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Messages - SupSuper

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1801
Programming / Re: Compiling OpenXCOM on Mac OS X
« on: May 19, 2010, 03:47:19 am »
Thanks for the help, I've put up your build (can't try it myself though) and link to the instructions on the website if that's ok with you. :)
Go to SCM > Configure SCM Repositories > + and enter a name (I chose "OpenXcom") and type (Subversion) for your new repo. Now the tricky part!!! Add THIS address to the URL field -
https:https://openxcom.svn.sourceforge.net/svnroot/openxcom. For some reason the URL given by SupSuper didn't quite work - showed an error.
I've corrected the link now, you could've also used https:https://openxcom.svn.sourceforge.net/svnroot/openxcom/trunk/ to avoid the subfolder.

1802
Open Feedback / Re: Fullscreen?
« on: May 18, 2010, 03:15:29 pm »
The recent build (59) works ok with -fullscreen argument supplied, however the screen is not stretched to the full extent, so to say. It does look like a window inside a fullscreen mode, limiting mouse movement on its internal borders. Yet it seems I have found a remedy while playing with the code.
Setting scale to "3" instead of "2" on line 42 of main.cpp does the trick - then the fullscreen works as intended.
Looks fine on my end, though this probably varies from monitor to monitor. 640x400 is a non-standard resolution these days, so a lot of monitors will just put it in a 640x480 box instead creating the whole "letterbox" look (this is how the PSX version worked). Basically this kind of issues will keep popping up until I tweak the game to better fit standard ratios, it's just not a major priority.

I might add another argument to manually change the scale, but this can cause problems if you try to run the game on an unsupported resolution.

1803
Open Feedback / Re: Fullscreen?
« on: May 15, 2010, 09:05:52 pm »
Adding support for bigger resolutions in battlescape should be easier - you can just show bigger area. But tile scaling would also be needed, without that in 1600x1200 you probably could nearly see whole map in screen :P

So, for example scaling tiles x2 and showing 2x bigger area could work nice for resolution 1280x1024.

Yes the Battlescape is easy to suit the screen, problem is the rest of the interface isn't, stuff like Geoscape and Basescape would mostly get a whole lot of blank space or heavily resized. Some more ideas for the future...

1804
Open Feedback / Re: Game running fine?
« on: May 15, 2010, 08:52:45 pm »
But right now I'm trying to compile the code directly on Mac OS X and see what happens. Maybe I should start a special thread for this..
Sure, I set up a Contributions forum if you wanna post there.

I was gonna try doing a Mac version myself, but I don't have any handy besides at university. This might help you out with SDL on Mac: https://www.lazyfoo.net/SDL_tutorials/lesson01/mac/xcode/index.php

1805
Open Feedback / Game running fine?
« on: May 15, 2010, 06:22:21 pm »
Despite the extremely incomplete state, I'd like to know if anyone has had any trouble just trying and running the game on their PCs.

1806
Open Feedback / Re: Fullscreen?
« on: May 15, 2010, 06:13:33 pm »
Yes there will be improvements. :) I just don't want to start hyping up unseen features before I'm even done implementing the original game, and I know how people get touchy over any changes from the original.

As for the screen, I understand it's a issue, I'm on a 21'' screen myself. There is code for fullscreen and bigger scaling (by default it's scaled to 640x400 otherwise I'd go blind), just no Options for it yet. I'll see if I can put that in somewhere.

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