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All my changes here #351

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@AndreyCreator AndreyCreator commented Feb 15, 2018

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

Andrey Pestryakov and others added 19 commits January 22, 2018 22:13
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.
This reverts commit 0779523, reversing
changes made to ff13484.
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.
This reverts commit 0779523, reversing
changes made to ff13484.
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.
@makus82
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makus82 commented Feb 15, 2018

wow GJ Andrey

@redv
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redv commented Feb 17, 2018

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.

@AndreyCreator
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AndreyCreator commented Feb 17, 2018

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.

@DoxaLogosGit
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https://stackoverflow.com/questions/30768148/git-split-pull-request-into-smaller-prs-based-upon-the-new-directories-in-the

@makus82
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makus82 commented Mar 5, 2018

there was 10 names and surnames of Agent name generator
so now its more then 10?

@AndreyCreator
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I did not change names. I added tr(...) function only. It will automatically translate names if needed.

@DoxaLogosGit
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DoxaLogosGit commented Mar 5, 2018

Should names be translatable? Doesn't seem that should apply especially if you allow players to edit the agent names to their preferences.

@SolariusScorch
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Names definitely should be translatable... How else could we have a Russian version for example? Or even
Russian agents in the Polish version?

@DoxaLogosGit
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Just never thought names like "Trevor Farnsworth" automatically translate to Russian or Polish :)

@SolariusScorch
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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.
And Russian names would look different in almost any language...

@DoxaLogosGit
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Gotcha

@AndreyCreator
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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.

@JonnyH
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JonnyH commented Mar 5, 2018

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).

@SolariusScorch
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Nah, I don't feel convinced...

  1. How often do you change language version in the same campaign?
  2. I would expect the names to be translated like everything else. Otherwise it'd look weird.

@AndreyCreator
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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)
Maria Ivanova (woman)

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.

@makus82
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makus82 commented Mar 6, 2018

i think not only in russian have this last name a or other letter addon

@FilmBoy84 FilmBoy84 added WIP Work In Progress. This is not a complete feature/fix. Check it out, maybe you have something to add? Split into Separate Commits! This needs splitting into separate commits! Ideally we want only one commit for each feature/fix labels Jan 2, 2019
@FilmBoy84
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Just a quick update as to where i am splitting all of this up

MERGED and IN GAME:
Wolfhound APC moves off road (optional).
Griffon AFV and all other vehicles turn towards enemies automatically when idle.
Ground vehicles don't crash while standing outside for a long time.
Battlescape: Multiworm Egg and Chrysalis don't need to be killed to win.

To check:
Initial vehicles (the ones you recieve when the game starts) are loaded and fueled.
Recovered vehicles which stayed out of fuel are recovered correctly.
Battlescape: Explosion radius is correct now.

Status Unknown (Other coders may have already done):
Vehicle equipment screen:
--- Highlighting flashes like in original game.
--- Vehicle names are localized.
--- Right click opens ufopedia.
--- Weapon ranges are displayed correctly.
--- Quantity labels are centered.
--- Equipment border is shifted by 1 pixel (it looked incorrectly before).
--- It displays vehicles properly when the 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.

@FilmBoy84
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First post updated to have checkboxes so we can begin to work out what is and what is not merged in other Pulls

@Kurtsley
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Thoughts:

  • Should right clicking any item or vehicle bring up the ufopaedia? Has this been discussed?
  • I think splitting agent selection by icon and name feels dated. Someone suggested holding control while holding the mouse button down could trigger the multi-select like OG. I would like some feedback on this.
  • Right clicking an agent in the assignment screen opens the equip menu instead of left click. I believe this can be checked off.
  • The explosion changes don't seem to be entirely correct with these changes in my short testing. Autocannon HE seems too small, will work on that.
  • Weapon ranges are still broken in the current game, this hasn't been fixed.

@FilmBoy84
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FilmBoy84 commented May 25, 2024

  • Should right clicking any item or vehicle bring up the ufopaedia? Has this been discussed?

Right clicking any item in either agent equipment, vehicle equipment, or even the marketplace entries will open UFOPaedia in the original game on the relevant entry - just tested and it should be replicated

  • I think splitting agent selection by icon and name feels dated. Someone suggested holding control while holding the mouse button down could trigger the multi-select like OG. I would like some feedback on this.

I do like the OG behaviour of selecting multiple agents in the equipment screen with Ctrl-Click - it's extremely useful for bulk changing equipment and in OpenApoc would also permit bulk application of templates (select all agents with Ctrl-Click, then press number of template)

As to agent sorting, i think this is something that may need a couple of pulls to resolve - we have discussed on discord a few times using the right vertical button bar as a space to add various sorting options as, for the most part, this screen has nothing in that bar excepting the equipment/armour and confirmation button
image

As any sorting buttons would be entirely new assets, this is probably one of the occasions where we can add a few KB of sprites to the distro alongside the others already added

  • Right clicking an agent in the assignment screen opens the equip menu instead of left click. I believe this can be checked off.

This is correct, the option can be toggled between right/left click on an agent. I have checked that box - good spot
image

  • The explosion changes don't seem to be entirely correct with these changes in my short testing. Autocannon HE seems too small, will work on that.

Let us know what you discover - it would be good to get explosion distance sorted - just be aware that the "explosions apply damage instantly" state needs to be considered in both options

  • Weapon ranges are still broken in the current game, this hasn't been fixed.

Indeed, that box will remain unchecked until we find a solution

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8 participants