[dteviot] Posted August 20, 2007 Report Share Posted August 20, 2007 Having seen the http://www.xcomufo.com/forums/index.php?sh...2028241&hl= thread in the UFO 2000 group, I feel we (and by we I mean CTD) should put together a credits page to list all the people who worked on XNA (and if they like, their contribution) while we do it. So that when we get to the end, we don't have to scratch our heads over what people did. And people don't get angry because I forgot them. So, to start: Red Knight: Research System Code.Rincewind: Research System Code, Scheduler design.Darkside: Planet, PlanetRegions, Cities & GeoBitmapAzrael: CTD, Research TreeZombie: Stats for just about everything.Darkhomb: Planet bitmaps.Mad: CTD.SaintD: GeoBitmap unit tests. Link to comment Share on other sites More sharing options...
SaintD Posted August 21, 2007 Report Share Posted August 21, 2007 Having seen the http://www.xcomufo.com/forums/index.php?sh...2028241&hl= thread in the UFO 2000 group, I feel we (and by we I mean CTD) should put together a credits page to list all the people who worked on XNA (and if they like, their contribution) while we do it. So that when we get to the end, we don't have to scratch our heads over what people did. And people don't get angry because I forgot them. So, to start: Red Knight: Research System Code.Rincewind: Research System Code, Scheduler design.Darkside: Planet, PlanetRegions, Cities & GeoBitmapAzrael: CTD, Research TreeZombie: Stats for just about everything.Darkhomb: Planet bitmaps.Mad: CTD.SaintD: GeoBitmap unit tests. Didn't you forget someone? dtevoit: XNA project design, XNA project implementation, Geoscape, GUI, Porting C++ stuff to XNA, project management, code reviews, vision, passion and many hours of coding. Thanks to you man. Link to comment Share on other sites More sharing options...
Darkhomb Posted August 21, 2007 Report Share Posted August 21, 2007 (edited) Didn't you forget someone? dtevoit: XNA project design, XNA project implementation, Geoscape, GUI, Porting C++ stuff to XNA, project management, code reviews, vision, passion and many hours of coding. Thanks to you man. I agree to that Edited August 21, 2007 by Darkhomb Link to comment Share on other sites More sharing options...
red knight Posted August 22, 2007 Report Share Posted August 22, 2007 Yes, he forgot himself. GreetingsRed Knight Link to comment Share on other sites More sharing options...
[dteviot] Posted August 22, 2007 Author Report Share Posted August 22, 2007 (edited) I hardly need separate credit, the source code is riddled with my name. MindStormMaster & Micah: Providing and maintaining Subversion repository and forum edit: added Micah Edited August 27, 2007 by dteviot Link to comment Share on other sites More sharing options...
[dteviot] Posted September 3, 2007 Author Report Share Posted September 3, 2007 SupSuper: Model conversionDarkhomb: Xenolook, FMOD interface.cgoat: Escape key exits process for adding facility to a base. update() loop, not updating in step sizes smaller than 5 seconds. Change name of X-Corp bases Link to comment Share on other sites More sharing options...
[dteviot] Posted September 7, 2007 Author Report Share Posted September 7, 2007 cgoat's patch to toggle "add facility" button to also act as "cancel new facility"saintd's patch to allow double clicking on aircraft in intercept dialogsaintd's patch to allow enter key to close "name base" dialog Link to comment Share on other sites More sharing options...
[dteviot] Posted September 11, 2007 Author Report Share Posted September 11, 2007 (edited) tak0k - patches to Geoscape.geerzo patch to specify model orientation in xnetdarkhomb's patch, adding funds to geoscape, and resizing zoom in/out left/right buttonsdarkhomb's patch for image buttons on Geoscapetaz0k patch to avoid injecting mouse moves of zero distance merged. (It required significant revision.)cgoat's patch to allow manually starting UFO missionsStaffSargeant's patch, to record version info in save game fileTaz0k's patch, allow full rotation of X-Net camerageerzo, CeGUI# layouts Edited October 2, 2007 by dteviot Link to comment Share on other sites More sharing options...
[dteviot] Posted October 3, 2007 Author Report Share Posted October 3, 2007 (edited) fracture - naming soldiers patch fracture - SoldiersListScreen Edited October 7, 2007 by dteviot Link to comment Share on other sites More sharing options...
[dteviot] Posted October 5, 2007 Author Report Share Posted October 5, 2007 (edited) travis hickey's patch adding "add all idle scientists" and "remove all scientists" buttons to research screenStaffSargeant's patch, assign soldiers to Psi Training Edited October 15, 2007 by dteviot Link to comment Share on other sites More sharing options...
[dteviot] Posted October 31, 2007 Author Report Share Posted October 31, 2007 Azrael: BaseInfoScreen shows defense strength Link to comment Share on other sites More sharing options...
[dteviot] Posted November 1, 2007 Author Report Share Posted November 1, 2007 (edited) StaffSargeant: Monthly costs include items in transit, and Added Monthly Costs ScreenStaffSargeant: Added Stores Screen Edited November 2, 2007 by dteviot Link to comment Share on other sites More sharing options...
[dteviot] Posted November 16, 2007 Author Report Share Posted November 16, 2007 (edited) StaffSargeant: AssignToCraftScreenStaffSargeant: better exception reporting dialog (Edit: 07-11-20 added)StaffSargeant: statistics screen now shows graph (Edit: 08-01-08 added) Edited January 7, 2008 by dteviot Link to comment Share on other sites More sharing options...
[dteviot] Posted March 13, 2008 Author Report Share Posted March 13, 2008 CenturionCredits screen Link to comment Share on other sites More sharing options...
[dteviot] Posted March 24, 2008 Author Report Share Posted March 24, 2008 StaffSargeantMaze Terrain Builder Link to comment Share on other sites More sharing options...
[dteviot] Posted September 19, 2008 Author Report Share Posted September 19, 2008 Ryan VersawGuiManager.cs - Checks to make sure the game is active before sending events acrossModel/Battlescape/Battle.cs - Implements item storage at any position in the Battlescape UI/Screens/EquipSoldier/EquipSoldierScreenBattlescapeItemSource.cs - Accesses the Items in the Battlescape for use with inventory screens UI/Screens/EquipSoldier/EquipSoldierScreenInOutpostController.cs - Quick fix for a typo I noticed Link to comment Share on other sites More sharing options...
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