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Messages - AndO3131

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31
I'm currently on Ubuntu 14.04 and I confirm this Cydonia's Fall .ogg soundtrack works. I unpacked it to SOUND subfolder, renamed all filenames to uppercase, and selected ogg in the 'Audio' options screen, although i must say i compiled Openxcom sources myself. I have package libvorbis-dev installed, although i think libvorbis0a could be enough.

32
Suggestions / Re: TFTD ruleset
« on: February 25, 2015, 05:53:59 pm »
Ruleset is ready behind the scenes, devs will release it eventualy.

33
Work In Progress / Re: Valkyria: Triton in OpenXcom
« on: December 30, 2014, 06:07:18 pm »
Placement problems may come from recent map scripting - i would advise to try running the game twithout additional mods.

There have been succesfull tries to use Triton hull in batlescape https://openxcom.org/forum/index.php/topic,1312.msg12223.html#msg12223.
There have been succesfull tries to use minimap sprites https://openxcom.org/forum/index.php/topic,1312.msg12540.html#msg12540 (this ship may be Leviathan, don't remember exactly).
These changes aren't in master branch, but are possible to achieve in the future.

For sounds i would advise to wait for TFTD ruleset release.

34
Open Feedback / Re: Playable Dev Build of TFTD?
« on: December 13, 2014, 09:22:13 pm »
It's not downloadable yet, because it's not ready. I believe TFTD support will be finished around mid 2015. Please, be patient.

35
Programming / Re: OpenTFTD Question
« on: December 10, 2014, 09:00:39 am »
Total mayhem. I must say AI is far better than original, @Warboy ;)

36
Work In Progress / Re: Hybrid game
« on: November 26, 2014, 06:59:20 pm »
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I wonder how it can handle the night transitions
@Yankes made special blit function. It's not exactly as in original UFO, but it does the job. Not tested on underwater maps, tho.

37
Work In Progress / Re: Hybrid game
« on: November 26, 2014, 09:54:39 am »
If all goes well, there will be no need to recolour anything. Tests have already proven that https://openxcom.org/forum/index.php?topic=1312.msg12665#msg12665. It just requires time.

38
Translations / Re: Simplified+Traditional Chinese Translation
« on: November 20, 2014, 07:29:39 pm »
I can't help you with translating, but there was a discussion about glyphic fons in this thread (especially this reply may be interesting). In theory, if you properly add glyphs to files Language/FontSmall.png and Language/FontBig.png, it should work.

39
Translations / Re: Polish translation
« on: October 31, 2014, 06:04:05 pm »
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1. Czy jest jakakolwiek przyczyna, dla której w imionach i nazwiskach żołnierzy nie można stosować polskich znaków, a jedynie znaki alfabetu anglosaskiego?
There was a discussion https://openxcom.org/forum/index.php?topic=690.0, but nothing was decided.

I've tried polonized soldier names from PolishMostFreq.nam. They look very well, especially Brzęczyszczykiewicz ;D.

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Być może jest też tak, że gra każdy plik językowy wybiera z równym prawdopodobieństwem - wówczas jeśli po prostu przegramy wszystkie 4 wersje, Polacy pojawiać się będą 4 razy częściej (nie wiem, czy to tak działa... może ktoś wie?).

First nationality is selected randomly (equal probability for every nation file - 4 files with one language = 4 times probability of encountering that language), then name is selected from name pool according to female-to-male ratio https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/Soldier.cpp. I wouldn't work further on polish names. You've made plenty already.

40
Translations / Re: The new system can be destructive for the translation!
« on: September 11, 2014, 01:34:09 pm »
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I was afraid of something like that :(.

So here's another idea: let's wait for all strings to be ready in Getlocalization (I mean also strings from TFTD). Then @Dioxine and @grzegorj can take a look at them, discuss issues and come up with final translation. @SupSuper can overwrite polish translation on Getlocalization with this improved version (in case it's not possible, it can be downloadable from other place). How about that? ;D

41
Translations / Re: The new system can be destructive for the translation!
« on: September 05, 2014, 03:04:43 pm »
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One way to fix this is:
https://www.getlocalization.com/library/project-management/setting-acceptance-level-translations/
But I don't know if it available for free project like our.

This would be the best way to resolve issues with translations. Let's hope @SupSuper heard us  :)

As for other things:
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So my current stance of the issue is:
Leader - oficer
Commander - generał
I would vote for it and use "komandor" for TFTD aliens (no doubt they will come for us  sooner or later ;) )

43
Work In Progress / Re: New Geoscape like UFO CF
« on: July 08, 2014, 08:41:08 am »
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Like modern Landscapes etc..:)?
Currently globe is created from polygons https://www.ufopaedia.org/index.php?title=WORLD.DAT with specific texture aplied to it https://www.ufopaedia.org/index.php?title=TEXTURE.DAT. It's currently not possible to use single-image globe representation.

44
Suggestions / Re: Damage Type Options
« on: July 08, 2014, 08:31:30 am »
I wrote some code allowing to define new damage types in ruleset https://github.com/AndO3131/OpenXcom/tree/WeaponTypes. I haven't tested it much, but it only allows for new damage types and more damage modifiers on armors. @Chico's ideas
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-Bleeding: Can the weapon, regardless of damage type, cause fatal wounds?
-Stunning: Does 10% of the damage caused by the weapon turn into Stun damage?
-Smoke: Does the weapon spawns a smoke that does the weapon's damage type each turn?
-Explosion: Does the weapon spawns an explosion that does the weapon's damage type?
-Incendiary: Can the weapon, regardless of damage type, spawn fires in any tile?
-Burning: Can the weapon spawn fires in burnable tiles/objects/units only?
would require more coding. Maybe someday...

45
Programming / Re: New Feature: Infinite base sizes, POLL
« on: July 06, 2014, 10:32:50 pm »
@Fenyő, this feature is very interesting from coding point of view (i like the word infinite :) ) and i understand you've spent many hours working it out and appreciate this effort.
Don't be so hard to @Warboy1982, as the devs have to point the direction a project is heading. New features generally distract some attention from the goal, so it may be beneficial to not include them in master branch. On the other hand:
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Open denotes public source code, meaning anyone is free to make their own version and change anything they don't like/agree with, it does not mean "do whatever".
I don't fully agree with this statement. You may "do whatever" in your forked branch, however devs don't have to merge it to master. I would call it freedom ;). People may have different opinions on the same subject, but it does NOT mean one of them has to go. Don't take it this far @Fenyő. Your code may be used by other developers in the future.

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