Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - DarkRain

Pages: [1]
Discussion / Wiki login
« on: June 21, 2012, 10:37:38 pm »
I have -for some days now- been unable to login into the wiki, clicking the Login / Sign Up link Chromium and IE will show an internal server error page, Firefox shows a blank page and Opera says it can't find the server, if I type the address for the sign up page its displayed normally, but its a no-go with the login page and will not work just clicking the link.

Any idea?

Bugs prior to release 2.4 / Language list shows untranslated
« on: October 20, 2010, 08:56:28 pm »
Currently the language list in options is shown untranslated only the msgids are shown (at least they are in English) see image below

src/client/ui/node/ui_node_optionlist.c:141 (UI_OptionListNodeDraw):
Code: [Select]
        /* print the option label */
        label = OPTIONEXTRADATA(option).label;
        if (label[0] == '_')
            label = _(label + 1);
It expects an untrimmed translatable string but
src/client/cl_language.c:135 (CL_ParseLanguages)
Code: [Select]
            language->localeString = Mem_PoolStrDup(token + 1, cl_genericPool, 0);
will trim the leading underscore
this is no problem for transfer/aircraft equipment as the option list will be filled with already translated strings, but causes the language list to not be translated (actually only the msgids are shown but again at least they are in English)

proposed patch

Translating / Can not edit wiki pages in the Translation namespace
« on: October 14, 2010, 09:43:44 pm »
What the subject says. Seems a permissions issue, something that changed between Monday and yesterday.
Am I the only one to have this problem?
Did I miss some anouncement?

Bugs prior to release 2.4 / G_ActorInvMove and IA_RELOAD_SWAP
« on: September 13, 2010, 07:40:18 pm »
I found it while running tests for my Encumbrance and TU penalty work

When you swap ammo in combat the wrong item is placed back in the source container:

You can reproduce it: (I checked the latest rev without my changes)

1) Get a soldier equiped with Rocket Launcher with HE Rocket loaded and an spare IC Rocket, lets say in the belt
2) Enter combat
3) Open the soldier inventory and drag the IC Rocket to the Launcher -- Launcher loaded OK but a new IC Rocket will be placed in the belt instead of the HE Rocket that was unloaded
4) Drag the fake IC Rocket to the Launcher -- Launcher is now loaded with a HE Rocket and there is a (fake) HE Rocket in the belt

I've nailed it to G_ActorInvMove and the way it handles IA_RELOAD_SWAP cases
Should I submit a separate patch for this?

Edit: This seems to affect 2.3 as well

Translating / Note to all translators
« on: August 31, 2010, 08:26:21 pm »
Hello fellow translators

I have noticed some of the research texts at the wiki with the following layout:

<Header>    <----- (Proposal, etc)


<Greeting>  <----- (Commander, Good mornig Sir, etc)
                <------ (Blank line)
<Rest of the text>

Don't do that!

The blank line after the greeting might confuse the script that updates the .po files from the wiki

It might end using the english source for the Research Proposal and the translated version of the Proposal for the Research Result in the .po

I've had that happen in the spanish translation, it seems the script will take the Greeting as the header of the next section (in this case Result) and thus will not find the Research Proposal translation between the Proposal header and the Greeting (wich it takes for the Result header) using the english source for it, then will use the text after the Greeting (The translated version of the Proposal) for the Result

If you reall need to put the Greeting on top of the rest of the paragraph (I know it the right way to write a letter in most places) I suggest using this layout



<Rest of the text>

Without the blank line the script seems not to be confused

PS Maybe this should be sticky or added to the wiki?

Bugs prior to release 2.4 / INV_EquipmentSanityCheck
« on: August 26, 2010, 06:30:59 pm »
While looking at the code I found this in cl_inventory.c (INV_EquipmentSanityCheck):

Code: [Select]
for (i = 0; i < csi.numEDs; i++) {
const equipDef_t const *ed = &csi.eds[i];
/* only check definitions used for generating teams */
if (strncmp(ed->name, "alien", 5) && strncmp(ed->name, "phalanx", 7)) <---- Line 176
That condition does not make sense to me, but maybe this is no bug but just somthing I utterly fail to understand? ;)

Newbie Coding / Encumbrance/TU penalty
« on: August 26, 2010, 12:50:12 am »

I wanted to have some opinions om my third experiment with the source, this time id about TU penaltys and encumbrance:

The purpose is to add a TU penalty to some items like armour and heavy weapons, the way I made this is apply the penalty to movement costs, this will make a soldier with say a machinegun have less mobility but be able to use max TUs to fire (assuming he/she is not encumbered) as opossed to have TUs cut from the max

Also to add weight to items so soldiers that carries a weight over a threshold (based in strength) will have their TUs cut during combat

Note that this is WIP missing features include:
  • having a limit to what a soldier can carry (also based in strength) so soldiers wont be sitting ducks crushed under the weight of their equipment (that happened once while testing - I'm not using sensible weights for testing so no surprise there)
  • Actually changing the scripts (I'm not submiting any changes to them here) - sugestions for sensible weights and/or TU penalty welcome
  • This should be shown to the user (or so I think) - sugestions and help on how/where to do this welcome (not good at UI desing)
  • edit: almost forget: a way to prevent auto equiped actors (skirmish, aliens in campaign ...) from becoming overloaded/underequiped

I´d like to know your opinions/sugestions/help on this

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?

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)

Pages: [1]