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Messages - grrussel

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61
Programming / More than 1 UFO per battlescape
« on: November 06, 2012, 10:27:00 pm »
Its fun to have more than 1 UFO per battlescape - this small patch hardcodes it to 4 UFOs ;-)

Attached for fun or future interest, if any.

62
Suggestions / Incorporate TFTD UI improvements
« on: November 06, 2012, 10:21:24 pm »
https://www.mobygames.com/game/dos/x-com-terror-from-the-deep/screenshots/gameShotId,2730/

The screenshot shows the battlescape UI of TFTD: it would be nice to have the buttons for "kneel at end of turn/firing" and "drain time units to zero" in OpenXcom

63
Programming / Re: Improved Single Battle Mode
« on: October 21, 2012, 11:24:50 pm »
Random battle mode now a single button in the New Battle screen.

64
Programming / Re: Improved Single Battle Mode
« on: October 20, 2012, 11:33:20 pm »
OK, I have been cleaning this patch up a bit, and have a question: how do I suppress the presence of unusable weapons?

I am attempting to filter out all weapons whose a) ammo is not researched and b) that are not themselves researched

   std::vector<std::string> items = rule->getItemsList();
   for (std::vector<std::string>::iterator i = items.begin(); i != items.end(); ++i)
   {
      RuleItem *rule = _game->getRuleset()->getItem(*i);
      if (!save->isResearched(rule->getRequirements()))
         continue;
      if (!save->isResearched(*i))
         continue;


The above seems to do this; but also to remove all original XCOM weaponry (e.g. basic rifle). Is there a good way to say "OK if XCOM original equipment?"

65
Programming / Improved Single Battle Mode
« on: October 16, 2012, 07:50:52 pm »
This adds an improved single battle mode to OpenXcom trunk  (improving the "new battle" button in the menu UI). It tries to make getting an acceptable battle quickly, reducing the amount of fiddling needed to set options.

Changes include:
*Random selection of research completed: not all items are usable in all battles, e.g. can get battles where Plasma weapons are not usable if taken from dead aliens
*Random selection of alien equipment level: aliens are not always equipped to level 0, but instead 0-2 (so can get battles versus heavy plasma wielding aliens)
*No longer field only rookies: randomly promote + increase stats of some soldiers
*No longer provide 100 of each item
*Randomly setup the battle in UI (mission type, alien race, difficulty, darkness, craft, terrain) while still permitting choice if desired
*Currently, in addition to the "New Battle" button in the UI, adds a "New Random Battle" button

This patch works for me (tm) and could be cleaned up for commit if desired.

66
Programming / Re: Which compiler do you use?
« on: November 09, 2011, 11:06:59 pm »
Clang, and the Makefile, on OSX - notably, gcc/g++ will not be the OSX compiler in future. At the moment, clang++ is a direct replacement for g++ in the makefile.

https://bitbucket.org/grrussel/openxcomosx/src/959b3efb5e0a/2011-11-02-23-48/build_log.txt

67
Builds & Ports / Re: Compiling on Mac OS X Snow Leopard with Xcode template
« on: September 02, 2011, 11:18:41 pm »
Hi, is there any further progress on the Xcode template dependencies - specifically, yaml? I'd like to get Xcode style OSX builds automated and nightly, like my nightly OSX builds (https://bitbucket.org/grrussel/openxcomosx) + which are more Unix/Linux in style.

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