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Messages - DarkRain

Pages: 1 ... 48 49 [50]
736
Translating / Re: SPANISH TRANSLATION
« on: August 16, 2010, 05:57:20 pm »
Ok, so I can go back to translating, thanks

737
Translating / Re: SPANISH TRANSLATION
« on: August 15, 2010, 07:34:07 pm »
So it seems no one is working on it

When translating in the wiki I noticed that there's no es column for the Aircraft and Aircraft Equipment sections, is there a reason for that or can them be added? And if they are absent will the sync script use the english source, the ES_es version or nothing at all for updating the .po file?

738
Newbie Coding / Scriptable character templates
« on: August 15, 2010, 07:26:35 pm »
My second experiment with the code, I wanted to make the templates used to generate the character atributes to be scriptable so I made some changes:

new script header:
Code: [Select]
chrtemplate <template-id> {}containing a list of attributes (speed, mind, sniper... etc.) with min and max values and a rate: the chance of this template to be used for character generation.

and a new section for the team def:
Code: [Select]
templates {}with a simple list of templates-ids for this team
if more than one template is given a random one will be chosen excluding those with a rate of 0 (if all rates are 0 default to the first one), the chance of a template being choosen is: rate of this template / sum of the rates of all templates for this team (so rate is not a percent)

I split the patch in three:
Part 1: changes needed to parse the templates from script files
Part 2: changes to the script files
Part 3: actually use the parsed data to generate the character attributes

So what do you think?

739
Windows / Re: UFO:AI 2.3 WindowsXP SP3 start crash
« on: August 13, 2010, 09:20:47 pm »
you have to open a cmd, then type your path to the game, add the paramters to the path. press enter.

Or you can add the parameter to your shortcut (right click - properties and type the parameter after the target) if you are using Windows that is, I've never need to do this in Linux but there should be a way too

740
Newbie Coding / Re: Alien Resistance
« on: August 11, 2010, 04:44:48 am »
From ufo folder: \src\game\g_reaction.c
Hehe, I could have found it myself, I meant point me to what needs fixing, what is missing or lacking or new features to be implemented

There is a bug fix posted Here
It's in the tracker here: 3027802
So I guess you have something different in mind?

741
Translating / Re: SPANISH TRANSLATION
« on: August 10, 2010, 02:51:47 am »
So... is anyone working in the spanish translation (es not ES_es)? It seems to be in a very bad shape.

742
Newbie Coding / Re: Alien Resistance
« on: August 09, 2010, 05:39:56 pm »
applied to trunk https://sourceforge.net/apps/trac/ufoai/changeset/31313
I see most things I left over (had plans for Sunday afternoon so I didn't completely finish it) were corrected, but seems we both overlooked extending the description in team_humans.ufo to account for the new options - just a tiny detail

What about the rf fix? You should work on that.
I was thinking to go back to translating now (that i might have some time), but if you point me in the right direction I might take a look

743
Newbie Coding / Re: Alien Resistance
« on: August 09, 2010, 01:40:45 am »
Ok patch has been updated(I'm attaching it here as well), resistance/weakness should now be scriptable in the team_* scripts, it might need balancing tough, but it should be easier to do it now.

744
Newbie Coding / Re: Alien Resistance
« on: August 08, 2010, 08:25:33 pm »
in general the data should go into the scripts

That is what I think as well, now the question would be: Add a new script or integrate it with an existing one (maybe the armor team definition script?)? I was also thinking that this is related to the character creation templates (at least they seem related to me) but that's another matter. Unfortunately I don't expect to have a lot of time and my coding is very rusty but will see what can be done

745
Newbie Coding / Re: Alien Resistance
« on: August 08, 2010, 07:37:10 pm »
Ok, managed to test it successfully (tough only used skirmish mode for now), tried some balancing but still needs more testing.
Added it to the patch tracker:
https://sourceforge.net/tracker/?func=detail&aid=3041597&group_id=157793&atid=805244

I must admit that since I haven't touched C since I was at school I didn't expect this to be even considered to be included in the project

746
Newbie Coding / Alien Resistance
« on: August 07, 2010, 10:45:01 pm »
So I was thinking about adding resistance/weakness to the aliens in my game, (at least until it is oficially implemented) so I made some changes in the code (see attachment), now the question is: Wich is the best way to make sure it´s doing what it´s supposed to? The values I used are probably too low to see any conclusive result in game (need to work on that) and I´m not getting any thing from the console log (I compiled a debug version and used +set developer 1) so any ideas? (Or maybe you can test it for me?)

(Note that I haven´t coded anything that requires compiling in several years)

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