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Projects / Re: OP2Archive Application Development
« Last post by Hooman on August 22, 2017, 10:58:56 PM »
Came across this:
filename or fileName

The argument seems to be whether you consider "filename" to be one word or two. I've gone both ways on this in the past, though I tend to stick with the two word convention now.

The two word convention seems to match the Microsoft convention listed in the answer, and leads to consistent casing of similar items: fileName, fileSize

A counter argument is that some people consider "file name" and "filename" to have subtly different meanings.

Here's a question: Would you write "directoryname" as one word? How about "foldername"?
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Graphics Update / Re: Terrain Tiles
« Last post by White Claw on August 22, 2017, 10:33:36 PM »
Okay, here is another attempt. I'm working on a unified texture so that, regardless of scale and shape, the terrain will (ideally) all look like it goes together.

Here are two tiles: One is supposed to be "clear" (though it could also be bulldozed, I suppose), and the other is "impassable." (I think the impassable is 62 or 63 pixels high.)

Edit: And after posting into the forum, they still look a bit brown...so I added two more with lighter shades.
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Graphics Update / Re: Terrain Tiles
« Last post by Hooman on August 22, 2017, 10:07:08 PM »
Make something really awesome that's 65 pixels tall!  ;)
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OutpostHD / Re: OutpostHD - An Outpost Redesign
« Last post by Hooman on August 22, 2017, 10:02:24 PM »
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It's a very effective  way to get the users attention without annoying them with popups and warning boxes, etc.
+1

If icons get stacked, or hidden under a sub-menu, the top icon could have a count overlay displaying the number of alerts.
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Other Projects / Re: More Random 3D Stuff
« Last post by Hooman on August 22, 2017, 09:56:46 PM »
Indeed, it would work well for either OP1 or OP2. And certainly usable for a menu or view background.

But White Claw is right, more buildings first!
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Projects / Re: OP2Archive Application Development
« Last post by Hooman on August 22, 2017, 09:53:52 PM »
Audacity is a wonderful tool.

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... was able to play the in game videos without problem

I assume you mean in game music? I would be very surprised if you got anything else working from a CLM file.

The main menu music is a separate wav file. It's not packed in the CLM.


I still feel like this template file idea is kind of going down the wrong path.

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* Remove Windows Specific file manipulation code (windows.h).
 * Remove Windows Specific audio file code from ClmFile class (windows.h).
 * Create a way to make a default, empty vol and clm file with a parameterless constructor.
 * Add static Create functions to both ClmFile and VolFile.
 * Consider switching fileName to filename (or change all the filename in my code to read FileName :) )
 * Consider switching from char* to std::string.

These are all good ideas. I'm thinking getting rid of the memory mapped files would make conversion to platform independent code easier, though it's a change I kind of dread. Another change is getting rid of the multiple inheritance. Maybe that can be done independently, and I think it would solve your template file issue.

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I'm actually going to be doing something very similar with a mapper project for the same sorts of reasons. There is information that we don't yet know how to fill exactly so we need an existing file to get that going.

The maps do contain a large amount of stock data. I think this should be extracted into special data files that get shipped with the editor. Or perhaps compiled into the editor. Most useful is the tile set information, which should probably get packaged into a tileset meta info file, and the tile group info, which can also be a part of the tileset meta info. This doesn't need to be in the same format as the current map files. In fact, I think we could probably do something more useful with a custom format. Like adding tileset transition information, or marking tile groups as either palettes (take single tiles from these groups) or doodads (paste the group as a whole).

At any rate, in either case, I don't think a full template file is necessary, nor desirable. Though I do understand the desire to just get something working for now.


Edit: I'm thinking the CreateVolume function can be made static instead of virtual. That may allow you to create archives without instantiating an object first.
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OutpostHD / Re: OutpostHD - An Outpost Redesign
« Last post by lhark on August 22, 2017, 08:43:33 PM »
Another simple and maybe less intrusive solution could be using color coding on the different resource meters. Maybe throw in a bit of blinking when things really get critical.
That is obviously assuming that we keep the resource bar at the top.

AI voice notification would be nice too, but seeing as OP1 is a turn based game, they would tend to get stacked up at the beginning of a turn.

Maybe for map based alerts, a marker could be added to the map, something that draws your attention to it, like this for example : https://i.imgur.com/HirT4lv.gif
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OutpostHD / Re: OutpostHD - An Outpost Redesign
« Last post by leeor_net on August 22, 2017, 07:25:02 PM »
This suggestion ties in really well to the Redmine task about providing alerts to the user. I wasn't sure how to handle it and I'm not sure why this never occurred to me. It's a very effective  way to get the users attention without annoying them with popups and warning boxes, etc. I only did the one as I was kind of rushed at the time but I want to think about all of the other notifications that the user will need to get and also how to handle getting many of them... if, for instance, all resources are critical, the population is defecting, morale is terrible, the people hate you commander, 14 structures are disabled, power levels are critical, food storage is diminishing, incoming meteor detected and so on... There would only be room for so many notifications... I guess they would just stack up and as you read individual notifications they would clear but that's something we have to think about.

Also, when the user does click on a notification, how would it be presented?

I always enjoyed the idea of an AI voice letting you know about things that needed immediate attention. Outpost 2 did a nice job of that... "Morale is terrible". "Warning! Food shortage!". "Power levels optimal." and so on. Between the antagnostic attitude of the OP1 AI and the helpfulness of the OP2 Savant computers, I wanted to have a sort of mix in there. I'm thinking for super critical notifications that an AI voice alert will let the player know about them for immediate actions to be taken. The question becomes should the voice notification be something like "Critical alert" or should it be specific?

Lots to think about.  :-\
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Graphics Update / Re: Terrain Tiles
« Last post by leeor_net on August 22, 2017, 06:55:05 PM »
Go wild. I like wild.

Though I will say try to keep it within 64 pixels tall. I can adjust the values in the code if it really looks better taller than 64 pixels though so by all means, go wild and let's see how it turns out.
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Graphics Update / Re: Terrain Tiles
« Last post by White Claw on August 22, 2017, 06:53:36 PM »
I can certainly lighten up the textures some (or make them any color I want). Also, I was initially hesitant to make the tiles "too tall," but I can certainly go wild if you guys think the tiles could use more relief.
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