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Messages - Alex_D

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316
Help / Re: vertical offset of ground tiles question
« on: February 17, 2019, 04:52:52 am »
So changing the way the engine treats the battlescape data is not trivial, therefore that approach is a no-go.

I even tried a weird approach where the entry tile is on the second floor, but the whole thing is offset by 16 pixels down, so it appears to be on the ground. It rendered, the unit spawned but idid wanted to walk back in. So that approach is also a no-go.

I guess the only way is to fill the gap with something. I'm planning to add some kind of debris in the most neutral colour possible (greyscale) to mask the gap between the ground and the entry tile.

317
Help / Re: vertical offset of ground tiles question
« on: February 16, 2019, 11:54:01 pm »
So it's an engine rendering issue, perhaps.

The solution sounds simple, on paper. Just telling the game to render the texture of all ground tiles that are used by starting points, then render the starting points themselves. But I have no idea how complicated this may be. It's likely this may not make into the Developers' list of things to implement.

318
Help / vertical offset of ground tiles question
« on: February 16, 2019, 09:38:30 pm »
I'm trying my hand into create new craft maps, and also learning MapView and MCEdit. For the test, I'm using the COPTER map (from X-COM Files) and OXCE. And I have a problem. See attached screenshot.

My idea is to have a ground starting tile that is offset by a bit. The offset cannot be more than 8 pixels or else the unit won't step back in. I used MCEdit to offset the tile up (8 pixels), it certainly does (green offset in the pic). I also manually drawn the tile by said offset and it also does it (purple offset in the pic). Yet when the game renders the tile, there is a black diamond or void where the ground texture should be. The tile needs to be made a floor tile in MapView, else (wall or object tile) the unit may not spawn on the tile.

I could try to make a wall tile that also occupy the same spot left by the void, but this color may contrast with the original ground tile if the craft lands on a different source map (example forest patch landing on desert).

Is it possible to have such starting ground tiles hovering slightly over the ground without the black rendering of the void ? Any workarounds other people may have used?

319
Storing multiple craft in one hangar is already possible. But only one is displayed in the base view.
Indeed.
However, one may want to add "realism" by determining craft sizes. This is to avoid large crafts taking slots of what would me smaller crafts. Example: If the code says 4 crafts fit on a 2x2 hangar, then 4 Conquerors (from Piratez) can fit as well as 4 Aircars.

320
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 13, 2019, 03:15:27 am »
If you want a Galil AR, you can have a Galil (shameless self-promotion  :) )

321
I think i missed something, but why not make like with prisons ("prisontype")?

I'm not familiar with prison type, but does that allows for a type of prisoner to be at potentially different types?
Like for crafts: One large hangar can fit several smaller crafts or one larger one.

In any case, another approach could be that the craft count is like the base storage number (with fractions). Example:
Craft size:
Tiny = 0.05 size
Small = 0.25 size
Normal = 1 size
Large = 2 size
Huge = 4 size.

Storage provided:
1x1 hangar = 0.25
2x2 hangar = 1
3x3 hangar = 4

The only drawback is an additional check would need to be performed to ensure that a base containing 4 - 1x1 hangars suddenly cannot fit a Normal craft size.

322
The X-Com Files / Re: Galil AR image stuff
« on: February 12, 2019, 11:33:21 am »
Sure, I can add it. I just need to review, since it's one more profile for a weapon using the same ammo. :)

Thanks. If you think it needs improvement, please let me know.

By the way, there can't be enough guns that use the same ammo!  :) (AK, FAL, M16)
There are minute differences with the accuracy and speed of the guns.
At the end, everyone uses CAWS and Arasaka3000s until the Heavy Plasma becomes available.  :)

Now, I'll try to teach myself on how to do maps. More specifically new X-Com crafts. Too bad the most recent mapview build upsets my antivirus program.

323
The X-Com Files / Galil AR image stuff
« on: February 12, 2019, 10:03:42 am »
After watching a documentary, I was curious and did a search if any of the Galil was mentioned somewhere in the forums. My only reference is this one.

Solarius, would you consider adding the gun to the XCF mod? Specifically the Galil AR in 7.62 NATO. I feel that there aren't many guns with the shared 7.62x51 NATO round (FAL magazine).

I'm attaching a zip with an incomplete ruleset (w/ suggested ideas, acc, tus, etc), and some graphics (bigob, floorob, handob).

324
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 07, 2019, 08:25:36 am »
By the way, there is a black halo around the heads on some paper-dolls. See cap.

325
OXCE Suggestions DONE / Re: Time to clean up user options
« on: February 07, 2019, 05:45:56 am »
My 2 cents:

Turn off and remove:
Maximized Night Display - use NO
I agree with all of the (updated) proposed options except the above one. I, for one, use this option. I have used it since I knew it existed. It saves me a lot from switching map and iso views every few seconds.

Plus, if there is a chance to add one small item to the list (not an option but related to auto-sell), once the loot is displayed for sale after a battle, can we have a "transfer to another base" button always active, regardless of the available storage room at the base (as opposite to appear only if the storage limits are enforced) ?

326
Any luck with progress on this front?

I posted in another thread asking the same question, like others before me.

327
The X-Com Files / Re: Small hangars for small craft (like cars/vans)
« on: February 06, 2019, 04:58:58 am »
[WIP] [Suggestion] [Feedback] Make more than one hangar size possible

Thanks, I did a quick search and lots of messages popped up, but not this one. I was sure the question has been posted multiple times before.

328
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 04, 2019, 11:27:44 pm »
Not wanting to necro this thread (https://openxcom.org/forum/index.php/topic,5893.msg90765.html), or derail the XCF main thread too much, but was there any progress in convincing TPTB (e.g., Meridian et al) about having smaller hangars or multiple small craft on a single normal hangar?

Currently, if I'm not mistaken, any facility of any size can host any number of crafts (default is 1), but the size can result into unrealistic fits.

The goal is for XCF, cars and other small craft can fit into small 1x1 garages (or multiples in one single large 2x2 hangar). Very large crafts (like the Conqueror of Piratez) may require their own docking facility (3x3?). Even a special facility with unmanned tiny crafts (like missiles?) can be also used to hit long range crafts.

Ideas:
- Vanilla is the same, obviously. Hangar facility hosts one default craft.
- Vanilla would assign all Vanilla craft to the default type.
- A ruleset block indicates the types of craft a mod would have. Examples: Normal, Small, Tiny, Big, Huge. [N,S,T,B,H]
- Type would also include some other minor variables for cosmetic reasons. Such as to display the craft within a facility size (1x1, 2x2, 3x3, 4x4?).
- Per facility, a line would include which types and how many of each type can be included (all of one type OR all of the other type). Examples:
  - Hangar (2x2): [1,1,1,1,1] (Vanilla)
  - Hangar (2x2): [1,4,8,1,0] (mod)
  - Hangar (3x3): [0,0,0,1,1] (mod)
  - Garage (1x1): [0,4,8,0,0] (mod)
- Of course manufacturing, buying and transporting would add their own restrictions.

Of course, I'm not familiar with the code, so, maybe I'm asking for the moon or something.

(At Solarius, please move it to a new thread if it applies).

329
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 31, 2019, 11:48:03 am »
Congratulations on your victory! I hope you'll come back some day to play an even more developed version of the mod. :)

Thanks! I can't get enough of X-Com, so naturally I just started another campaign! Enforced Ironman, but on a lower difficulty level (Veteran), so to avoid grinding some missions too much. I read that Veteran in some ways is actually more difficult than Superhuman, mainly because lesser loot to sell.

In the mean time, I got a mission with one of my least favorite critter sprite: the Giant Rat. I found the movement of the rat N-S or S-N was non-existent, so in an OCD rage :),  I fiddled with the .png to give it something of a "shake". Please find it attached for your consideration.

330
OpenXcom Extended / Re: OXCE Future plans
« on: January 25, 2019, 08:48:21 am »
(testing the waters with a request item wish list)
How hard it could be to make a auto-save feature that saves the game at certain in-game intervals, with a specific name each time (configurable if possible)?
Examples:
"My Campaign - end of month 1999-10-31.sav"
"My Campaign - end of month 1999-11-30.sav"

The idea is this would come in handy for people who want to keep a "log" of their campaign saves especially those who play on YouTube.

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