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Messages - Neonin

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1
Newbie Coding / Re: Multiple Sound Files for Messages
« on: July 16, 2012, 04:21:18 pm »
Quick update:

Reading then number of files in a directory uses different commands in C++ dependant on the OS (unless you've installed certain libraries that bring it all under one set of commands) so I am looking to make this scriptable.

I've also modified the code some more so that you can have different sounds based on the type of tech in use in the message, so you could have one file for "Weapon research completed" and another for "Armour research finished", same for production, etc. This would enable a more varied and accurate Geoscape voiceover hopefully!

Anyway, big thing is making it scriptable so I shall be looking at current examples and trying to learn from those :P

2
Newbie Coding / Re: Multiple Sound Files for Messages
« on: July 15, 2012, 04:00:01 pm »
It's as flexible as the current system :P

But yes, a way of counting how many of a specific type of sound is in the folder (best to separate each type into its own folder if going down that route) would be much preferable. I've also encountered a problem while playing where, for example, when you research something that throws up more than one possible avenue of research it will try and play a file, often different ones, for each topic all at once. It's... noisy... to say the least. Obviously a way of detecting that a message of that type is already going to play or getting the message code to only play one sound per type of message queued would be needed.

No idea if my coding knowledge is up to either task but I shall give it a shot, it gives me a little project to do when I'm not playing :P

3
Newbie Coding / Re: Multiple Sound Files for Messages
« on: July 15, 2012, 01:38:11 pm »
I answered my own question, got the source to compile and tested it with copy/pasted sound effects with clicks in them to signify which one was being played :P

It does work :D

4
User modifications / Re: Armour Values
« on: July 15, 2012, 10:55:44 am »
I figured as much, but clarification is always best, thanks H-Hour :)

5
User modifications / Armour Values
« on: July 15, 2012, 12:12:26 am »
I was wondering about the resistance values of the armour in the game, specifically those listed in armour.ufo. Where it lists a number after a damage type, is that number a percentage or an absolute value?

So for example, an assault rifle shot does 42 points of damage, +/-5 so a maximum of 47. Normal alien body armour lists its protection against normal_medium as 20, so does this mean the damage is reduced by 20% or 20 points?

Also, how does it stack with the natural resistances of the various alien types?

6
Newbie Coding / Re: Language files
« on: July 14, 2012, 10:20:50 pm »
You need to edit the .po files and compile them, see a similar topic I posted a few days ago: http://ufoai.org/forum/index.php/topic,6827.msg54442.html#msg54442

As I found out however, while you can create a new .mo file that will feature your new text, it won't be read in the mod folder and has to replace the one in base/i18n.

If you're just creating it for your own personal use then that won't be a problem, but as part of a mod replacing any core files outside of the supported mod system is generally a no-no due to issues with being able to play both modded and unmodded versions of the game. However if you're just adding in a new entry that might not be so much of an issue for you because an unmodded game simply won't call that entry and so not cause any problems.

7
Newbie Coding / Multiple Sound Files for Messages
« on: July 14, 2012, 10:15:08 pm »
Based on Crystan's idea to have voiceovers for the Geoscape messages and an observation I made that it might be better to have multiple options for each message so you don't get bombarded with the same phrase over and over again, I was wondering if something as simple as this would do the trick in cp_messages.cpp:

Code: [Select]
if (playSound) {
const char *sound = NULL;
int msgClipNum;

msgClipNum = rand()%4+1;

switch (type) {
case MSG_DEBUG:
break;
case MSG_STANDARD:
switch (msgClipNum) {
case 1:
sound = "geoscape/standard1";
break;
case 2:
sound = "geoscape/standard2";
break;
case 3:
sound = "geoscape/standard3";
break;
case 4:
sound = "geoscape/standard4";
break;
}
break;
case MSG_INFO:
case MSG_TRANSFERFINISHED:
case MSG_DEATH:
case MSG_CONSTRUCTION:
case MSG_PRODUCTION:
switch (msgClipNum) {
case 1:
sound = "geoscape/info1";
break;
case 2:
sound = "geoscape/info2";
break;
case 3:
sound = "geoscape/info3";
break;
case 4:
sound = "geoscape/info4";
break;
}
break;
case MSG_RESEARCH_PROPOSAL:
case MSG_RESEARCH_FINISHED:
assert(pedia);
case MSG_RESEARCH_HALTED:
case MSG_EVENT:
case MSG_NEWS:
/* reread the new mails in UP_GetUnreadMails */
ccs.numUnreadMails = -1;
switch (msgClipNum) {
case 1:
sound = "geoscape/mail1";
break;
case 2:
sound = "geoscape/mail2";
break;
case 3:
sound = "geoscape/mail3";
break;
case 4:
sound = "geoscape/mail4";
break;
}
break;
case MSG_UFOLOST:
switch (msgClipNum) {
case 1:
sound = "geoscape/ufolost1";
break;
case 2:
sound = "geoscape/ufolost2";
break;
case 3:
sound = "geoscape/ufolost3";
break;
case 4:
sound = "geoscape/ufolost4";
break;
}
break;
case MSG_UFOSPOTTED:
switch (msgClipNum) {
case 1:
sound = "geoscape/ufospotted1";
break;
case 2:
sound = "geoscape/ufospotted2";
break;
case 3:
sound = "geoscape/ufospotted3";
break;
case 4:
sound = "geoscape/ufospotted4";
break;
}
break;
case MSG_BASEATTACK:
switch (msgClipNum) {
case 1:
sound = "geoscape/basealert1";
break;
case 2:
sound = "geoscape/basealert2";
break;
case 3:
sound = "geoscape/basealert3";
break;
case 4:
sound = "geoscape/basealert4";
break;
}
break;
case MSG_TERRORSITE:
switch (msgClipNum) {
case 1:
sound = "geoscape/alien-activity1";
break;
case 2:
sound = "geoscape/alien-activity2";
break;
case 3:
sound = "geoscape/alien-activity3";
break;
case 4:
sound = "geoscape/alien-activity4";
break;
}
break;
case MSG_CRASHSITE:
switch (msgClipNum) {
case 1:
sound = "geoscape/newmission1";
break;
case 2:
sound = "geoscape/newmission2";
break;
case 3:
sound = "geoscape/newmission3";
break;
case 4:
sound = "geoscape/newmission4";
break;
}
break;
case MSG_PROMOTION:
switch (msgClipNum) {
case 1:
sound = "geoscape/promotion1";
break;
case 2:
sound = "geoscape/promotion2";
break;
case 3:
sound = "geoscape/promotion3";
break;
case 4:
sound = "geoscape/promotion4";
break;
}
break;
case MSG_MAX:
break;
}

cgi->S_StartLocalSample(sound, 1.0f);
}


The rand() function requires stdlib.h is defined in the includes but I'm assuming that's already in the code somewhere. My C++ coding is very rusty but I think that's all it would take to generate a number between 1-4 and then use that to select a sound file. To start with a quick copy/paste and rename of the original files would allow the code to work until the actual sound files were created.

Then again, this game is far more complex than anything I've ever fiddled with before code-wise so I don't know if this would do something horrible, and getting this stuff to compile on Windows looks like a pain in the arse just to test something as simple as this. Perhaps one of you experienced coders could look at it and see if it seems viable?

8
Bugs in stable version (2.5) / Heavy Template Low Accuracy
« on: July 13, 2012, 11:31:13 pm »
In the team_templates.ufo file the template "Heavy" is the only one whose lowest possible accuracy range is 2 instead of 20. I noticed it when I was playing 2.4 as well I think, occasionally a soldier with good Heavy skill would have a hideous accuracy (3 or 4, never saw 2) but just figured it was a "feature" of people good with heavy weapons until checking the file out myself.

9
Discussion / Re: You know you've played too much UFO:AI when...
« on: July 13, 2012, 06:43:03 pm »
... when you start a "You know you've played too much UFO:AI when..." Thread. :P

Four replies! Dammit, I'd bet with myself that it would take 5 before someone posted that ;)

10
Offtopic / Re: What should i play now?
« on: July 13, 2012, 03:16:07 pm »
Re-live the good old days!

Gorillas

11
Tactics / Re: What's your favorite weapon?
« on: July 13, 2012, 02:08:38 am »
4 rounds? I wonder if that's related to an issue I noticed in 2.5... I've had numerous weapons firing more "rounds" than they're supposed to, double sniper shots for example, and the MG firing about 30-40 shots instead of 20. I have seen the Botler unload 4-5 shots in a 3-round burst but I assumed it was just a graphical glitch and may even have been something I accidentally added while modding. I'll have to try an un-modded version of the game and see whether I still get extra shots.

12
Tactics / Re: What's your favorite weapon?
« on: July 12, 2012, 08:36:05 pm »
It's great and all but it's getting turned into a full on sniper in 2.5.
I'll miss sending three bolts into a harvester chalk full of Ortnoks.

Haha really? I never used it when I was playing 2.4, and in 2.5 I changed it in my mod to have a three shot fire mode... Didn't realise I was actually changing it back! :P

13
Discussion / You know you've played too much UFO:AI when...
« on: July 12, 2012, 03:12:04 pm »
... you have a dream where an alien comes round the corner right in front of one of your soldiers and you're praying it doesn't have enough TU left to swing that plasma blade it's clutching!

14
Tactics / Re: What's your favorite weapon?
« on: July 12, 2012, 03:10:23 pm »
Bolter Rifle. Until you've run across an enemy with a soldier out of TU and then killed it with a guy on the other side of a building through two walls, you just won't understand ;)

15
User modifications / Re: NeoTweaks [V2.1 Current]
« on: July 11, 2012, 02:00:34 pm »
Coming up for V2.5 some time in the future (having too much fun playing again):
  • More tweaks to weapons to try and make every one useful in some way.
  • Modified campaign starting conditions.
  • Starting base facilities and layout dependant on difficulty level.
  • Adjustment of item availability on market to encourage early production.
  • Possible move of some starting weapons to Tier 1 with enhanced capabilities.
Some of the plans for V3.0, which will be worked on if/when Mattn kindly has a look at a bit of code to allow more objects to be added to the game:
  • Aircraft armour variants that modify stats in different ways.
  • New base defences.
  • Stungas grenades for Grenade Launcher.
  • Improved SAM Base missile types.
  • Personnel armour variants.
  • Another look at reworking the tech tree.
If you're a modeller and think you could help... stop looking at this topic and talk to the Devs! They need you! :P

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