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Messages - redv

Pages: 1 ... 3 4 [5] 6 7 ... 19
61
Fan-Stuff / Re: A haiku
« on: October 21, 2014, 12:52:01 am »
Again the old bug
No Elerium in the Power source
Joyless

62
Work In Progress / Re: Secondary HWP weapons work, but..
« on: October 09, 2014, 03:57:59 pm »
What ruleset do you use?

63
Released Mods / Re: [CRAFT] AWACS Aircraft
« on: October 09, 2014, 02:45:46 pm »
Awesome! I am using the 1.0 version (atm) and I really like it, have to test 1.2 right away!

1.2 much better because dramatically reduces micromanagement of aircrafts in mid and late game.

64
Released Mods / Re: [CRAFT] AWACS Aircraft
« on: October 09, 2014, 02:43:33 pm »
The Hawkeye is so pretty :) The other sprites are top notch too, but I think the Hawkeye is the first propeller plane ever seen in XCom :)

Next will be zeppelin

May be ;)

65
Released Mods / Re: [CRAFT] AWACS Aircraft
« on: October 07, 2014, 03:13:20 pm »
Updated version of this mod: https://www.openxcom.com/mod/awacs-aircraft

CHANGELOG

v1.2:
   Fixed several mistakes in the ruleset.
   Updated sprites.
   Fixed translaton.

66
OpenXcom Extended / Re: OpenXcom Extended
« on: October 07, 2014, 11:21:14 am »
In latest OpenXcom Extended, personal lighting not taken into account when calculating visibility. Therefore personal lighting now just for comfort but not as a part of gameplay.
Looks like it works as expected, but i need feedback.

Attached file contains ruleset:
1. maximum view distance is 22 tiles
2. enemy regular units can see at night up to 19 tiles (and up to 22 if good lighting)
3. enemy terror units can see at night up to 22 tiles

Of course, you can set your own values, but anyway i need your opinion:
How changed behavior of aliens?
Is it works as expected?

67
Offtopic / Re: Big props to the developers and modders and question
« on: October 04, 2014, 10:41:34 pm »
Oolite with taste of the legendary Elite: https://www.oolite.org

68
OpenXcom Extended / Re: OpenXcom Extended
« on: October 04, 2014, 09:59:18 pm »
My small PC is having performance problems with this mod (and the Real Vision exe as well), so I have to stick to the default exe...  :-[

Could you send me a battlescape save file, where performance of OpenXcom extended (with default vision range) lesser than in regular OpenXcom?

69
Troubleshooting / Re: In my save game, difficulty: 1
« on: October 04, 2014, 01:07:18 am »
0  Beginner
1  Experienced (it's your case)
2  Veteran
3  Genius
4  Superhuman

You can change the difficult in the saved game if you want. The game will work fine.

Effects of difficulty levels: https://www.ufopaedia.org/index.php?title=Difficulty_Levels

70
Troubleshooting / Re: Bugs in Custom HWP
« on: October 01, 2014, 07:34:57 pm »
BTW you mean my ruleset works as intended on your OXC?

Yes

71
Troubleshooting / Re: Bugs in Custom HWP
« on: October 01, 2014, 07:19:26 pm »
It's not a bug it's by design:)

Solution:
You can use OpenXcom Extended: https://www.openxcom.com/mod/openxcom-extended
Need to add strings for armor of your one square tank:
Code: [Select]
armors:
  -type: STR_YOUR_ONE_SQUARE_TANK_ARMOR
    zombiImmune: true

72
Troubleshooting / Re: Bugs in Custom HWP
« on: October 01, 2014, 02:43:08 pm »
I don't know. Latest nightie works well.

73
Troubleshooting / Re: Bugs in Custom HWP
« on: October 01, 2014, 12:45:49 pm »
Your ruleset is ok. All works well.

74
Troubleshooting / Re: Crash at end of UFO Recovery
« on: September 30, 2014, 12:00:04 am »
If your tank has two weapons;
If left-hand weapon has limited ammunition;
then you always will get crash after mission because of this issue: https://github.com/SupSuper/OpenXcom/pull/956

75
OpenXcom Extended / Re: OpenXcom Extended
« on: September 29, 2014, 05:13:42 am »
1. calculate a baseDeviation in radian (+- 3 sigma) https://github.com/redv/OpenXcom/blob/rigth_shot_chance_view/src/Battlescape/Projectile.cpp#L352
 restrictions: 0.02 <= baseDeviation <= 2.45

2. calculate horizontal and vertical deviations in radian, based on normal distribution (you calls it "gaussian spread")
https://github.com/redv/OpenXcom/blob/rigth_shot_chance_view/src/Battlescape/Projectile.cpp#L363

3. calculate a target voxel: https://github.com/redv/OpenXcom/blob/rigth_shot_chance_view/src/Battlescape/Projectile.cpp#L372

it's all:)

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