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Messages - joe davis

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31
Feature Requests / Production Menu
« on: January 31, 2010, 06:12:11 pm »
I would like more detailed information in the Production Menu.  I would like the item autosell checkbox like is present in the buy\sell menu.  I would like a listing of the price I can sell the item for listed so that when my workers are not generating supply production I can have them generate revenue.  I would also like a listing of the quantity I have of each item and how many is available from sellers, like is currently listed in the buy\sell menu, so I can make a better informed decision on what needs produced for supplies without jumping to the buy\sell menu. 

Basically I want the buy\sell information in the production menu so that I can make a better informed decision on production without having to go to the buy\sell menu. :P

32
used '~' with 'cinematic intro' and replays with choppy audio, not sure which revision, version 2.3 dev 01232010

specs
Windows XP
AMD Athlon 64 3500+
built in AC97 Sound Card
Radeon X1650 series graphics card 512MB

33
How does one pull up the console?  Though it might be posted somewhere on the forum, thought I might not be the only one who doesn't know so maybe it would be nice to have instructions here.  Also what is the easiest method of acquiring what revision I am in?

34
User modifications / Re: Changing Unit's name in Equipment menu help
« on: January 30, 2010, 03:41:45 am »
Wicked :D

35
User modifications / Re: Changing Unit's name in Equipment menu help
« on: January 29, 2010, 11:55:38 pm »
AWESOME ;D

36
User modifications / Re: Changing Unit's name in Equipment menu help
« on: January 29, 2010, 10:52:02 pm »
Ok, I added the action onClick { call *node:parent.name@edit } instead of @click.  I had removed the original action I found onClick { call *node:root.name@edit } because it didn't like me, so I figured the pen would be fine for aesthetic purposes since when you click on the text it allows you to edit it, and the pen would provide the visual cue that the text is editable.  Though I like this better now, thank you for assisting with that.

As to the unique character number, where do I find and how do I reference it?

37
User modifications / Changing Unit's name in Equipment menu help
« on: January 29, 2010, 09:04:35 pm »
I was attempting to modify the equipment menu where I equip my units in the aircraft.  In the section   
Quote
     // ==================
     // inventory
     // ==================
directly under:
Quote
   string txt_actorname
   {
      string   *cvar:mn_name
      pos      "544 24"
      size   "300 20"
   }

I inserted this code that I copied and modified from the hire.ufo:
      textentry name
   {      
      string      *cvar:mn_name
      pos         "539 24"
      size      "300 20"
      onChange   { cmd "employee_changename;" }
   }

      pic bt_edit
   {      
      tooltip      "_Rename your unit"
      image      ui/buttons_small
      pos         "780 24"
      texl      "0 48"
      texh      "16 64"      
   }

The above code works fine in allowing me to click on the text, but not the pen icon, to change the text there.  However it does not save the changes I put here to the units name.  Any ideas what I need to do to make this work?

38
User modifications / Re: Phalanx^α - Some ui gfx tweaks - vol 0006
« on: January 29, 2010, 08:00:57 pm »
The new gui looks like it will look nice.  I would like to repeat a request someone else made, for a textentry in equipment.ufo to change the actor, or employee name like you have in hire.ufo.

And ran across ui node behaviours which may answer:
Quote
I'm still pretty new to the .ufo's but they seem to be pretty easy to use. Are the constants like LAYOUTALIGN_RIGHT documented somewhere (no matches on wikisearch)?

Maybe this will help?: http://ufoai.ninex.info/wiki/index.php/UI_node_behaviours

39
Sounds and Music / Re: [Suggestion] Customizable soundtrack
« on: January 28, 2010, 10:12:21 pm »
Nice idea.  Is there anywhere I can find reference on the method of altering the above files, like where to find them, and how to update the .ufo music script file?  Also, is it necessary for any of the files to be in a .wav or .ogg format or well either do?  I guess I could replace .ogg with .ogg and .wav with .wav.  I would like to mention that I love the music, it is great, but I feel it is too action packed for a turn based game.  I know this is my opinion and my preference, but sounds like your idea is based on that understanding.

40
Using windows so this is very pertinent.  Thank you for your assistance.  I opened it with notepad and that really bites so tried notepad++ and that was much better.  I tried to comment out the section that I thought might be giving me problems:

//bindui KP_HOME "hud.openradar"
//bindui KP_HOME "althud.openradar"
//bindui KP_HOME "radarwindow.closeradar"

and it worked, except it looks like the game cleans up the commented section and deletes it.  I now have the ability to cycle 1-8 without the radar popping up when I hit key 7 while still being able to pull up radar by hitting home and h.  Sorry about being so nit picky, and thank you for your help.

41
O.K. so I go into ...UFOAI-2.3-dev\base\0base.pk3 and I change it, but it's not changing it after I save.  So I figure maybe what I am doing is not what I think I am doing so I'll try a little change and reorder the bindings of keys 1 - 8 to 8 - 1 ie change the number 8 to 1; 7 to 2; 6 to 3.  I figure this way if I press 1 I should get unit 8, and press 2 should get unit 7 etc., but after saving it there is no change.  In case this rambling makes no sense:

changed from 'bind 1 "soldier_select 0"' to 'bind 8 "soldier_select 0"'
changed from 'bind 2 "soldier_select 1"' to 'bind 7 "soldier_select 1"'
etc.  minus the single quotes ' of course.  Changed what's in single quotes to what's in single quotes.

So, my question, if the above is not too confusing, is why are the changes not taking effect?  Can I not do the changes in the installed 0base.pk3 file?  Or is the above binds not the binds to select the units like I thought they were?

42
Not really a big issue, just thought it was a little unusual from my normal experiences so thought I would let someone know.  In regards to altering the .cfg, are you saying that it is safe to do so and to not worry about the first line
Quote
// key layout, don't modify for no reason
  That seemed a little ominous and thought it might have been put there for a reason, like the coders might send a Taman after me if I changed it.  lol.  Maybe not, but maybe with me altering it, it would cause more problems than it would fix, but if you say it is cool to alter it then I will believe ya.

43
That is why I thought that it was odd.  I have the num lock on and all the number keys work except 7.  I have never experienced the alternate functions of the number pad unless I have the num lock off.  Now, this isn't a huge problem, I can learn to live with it in the game, and probably even learn to enjoy it, but I thought I would report it since it was a little unusual.  Now in regards to the .cfg I see "// key layout, don't modify for no reason" commented on the first line and that concerns me more than any alien, so I think I will leave the key mappings alone so I don't break nothing.

44
That makes sense that it might respond that way, but not understanding why radar is mapped to home then.  Is this just meant to be one of those idiosyncrasies of the game?  I can cycle through units 1-6 and 8 by pressing those buttons on the number pad but 7 is a special case for opening up the radar and if I want unit 7 then I should press the button for unit 7?  Peculiar, though I can definitely live with it if the coders say too.  Not a huge deal, just... odd.

45
The speed of the bullets in reaction fire makes my 3 or 5 bullet volley look more like a shotgun blast.  Also I can't tell which of my men is shooting in reaction fire.

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