Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Xtendo-com

Pages: 1 2 3 [4] 5 6 ... 8
46
Work In Progress / Re: Farming
« on: April 22, 2016, 12:17:25 pm »
Animals as tiles will looks like lifeless obstacles rather than alive unit.

At least, aliens won't shoot animals for no reason
Terror mission in farm. But... As I understand without modifications to source codes animals will counts as civilians :D

47
Suggestions / Re: Smarter Civilian AI?
« on: April 22, 2016, 08:58:15 am »
I agree that in terror missions you just don't care about civilians. They are dump. They technically don't even panic. They always have 100% morale. No panic messages at all. No panic screams. Doing something to civilian AI will require a lot of time.

At beginining of turn, XCOM automatically controls civilians who are in a 5x5 square around soldiers (I find square somehow more player-friendly to determine the range), and same level or one above/below, and within line of sight - so no controlling civilians through walls. The civilian AI itself is untouched.
Interesting workaround without doing something to civilian AI. Makes some sense since x-com was send to terror mission to save civilians. If civilian is enough near why x-com operative can't coordinate them in order to help to survive? Also civilian can do a little help to x-com operatives like heal with medikit or drop something from transporter. (correctly works in buggy way with latest nightly)

But current implementation also need some fixes like energy recovery, no morale lost at all, you can open inventory and put a lot of stuff without penalty and etc. I will try to fix them later using your code.

48
Work In Progress / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: April 21, 2016, 09:07:30 pm »
New version:
changelog
Remade github commits. Now I use one branch for one advanced option. I will try to do my best to group commits related to one feature/issue/fix and etc.
Fixed a bug in advanced scanner that prevents to draw a scan result in lower floors if scanned unit was in higher floor.
"High morale increase survivability" was renamed to "Increase survivability of x-com soldiers"
"Increase survivability of x-com soldiers" don't give you a granted chance to survive a mortal hit anymore even with high morale and health.
"Increase survivability of x-com soldiers" takes into a consideration a bravery stats, so your soldier are more likely to survive with high bravery stats.
"Increase survivability of x-com soldiers" takes into a consideration an overkill damage, so your soldier are less likely to survive with huge overkill.

49
I disagree with the dynamic update. It's too "busy", and I suspect the larger ammo sprites can overlap the TU label, so you don't see the updated value.
Another way:
Middle click of mouse on a weapon will show popup window with TU costs for reloading. Will be "self-explanatory" enough and sprites can't overlap popup window. Also since UFOpaedia shows TU costs for shooting in %, we can add to popup menu TU costs from translated % to more comfortable TU costs.

50
Work In Progress / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: April 20, 2016, 06:48:19 pm »
Arthanor
Thanks! That thing stops for me implementing/porting other advanced options since it's difficult to pickup interesting advanced option. Later I will remake my git fork entirely that will use branch instead of commits with random positions.

51
but for me the UI stops being "self-explanatory". I'll probably get more false bug reports with this feature than without it.
If TU changes automatically in UI with picked up ammo and pointing to something, it's may be "self-explanatory" enough.

52
Work In Progress / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: April 20, 2016, 06:22:13 pm »
wasn't too hard.
Not many commits, but hundreds of commits will really make it more harder...

have all the commits related to a given feature in a row
How it's really possible without conflicts? For example I decided to fix something related to advanced option feature after hundreds of commits. I can't make this without breaking commit history.

I think with git features that is not possible to do it with convince without making crutches. With git is comfortable to revert change and start new branch, but I didn't notice any features that allows me easily group commits for specific advanced option feature.

53
What number should be displayed next to label "BACK PACK: " ?
a/ 30 TUs ?
b/ 34 TUs ?
c/ 20 TUs ?
Depends on where the cursor points to after picking up an ammo.

f/ something else?
Pickup ammo with mouse. Point to weapon. Press middle button of mouse to preview TU.

54
Therefore, I don't see how I could possibly implement this request... any ideas?
I don't known how it's technically was implemented, but may be we can do something in a procedure that performs a TU calculation+consume? Like press special hotkey that uses same TU calculation+consume procedure, but breaks a procedure in a lines of codes that performs a TU consume operation and real action.

55
Suggestions / Re: Climb up the soldiers
« on: April 20, 2016, 04:18:37 pm »
Seems like a fun thing. Any chance of an alien counter-part to this?
Translocator from unreal tournament.

56
Troubleshooting / Re: Latest Nightly Not Playing FLAC?
« on: April 20, 2016, 04:11:58 pm »
Should we support a weird music format like FLAC, MOD and etc especially when it has problems? OGG (with Vorbis inside) works fine. MP3 works in strange way but because of its popularity support of MP3 can help to avoid lossy-to-lossy transcode. Audiophiles can transcode lossless format to lossy with an audiophile settings anyway.

57
Open Feedback / Re: Subscript Error
« on: April 17, 2016, 07:05:43 pm »
If you are using Windows Vista and later, you can attach saves by following steps:
1) Press key combination WindowsLogo+R
2) paste
Code: [Select]
%userprofile%\documents\openxcom3) press enter
4) archive content and attach file

58
Troubleshooting / Re: Re: Latest Nightly Not Playing FLAC?
« on: April 17, 2016, 12:44:51 pm »
Well that's annoying, I've enabled all the flags and stuff and it still doesn't want to work. :-\
Well the MXE SDL_Mixer package explicitly disables FLAC: https://github.com/mxe/mxe/blob/master/src/sdl_mixer.mk
Are you using some other source?
Yankes forked MXE in order to enable FLAC support.

59
Work In Progress / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: April 17, 2016, 06:45:05 am »
I expect that's not intentional?
My mistake, sorry about that.

Also If you want to port advanced scanner to extended, you can watch changelog directory > advanced scanner by redv. I made a list of changed files in readme.txt and a unique comment that allows you to find needed line of code.

--- posts merged - Solarius Scorch ---

I'm thinking about improving ability to easily merge a specific interested advanced option for other developers by reducing a manual works and improving visual diff. Currently you may found a specific advanced option by unique comment in source with included changed file lists in changelog directory but you need to do a lot of manual SEARCH/COMPARE/COPY/PASTE/ actions and also fix conflicts. I want to reduce manual works to minimum so you need to fix only conflicts instead.

I found two ways:
1) Include also a diff patch in changelog directory for every advanced option. Diff made from fresh openxcom nighty.
2) Make new branch from fresh openxcom nighty for every advanced option and use in github site a function to compare branch.

May be openxcom community may offer better ways?

60
Cool stuff! Merging that into my game! Very happy not to have to take screencaps/waste TUs rescanning because I have a goldfish memory anymore.
You can try. That build includes only latest openxcom nightly code, not openxcom extended.

Pages: 1 2 3 [4] 5 6 ... 8