now is to build Ufopaedia related content on top of YAML. I have made a concept of how to do this and will update my repository today.

I don't know if it is the best solution to unlock UP articles directly from Research, because these are not always 1-to-1 as far as I remember. And maybe it's more flexible this way if modders want to add new articles in the future. We'll see...

7
Open Feedback / New forum
« on: September 29, 2011, 08:44:48 pm »
Hey, I like the new forum look! Maybe too bright colors for XCOM accustomed eyes, though. :)

8
Programming / Re: Research developement
« on: August 28, 2011, 12:19:58 am »
That's great!  ;D
I did look a bit at the code, but couldn't find out how you manage to finish a research.
However, you can link this event to unlock certain articles in Ufopedia, by calling
Ufopaedia::releaseArticle(Game *game, std::string &article_id);

Or, to open the corresponding article state: Ufopaedia::open(...);
See Ufopaedia.h for details.

9
Programming / Re: Battlescape performance
« on: August 15, 2011, 02:02:13 am »
yes, I'm kinda desperate if changing the palettes is really taking so much time. The problem is, you can not access the internal palette map directly to just set the colors. (Which was certainly possible in the old days)
...

This must be due to the fact that "in the old days", a change of palette colors would natively affect all pixels of that color in the next redraw because you changed the graphic cards lookup table. Modern graphics don't work this way but work on a bitmap where each pixel has his own color value 16-32bit. Without looking at the SDL code, I suppose on a palette change, it must find all pixels of that color and change it's color value accordingly. The palette mode really is an "emulation" costing performance.

In short, palette changes are far from efficient operations anymore. Better to redraw only dirty regions as you suggested.

10
Suggestions / Re: The $ currency country language idea
« on: July 30, 2011, 01:39:23 am »
But then I can already see following problems:

1.) There are no characters glyphs for currency signs (Euro, Yen, Pound, whatever) in the XCOM character set.
2.) Using a currency multiplier would be downright ugly...
Who wants an aircraft that cost EUR 834,609 or JPY 76,779,998.78 instead of $ 1,000,000 for instance? :)

So I simply can't see the benefit here.

11
Programming / Re: Ufopaedia development
« on: July 16, 2011, 10:59:00 pm »
Cool, thanks Daiky!  8)
I'll do the HWP screen next so I can reach my milestone II...

12
Programming / Re: Ufopaedia development
« on: June 28, 2011, 12:43:32 am »
I started a bit on the Armor article, but I hope to be able to snatch the image display part from the soldier equip screen, when it's available...

13
Programming / Re: Ufopaedia development
« on: June 24, 2011, 12:47:50 am »
Hey,

weapon articles are now available, see screenshots.  ;D
Thanks to Daiky, I could rip off the code for loading the correct image.

As you can see, the article is already changed in layout for different kinds of items (firearms with shot stats, grenades with damage only).
Notice, that Auto-Shot is not yet defined in the Rulesets for Pistol and HC, so it is not displayed.
And maybe you notice, that there is no incendiary ammo for HC. This is due to the fact, that in my setup, I haven't yet researched this ammo type. :) So this is also functional, since later you have to research Plasma weapons and clips seperately.

The display of the ammo image of the HC is not right yet, but otherwise, I'm quite happy with it. So, only two more article types to go - armor (which i nearly forgot :o) and HWP tanks.

14
Programming / Re: Ufopaedia development
« on: June 19, 2011, 10:46:06 pm »
Hey SupSuper! Good to hear from you again.

I already issued a pull request, that is the easiest part. :)

Quote
You need yaml-cpp 0.2.6, though if you're not using the load/save functionality you can probably just comment out those lines with little issue.
That's exactly what i did, and this change is simply not staged in git. Works like a charm for now. If the need arises, I will have to update YAML.

Don't worry about me outpacing someone. You did a fabulous job defining the rules! I'm already looking in the item definitions and it's all there already!! HWPs Rule is the only thing missing. And if it is of help, I can create that myself...

15
Programming / Re: Ufopaedia development
« on: June 17, 2011, 06:30:09 pm »
Thanks, hsbckb!

Today I worked on the BaseFacilities article and already got the text parts. Putting the preview image together is another story here (hangars being larger, backgrounds separate from foreground sprites, etc.) :)
But it's already been done in BaseView, so it should be possible soon.

I did a quick overview on what's to do next to reach Milestone 2:
1.) improve text formatting (numbers, paragraphs, ...)
2.) HWP (Tanks) article -> there is currently no Ruleset defined
3.) Weapons (Guns, Blasters, etc.) article -> this is going to be heavy with all kinds of ammo stats and stuff :-\

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