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Topics - pmprog

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31
Suggestions / Input Options
« on: July 29, 2010, 01:42:20 pm »
I was thinking, if I (or somebody else) compiles a version for Windows Mobile, you can't right-click with a stylus. Would we be able to have an option to say one-button or two-button device, and provide another way for "right click" options. Thankfully there aren't many (turn your player, open doors, and dismantle facilities, if I remember correctly).

Thanks

32
Offtopic / Windows Mobile Games?
« on: July 29, 2010, 01:39:58 pm »
Obviously, a compile of OpenXcom will be inevitable, but until then, can anybody recommend any games for Windows Mobile devices?

Even game ideas would be good, as I can code  :) Needs to be a slow paced game though (ie turn based)

My current shortlist is
  • ScummVM (As if there was any doubt)
  • MicroFreeCell (my own implementation of FreeCell game)
  • Space Trader (2D game in the style of Elite)

I've even tried spvDuke (Duke3D), runs nice and fast these days, but crash my phone, and very difficult to control IMO.

Any suggestions?

33
Programming / Unresolved external symbols
« on: July 26, 2010, 10:08:58 pm »
Just updated my project to the latest SVN copy, and I can't build the project any more. Ideas?

Quote
Error   2   error LNK2019: unresolved external symbol "public: double __thiscall Polyline::getLongitude(int)" (?getLongitude@Polyline@@QAENH@Z) referenced in function "public: void __thiscall Globe::drawMarkers(void)" (?drawMarkers@Globe@@QAEXXZ)   Globe.obj   OpenXcom
Error   3   error LNK2019: unresolved external symbol "public: double __thiscall Polyline::getLatitude(int)" (?getLatitude@Polyline@@QAENH@Z) referenced in function "public: void __thiscall Globe::drawMarkers(void)" (?drawMarkers@Globe@@QAEXXZ)   Globe.obj   OpenXcom
Error   4   error LNK2019: unresolved external symbol "public: int __thiscall Polyline::getPoints(void)" (?getPoints@Polyline@@QAEHXZ) referenced in function "public: void __thiscall Globe::drawMarkers(void)" (?drawMarkers@Globe@@QAEXXZ)   Globe.obj   OpenXcom
Error   5   error LNK2019: unresolved external symbol "public: __thiscall Polyline::~Polyline(void)" (??1Polyline@@QAE@XZ) referenced in function "public: void * __thiscall Polyline::`scalar deleting destructor'(unsigned int)" (??_GPolyline@@QAEPAXI@Z)   ResourcePack.obj   OpenXcom
Error   6   error LNK2019: unresolved external symbol "public: void __thiscall Polyline::setLatitude(int,double)" (?setLatitude@Polyline@@QAEXHN@Z) referenced in function "public: __thiscall XcomResourcePack::XcomResourcePack(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (??0XcomResourcePack@@QAE@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)   XcomResourcePack.obj   OpenXcom
Error   7   error LNK2019: unresolved external symbol "public: void __thiscall Polyline::setLongitude(int,double)" (?setLongitude@Polyline@@QAEXHN@Z) referenced in function "public: __thiscall XcomResourcePack::XcomResourcePack(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (??0XcomResourcePack@@QAE@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)   XcomResourcePack.obj   OpenXcom
Error   8   error LNK2019: unresolved external symbol "public: __thiscall Polyline::Polyline(int)" (??0Polyline@@QAE@H@Z) referenced in function "public: __thiscall XcomResourcePack::XcomResourcePack(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (??0XcomResourcePack@@QAE@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)   XcomResourcePack.obj   OpenXcom
Error   9   fatal error LNK1120: 7 unresolved externals   D:\WIP\OpenXcom.2008\Debug\OpenXcom.exe   OpenXcom

34
Programming / [Solved] Textures
« on: July 07, 2010, 10:07:26 pm »
I split this off from the lighting thread because they're not really related.

Problems with texture mapping
  • Textures drawn incorrectly
  • Black spots from polygon bounds
  • Slow as a snail in a coma



Addressing point 1

Had to change the way you approached texture bundles. I've modified the SurfaceSet class (code files should be attached to this post). Basically, rather than 1 big Surface (which was being tiled on the texturedPolygon routine, causing the weird image), it creates a seperate Surface for each texture.

Also, Globe.cpp was modified in the Globe::setTexture method, when enumerating polygons
Code: [Select]
void Globe::setTexture(SurfaceSet *texture)
{
_texture = texture;
_texture->setPalette( this->getPalette() );
draw();
}

and Globe::draw was modified thusly
Code: [Select]
texturedPolygon(getSurface(), (Sint16*)&x, (Sint16*)&y, (*i)->getPoints(), _texture->getFrame((*i)->getTexture())->getSurface(), 0, 0);

Addressing points 2 & 3
I'm going to have a play at trying to re-write the texturedPolygon, hoping to improve performance, and might fix the polygon edges... We'll see...

35
Suggestions / Starting Base
« on: July 06, 2010, 09:30:47 am »
Could I suggest a starting option that instead of getting a default base when you start the new game, you use the same screen when building the 2nd, 3rd, 4th bases etc. and just get to place the access facility, then you have to build and buy all your stuff.

That way you could really set out the base the way you wanted.

I was also thinking, is it worth holding off aliens for the first month so your score doesn't plummit, but then, if this happened in real life, you wouldn't get a "Hello, we're about to invade, would you like to prepare". So you could maybe have that as an option too.

Just a thought

36
Programming / [Solved] Let there be light
« on: July 06, 2010, 12:10:13 am »
I've been playing around with the code
https://www.youtube.com/watch?v=VnQjsGGmeNk

SupSuper, a few things I noted when building this:
  • Variable Globe::_save is never populated (I added it to the constructor)
  • Day to night palette appears to be 6 shades

You're probably aware of these, but thought I'd mention if not  :D

37
Suggestions / Selling soliders
« on: June 12, 2010, 10:50:34 am »
Hi all,

 Looking good so far.

Here's a couple of suggestions you may or may not have tthought about:
1. The ability to sell a solider from their stats screen
2. When selling craft, adjust their price to recover some of the armament costs, or provide a way to disarm craft

Also some interesting reading.
https://www.ufopaedia.org/index.php?title=User:Seb76

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