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Messages - AndO3131

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16
I'm not sure if i understand, but standard tentaculat has only one animation frame per direction, starting at frame 8. Can you show me the file you're talking about?

Apart from that, currently there is no drawingroutine for a unit of that type. It would have to be coded in as a new drawingroutine.

17
I'm trying to use UFO battlescape palette into TFTD

Do you want to overwrite "outside of water" TFTD palette with battlescape palette from UFO:EU?

18
Suggestions / Re: Set an Avi/Mp4 intro by ruleset
« on: August 13, 2015, 04:57:12 pm »
It would require additional dependencies and some coding. Current focus is on vanilla TFTD.

19
Open Feedback / Re: Any word on openTFTD's progress?
« on: August 09, 2015, 08:49:07 pm »
Default value made that grenade useless, so it's safe to assume this was a bug. Openxcom team fixes bugs.

20
Open Feedback / Re: Any word on openTFTD's progress?
« on: August 09, 2015, 08:37:43 pm »

21
Work In Progress / Re: help to make a tfdt mod
« on: August 09, 2015, 06:42:37 pm »
when i edit the varl.rule and change the cost of aqunaut...... why the price is double in my game????
@liberation already answered your question
Quote from: liberation
Find the cost of aquanauts in Var.rul, its set to wages value, so double will be recruitment cost.

22
Work In Progress / Re: what's the deal with tentaculat drawing routine?
« on: August 09, 2015, 09:02:24 am »
Code for walking tentaculats: https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/UnitSprite.cpp#L1393

Only one frame per direction is used, so he isn't able to animate when moving. If you really want for it to animate on move, you would have to choose different drawing routine and fill missing frames.

23
Open Feedback / Re: Beautify the TFTD globe?
« on: August 07, 2015, 09:05:55 pm »
Yellow land is vanilla TFTD look and it should stay that way ;D.

There has been some success with combined land and ocean. Maybe in the future this idea can be continued.

24
Work In Progress / Re: Hybrid game
« on: August 04, 2015, 11:38:42 am »
A bit of work is done. I've used Combat Armor and Gazer aliens mods for testing purposes. First screenshot is for reference and comes from nightly build. Aliens color and combat armor color on second screenshot are similar to normal versions. Second screenshot comes from version build from this source code.

25
Offtopic / Re: OpenDUNE
« on: July 26, 2015, 08:38:50 pm »
There are also Visual Studio project files under projects subfolder, although I don't know if they're up to date. This would require SDL version for Visual Studio.

26
Translations / Re: Japanese version
« on: May 17, 2015, 10:46:10 am »
With lately introduced externalized fonts it's possible to package these fonts and translation into a mod. Extract it to mods folder in user data and enable mod 'Japanese Fonts'. Then you can select additional japanese translation.

27
Troubleshooting / Re: I cannot figure out how to install mods
« on: May 17, 2015, 10:12:22 am »
Quote
According to my package manager it is version 1.0.2, so not the nightly.
I think you installed Openxcom from this PPA. It has been compiled on 15.03.2015, so it's a bit older version. Data structure has changed recently (2-3 weeks ago) and PPA hasn't been updated (yet). You could try the nightly builds, but you would have to run them through Wine or something similar. For the moment I see 2 choices:

  • Wait for PPA update (don't know when it may happen)
  • Recommended by me ;): comile the sources yourself. First, install through Synaptic required packages, which are listed on this page. For compilation I suggest cmake, so in short:
Code: [Select]
git clone https://github.com/SupSuper/OpenXcom.git
cd OpenXcom
mkdir build
cd build
cmake ..
make
    the program will be in Openxcom/build/bin

28
Programming / Re: Upgrading to the nightly
« on: May 13, 2015, 01:28:46 pm »
Are there any folders in PATH_TO_YOUR_COMPILED_BINARY_FILE ? I run ./openxcom from there and put data files in PATH_TO_YOUR_COMPILED_BINARY_FILE/UFO directory.

29
Quote
I read the log in the ~/.local/share/openxcom folder. The first line after "Data search is:" shows ~/.local/share/openxcom, where I first put the data.
Recently data structure has changed https://openxcom.org/forum/index.php/topic,3617.0.html. Try putting your data in ~/.local/share/openxcom/UFO folder. If this doesn't help, try to delete ~/.config/openxcom/options.cfg file.

30
Translations / Re: Japanese version
« on: May 12, 2015, 04:28:05 pm »
Tried these files with latest code and they work, although I have no clue what those glyphs stand for ::).

In current folder structure, 'Font.dat' and 'Font*.png' files go into common/Language folder (make backup of the old files).
'ja.yml' file goes into standard/xcom1/Language folder.
Then change language ingame.

As an extra, polish letters also appear correctly with this font (at least in main menus).

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