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Messages - Yankes

Pages: 1 ... 179 180 [181] 182 183 ... 212
2701
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 10, 2014, 10:03:10 pm »
Solaris Scorch: ping me an email at gerv at gerv dot net if you want to chat about getting the FInal Mod Pack into source control. I promise you, it will both make development easier, and allow more people to contribute.
First of all, this will increase quality of mod. I catch many bugs in my code when I take last look on changes I was committing. This is mainly because you can see changes highlighted. Many source control can show changes in graphic files too, this can be handily in this case too.

I suggest git & GitHub for source control tool.

2702
LOOOOOOOOOOOOOOOL original?? OXC was closer to original than Dosbox :> Original dont have any filters.

2703
Suggestions / Re: Armoured cilivans?
« on: August 09, 2014, 03:06:13 am »
Interesting would be if both sides (Aliens and Civilian/Cops) use explosive weapons.

2704
Troubleshooting / Re: Not sure if it is a OpenXcom bug or FMP bug...?
« on: August 08, 2014, 07:06:38 pm »
Warboy is like fire-fighters, he has a siren that wake him up when a trouble occurs
Sometimes fire-fighters can be arsonists too :D

2706
Suggestions / Re: different way of handling battlescape salvaging
« on: July 31, 2014, 10:18:39 pm »
It could be full day (or more) of waiting for stuff, in 99% cases it will be 1s of play time. Every craft could have custom salvage time. Longest would be for clearing alien base, then supplyships and battleships and finally small scout that be one hour + delivery time.

2707
Troubleshooting / Re: Cash Rollover Bug is still there.
« on: July 30, 2014, 10:01:01 pm »
I think only variables that store funding need be change to `long long`. Rest can stay same because C++ easy handle adding different types of `int` variables. Only UI change that is need is internal only. Right now number fields store value in normal `int` this should be expand to `long long`.

2708
Suggestions / Re: [SUGGESTION]More power for IC
« on: July 30, 2014, 08:55:23 pm »
I think better would be split explosions/fire form AoE damage. You could create laser explosion grenades :D
Btw different burn dmg would be great too, napalm and phosphorus it bit more powerful than lighter :)

2709
Resources / Re: image editors / graphics programs
« on: July 25, 2014, 01:45:36 pm »
https://code.google.com/p/grafx2/
Interface have bit old feel, like Amiga Deluxe Paint.

2710
like always, hi-quality graphic in xcom style.

2711
You probably need remove configure form user folder too if you didnt do it already.

2712
Suggestions / Re: SUGGESTION - Fatigue?
« on: July 16, 2014, 01:18:46 am »
not that fatigue, he mean form fighting and need for rest after battle.

2713
Offtopic / Re: XCOM: Enemy Unknown(the new one) in Humble Bundle
« on: July 15, 2014, 11:43:51 pm »
and ours XCOM is too in that Humble Bundle :)

2714
Offtopic / Re: What do you think has caused OpenXcom to succeed?
« on: July 15, 2014, 07:45:16 pm »
Moving some options to mods is interesting idea, it will allow for moder define precise how game should work. Many mods have some disclaimers like "best work with options ...". Even if end player loose some option he can always become moder and enable it himself.

2715
Tools / Re: Recoloring Script
« on: July 15, 2014, 01:29:25 am »
Example of working coloring based on rank without altering or adding new graphic. Only side effect of not altering graphic was I was forced to recolor whole arm.




code for this:
Code: [Select]
      test blit_part blit_rightarm;
      skip_neq final;
     
      test unit_rank 0; #Rookie
      skip_eq final;
     
      test unit_rank 1; #Squaddie
      set r0 color_red;
      skip_eq setcolor;
     
      test unit_rank 2; #Sergeant
      set r0 color_green0;
      skip_eq setcolor;
     
      test unit_rank 3; #Captain
      set r0 color_purple1;
      skip_eq setcolor;
     
      #fast battle have only 4 ranks :D
     
      skip final;
      setcolor:
      set_color in r0;
      final:
      add_shade in shade;
      ret in;

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