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Newbie Coding / Re: How to update tutorials' screenshots?
« on: October 16, 2016, 05:57:55 pm »
Yep: files shared and saved. I can be forgetful again (a real pleasure)
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Nicely done, one thing that might be worth to mention in the MP tutorial is that when all players check the "I'm ready" checkbox the game will start automatically (just so no one is caught by surprise)Yes, this is an useful information!
Yes it should be nice to have the first version of the tutorial in the tracker (maybe even in game) for added convenience and safety.Yes, indeed: even if I am careful when moving, modifying, or overwriting these files, mistakes do happen here I'll post the patches soon.
we have our own scripts to handle thatNothing to do, that's always good to read
"Alien rush" will keep spawning more aliens every turn until you lose or quit (or you manage to win: you'd need to kill every single alien in the whole map before ending your turn)Alien rush seems quite a challenge. And no hall of fame to record exploits...
"Max Soldiers" is the max amount of soldiers per player/team that should spawn in the mapOn my build of the 09/09 (windows version), this doesn't seem to be working: I tried with four (max. soldiers), and the spawned squad was eight phalanx soldiers, but only four equiped (the other four carried nothing at all). I don't remember the chosen map (=don't remember if there was a dropship to chose, and then if there could be some conflict between "aircraft choice" and "max. soldier" parameter).
the game only crashed when no network connection was available at allOk, this is just a glitch. I'll try to write something like "connect your computer first, and then set your multiplayer game" (draft sentence).
I like it, and things I mentioned before have been addressed so I'm happyIf I can, I try
I was thinking about if the research screen also spoiler a bit too much, but it is okay.Yes, I had some concerns here, but I was thinking that adding images taking advantage of the nice art of the game could be a good incentive for new players. So, to reduce spoilers, I mainly choose early technologies of the campaign, or weapons listed in the sirkmish or multiplayer modes.
First I was confused, you said we should remove the old imagesMy fault... I should just have said: overwrite duplicates, and optionally remove <list of unused images>. The missing files are in the first zip, and are still needed indeed (the second zip is a sort of "upgrade" of the first one, not a standalone version).
So I checked if there was a way to draw a border around objects in the sequence scripts but there wasn't... Until now!Thanks! When I made my early tests, I tried to use the "size" keyword to highlight objects with semi-transparent rectangles, and was not really happy with it: labels became dim; placing the rectangles was not always easy (and was not sure about their positions on different screen resolutions). Moreover, when writing my ideas with pen and paper (oldschool way ), I noticed I would use many different screenshots anyway, and concluded that using screenshots only could also be an advantage: updating the sequence was really quicker and easier, just replace files without diving in the code (when trying different screenshots and highlights, this is a real time saver).
Hello. I had the same problem with the v2.6 version (nightly build for Windows)..... Note : this is also true for the "XVI" button on the geoscape (with .pk3 => invisible; without .pk3 => visible).