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Messages - Internecivus

Pages: 1 [2] 3 4 5
16
Coding / Re: lua design thoughts
« on: November 19, 2014, 07:32:37 pm »
Yet another thing - how to apply string value to cvar?

18
Coding / Re: lua design thoughts
« on: November 18, 2014, 08:49:25 pm »
Another thing.

Window 'mail' is inherited from ipopup.
It has
Code: [Select]
mail:set_closebutton(true)But I don't see any close button somehow.
And another thing is that this window takes up all place.
http://i.imgur.com/R2OKnpK.jpg - expected behavior
http://i.imgur.com/P5R8Lwm.jpg - what it really does

19
Coding / Re: lua design thoughts
« on: November 18, 2014, 08:39:51 pm »
The problem is that it does nothing and I don't know how to do it propery.

Maybe it is something with arguments that I should pass to this confunc.

20
Coding / Re: lua design thoughts
« on: November 18, 2014, 06:43:37 pm »
Okay, seems that I still can't figure it out.

This what was before:
Code: [Select]
confunc add_mail
    {
        call *node:root.maillist.mainBody.mails@createChild("mail<1>", "mailheader")
        *node:root.maillist.mainBody.mails.mail<1>.header.index@integer = <1>
        *node:root.maillist.mainBody.mails.mail<1>.header.headline@string = <2>
        *node:root.maillist.mainBody.mails.mail<1>.icon@src = <3>
        if ( <4> eq 0 ) {
            *node:root.maillist.mainBody.mails.mail<1>.header@bgcolor   = "0.56 0.81 0.76 0.6"
        }
        *node:root.maillist.mainBody.mails.mail<1>.header.date@string = <5>
    }
and my interpretation:
Code: [Select]
add_mail = ufo.create_confunc(mailclient, "add_mail", nil)
add_mail.on_click = function(sender, index, headline, icon, state, date)
        local mail = ufo.create_control(mails, "mailheader", "mail"..index, nil)

        mail:child("header"):child("index"):set_value(index)
        mail:child("header"):child("headline"):set_text(headline)
        mail:child("header"):child("icon"):set_src(icon)
        mail:child("header"):child("date"):set_text(date)
        if (state == 0) then
            mail:child("header"):set_backgroundcolor(0.56, 0.81, 0.76, 0.6)
        end
    end

21
Coding / Re: lua design thoughts
« on: November 18, 2014, 05:24:27 pm »
Another struggling point.
How to create confuncs?

22
Coding / Re: lua design thoughts
« on: November 18, 2014, 09:10:43 am »
Another thing is causing segfaults: when I click on my base, it will eventually segfault during deleting nodes from geoscape.
I'll provide more details as soon as I encounter it once again.

23
Coding / Re: lua design thoughts
« on: November 17, 2014, 07:57:22 am »
I can't figure out how to derive from 'ipopup' window, can you help me?

24
Coding / Re: lua design thoughts
« on: November 16, 2014, 01:13:54 pm »
Everything looks fine so far.

I'm going to help with converting ufo files to new format.

25
Coding / Re: lua design thoughts
« on: November 16, 2014, 11:22:30 am »
Yeah, exactly.

Btw, I am almost done with porting codeblocks project for *nix target.

26
Coding / Re: lua design thoughts
« on: November 16, 2014, 10:07:37 am »
I commented out this string and now I'm able to play, but I am not sure if it wasn't a bad idea.

http://pastebin.com/t54JC339

27
Coding / Re: lua design thoughts
« on: November 15, 2014, 11:51:20 am »
http://pastebin.com/Cw3De8sg console output.
http://pastebin.com/e5t0rfv0 Changes I've made
http://pastebin.com/HFqbfApC  Backtrace
http://pastebin.com/dpxnRZe6 Full backtrace

Segfaults are occuring if component has StatBarWide in it. When I commented these components, it continued further crashing somewhere else because of absence of these components.

28
Coding / Re: lua design thoughts
« on: November 15, 2014, 10:28:33 am »
I've got the latest snapshot of rxadmin/ufoai, made some changes to Makefile to be able to build project on Linux and despite I was able to build project, it segfaults during reading from "_assets.ufo". Is it still unfinished or am I missing something?

P.S. Segfaults are occuring if component has StatBarWide in it. When I commented these components, it continued further.

29
Discussion / Re: Some thoughts about 2.5...
« on: September 18, 2014, 12:54:36 pm »
a) As PHALANX gains recognition and fame, more experienced soldiers join the cause (seriously, rookies' stats suck so hard they could power a vacuum tube). I would happily trade 30 lousy soldiers for one decent guy who knows not to shoot himself in the foot. Seriously, you're fighting an advanced alien race and all you get are boot camp rejects?
It was so in previous releases (2.4 and below). There were reasons to do that, but I don't remember exactly.
By the story you're already getting the best soldiers, so even rookie from Phalanx could easily beat few elite soldiers from nations armies. But it's not enough to beat aliens, of course. 
b) Make armour actually relevant, with some armours nearly entirely negating one weapon type damage but leaving nearly unguarded against another. For example, aerogel has a melting point of 1,200°C (yes, it actually exists) so armour based on the technology would be able to dissipate plasma blasts almost entirely, protect decently against laser (since it's more concentrated) but be nearly useless against explosives (except plasma grenades) or penetrating force (needler).
And aerogel is extremely light, so armour weight should go down.
Btw, for different armours, it's not only coding but also modeling, and modeling isn't as easy as coding.

30
Coding / Re: lua design thoughts
« on: September 16, 2014, 07:37:33 pm »
btw, I've found that you are using merge-based workflow. When I started to contribute, I was told that it is preferable to use rebase-based workflow as it is a team policy. Anyway, let ask Mattn to clarify.

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