-
Notifications
You must be signed in to change notification settings - Fork 98
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
All my changes here #351
base: master
Are you sure you want to change the base?
All my changes here #351
Conversation
Changes and fixes made: - Added: Wolfhound APC can be all-terrain vehicle (optional). Option "ATVAPC" is added to OpenApoc_settings.conf. - Fixed: Initial vehicles (the ones you recieve in the beginning of the game) were not loaded and fueled. - Fixed: When ground vehicles did not move they still consumed fuel. Now they don't consume fuel while standing. - Fixed: Ground vehicles crashed when out of fuel. They don't crash now. They request evacuation. - Fixed: Recovered ground vehicles which stayed out of fuel could be "irrepairable". They are always ok now. - Fixed: On vehicle equipment screen highlighting flashed too fast. I made flashing like it was in original game. - Fixed: Multiworm Egg and Chrysalis must not be killed to win any more.
Fixed: Formatting was made with clang-format 4.0.0. Fixed: Explosion splash area was completely wrong. It is now like in original game (skin36 reverse-engineered correct formula).
Changes and fixes made: - Added: Idle vehicles turn towards enemies and shoot automatically (turning was not implemented before). - Fixed: Agent and vehicle location screens. Right click opens equipment screen now (like in original game). It was no difference between mouse buttons before and equipment screen could be opened with any button. - Fixed: When mouse cursor was hovering above an item, its attack range was displayed incorrectly. It is like in original game now.
I understand that it is not good to pull such big ammount of changes into one pull request. I won't do it further. I've just finished all what I started before. Lets finish this big request and I will start another one. Changes and fixes: - Fixed. Correct scrollbar behavior was made. Now it scrolls when you hold mouse button pushed. It also does not loose position. - Added. Buy/Sell screen and Transfer screen. Right click on items opens Ufopedia article. - Fixed. All item, vehicle and equipment names are localized now. Issue 259: OpenApoc#259 - Added. Vehicle equipment screen. Right click on items opens Ufopedia article. - Small fix. Small graphic glitch on vehicle equipment screen: equipment borders were shifted by 1 pixel. - Small fix. Small graphic glitch on vehicle equipment screen: quantity labels under inventory items are centered now. - Fixed. Vehicle equipment screen did not display vehicles on start (you had to move mouse cursor for them to appear). It displays vehicles properly now. - Fixed. Agent assignment screen has been fully remade. Behavior is like in original game now.
Changes and fixes made: - Added: Wolfhound APC can be all-terrain vehicle (optional). Option "ATVAPC" is added to OpenApoc_settings.conf. - Fixed: Initial vehicles (the ones you recieve in the beginning of the game) were not loaded and fueled. - Fixed: When ground vehicles did not move they still consumed fuel. Now they don't consume fuel while standing. - Fixed: Ground vehicles crashed when out of fuel. They don't crash now. They request evacuation. - Fixed: Recovered ground vehicles which stayed out of fuel could be "irrepairable". They are always ok now. - Fixed: On vehicle equipment screen highlighting flashed too fast. I made flashing like it was in original game. - Fixed: Multiworm Egg and Chrysalis must not be killed to win any more.
Fixed: Formatting was made with clang-format 4.0.0. Fixed: Explosion splash area was completely wrong. It is now like in original game (skin36 reverse-engineered correct formula).
Changes and fixes made: - Added: Idle vehicles turn towards enemies and shoot automatically (turning was not implemented before). - Fixed: Agent and vehicle location screens. Right click opens equipment screen now (like in original game). It was no difference between mouse buttons before and equipment screen could be opened with any button. - Fixed: When mouse cursor was hovering above an item, its attack range was displayed incorrectly. It is like in original game now.
I understand that it is not good to pull such big ammount of changes into one pull request. I won't do it further. I've just finished all what I started before. Lets finish this big request and I will start another one. Changes and fixes: - Fixed. Correct scrollbar behavior was made. Now it scrolls when you hold mouse button pushed. It also does not loose position. - Added. Buy/Sell screen and Transfer screen. Right click on items opens Ufopedia article. - Fixed. All item, vehicle and equipment names are localized now. Issue 259: OpenApoc#259 - Added. Vehicle equipment screen. Right click on items opens Ufopedia article. - Small fix. Small graphic glitch on vehicle equipment screen: equipment borders were shifted by 1 pixel. - Small fix. Small graphic glitch on vehicle equipment screen: quantity labels under inventory items are centered now. - Fixed. Vehicle equipment screen did not display vehicles on start (you had to move mouse cursor for them to appear). It displays vehicles properly now. - Fixed. Agent assignment screen has been fully remade. Behavior is like in original game now.
All my changes here: Checks: - Wolfhound APC moves off road (optional). - Idle vehicles turn towards enemies automatically. - Initial vehicles (the ones you recieve when the game starts) are loaded and fueled. - Ground vehicles don't crash while standing outside for a long time. - Recovered vehicles which stayed out of fuel are recovered correctly. - Battlescape: Multiworm Egg and Chrysalis don't need to be killed to win. - Battlescape: Explosion radius is correct now. - Vehicle equipment screen: --- Highlighting flashes as in original game. --- Vehicle names are localized. --- Right click opens ufopedia. --- Weapon ranges are displayed correctly. --- Quantity labels are centered. --- Equipment border shifted by 1 pixel. --- Properly displays vehicles when screen starts. - Agent assignment screen: --- Selection by clicking on names only. --- Dragging by clicking on icons only. --- If you click on agent icon then he is not selected, but he is added to selection automatically when you start dragging. --- Click on icon opens equipment screen. --- Click on vehicle name selects crew properly. - Buy/Sell screen: --- Right click opens ufopedia. --- Weapon ranges are displayed correctly. --- Item names are localized. --- Correct scrollbar behavior. - Agent equipment screen --- Agent names are localized. --- Weapon ranges are displayed correctly.
wow GJ Andrey |
Divide, please, the PR to several branches. Best approach if each each fix will be in a separate PR. As in the #345 some changes looks like they are should be improved. |
Tell me how to divide them. And by the way, I fixed everything you told me about. You requested 2 changes: mouse move problem and selection problem. Both were fixed. IsMouseMove is not used any more. No problem with mouse sensitivity. FuncHandleCrewSelection is called once per click. Everything has been tested and working. |
there was 10 names and surnames of Agent name generator |
I did not change names. I added tr(...) function only. It will automatically translate names if needed. |
Should names be translatable? Doesn't seem that should apply especially if you allow players to edit the agent names to their preferences. |
Names definitely should be translatable... How else could we have a Russian version for example? Or even |
Just never thought names like "Trevor Farnsworth" automatically translate to Russian or Polish :) |
Trevor Fansworth would not be altered when translated to Polish. I'm not sure about Russian, but what about, say, Japanese? It would probably be written in katakana. |
Gotcha |
to jgatkinsn Should names be translatable? Yes, of course. Not actually translated, but written with different alphabets. Russian version uses cyrillic alphabet by the way. |
No, I don't think the the names should be using the tr() function. That is for "runtime" translations - e.g. if I load the same saved game it could translate the names differently depending on system settings, which I would consider to be somewhat unexpected. I believe if we do want to "translate" names, as mentioned above preferring specific character sets or similar, it should be at the "name pool" level - that is when the name has been generated and an agent created it shouldn't change despite the translation settings. But for now I think we shouldn't bother with this - it can always be a 2.0 feature as it's pretty separable and not affecting multiple layers of the game, so introducing it later should be relatively easy. As an aside - many games that I've seen in English with non-english names often use non-english characters and accents - but it's true that I've not seen any using alphabets that aren't latin-based (like CJK in this example). |
Nah, I don't feel convinced...
|
JonnyH, Currently tr(...) is added to names generation funcition. It translates first name and last name separately. It will work well for latin languages, but not for slavic ones. Slavic languages add sex to last names. Like this: Max Ivanov (man) As you can see, "-a" is added for woman last names. Ending is added because of sex, but not for all last names. Maria Brown will remain Maria Brown even in Russian because Brown is not slavic last name. We will need to add really correct name localization. But I agree, it is for later versions. |
i think not only in russian have this last name a or other letter addon |
Just a quick update as to where i am splitting all of this up MERGED and IN GAME: To check: Status Unknown (Other coders may have already done): |
First post updated to have checkboxes so we can begin to work out what is and what is not merged in other Pulls |
Thoughts:
|
EDIT - FilmBoy84: Have adapted this list to check-boxes so we can track what is merged into OpenApoc in some form given this PR needs splitting into multiple commits and some stuff is now implemented by other Pulls
Cityscape:
Battlescape:
Vehicle equipment screen:
-- [ ] Vehicle names are localized.
Agent assignment screen:
Buy/Sell screen:
Agent equipment screen