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OpenXcom Forks => OXCE Suggestions NEW => OpenXcom Extended (OXCE) => OXCE Wishlists => Topic started by: _Raven_ on December 03, 2023, 03:56:03 pm

Title: _Raven_'s wishlist
Post by: _Raven_ on December 03, 2023, 03:56:03 pm
I want to draw your attention to some rul files (I hope I'm on the right topic).
So first we will start with optimizing the game and at the end I will add some ideas on what new features should be added to the game.

1) Optimization of files such as extraSprites.rul
You have added a lazy loading feature, the game only loads the necessary sprites (not all at once), can you do the same feature for other files, such as:
- extraSounds.rul
- music.rul
- cutscenes.rul

extraSounds.rul does not suit me because the game takes a very long time to load when I'm add music to this file (5 minutes duration of environmental sounds of the location) and in the terrains.rul file I indicate the id of the music that should play in this particular location (for example gunshot sounds for terror location). Can you optimize these files so that these large audio tracks are loaded not when the game starts, but when the location is loaded (only one ogg file is loaded for the desired location, for example, the terror mission, the sound for the terror location is loaded).
Code:
###terrains:
###  - name: URBAN
###    ambience: 268
###    ambientVolume: 0.5

music.rul and cutscenes.rul also need to be made so that the FLC and OGG files are not loaded all at once, but only those files that are currently needed to launch the cutscene. There is one more problem with these files: when you start a cutscene, they are loaded simultaneously, the FLC file must be loaded first and then the OGG file, since the video lags behind the sound when the light OGG loads faster than the heavy FLC (especially when the mod is compressed in zip in this case the file flc is loaded 5 seconds later than the ogg file, as a result the video lags behind the sound by 5 seconds. I talked about this in more detail in the topic about FLI FLC cutscenes)
Code:
###cutscenes:
###  - type: autopsySectoid
###    videos:
###      - ANIMS/AutopsySectoidAnimation.FLI
###    audioTracks:
###      - AutopsySectoidMusic

2) New game features
Add cutscene function to files:
- research.rul
- manufacture.rul
- facilities.rul
Code:
###research:
###  - name: STR_SECTOID_CORPSE
###    cutscene: autopsySectoid
###    cost: 1
###    points: 0
###    listOrder: 0
As you can see in this example, the cutscene can only be specified in the alienDeployments.rul and research.rul files and only on the project that needs to be studied manually cost: 1 the cutscene does not work on projects that are studied automatically cost: 0 such as STR_SECTOID_AUTOPSY.
You need to make sure that the cutscene works even on those projects that are studied automatically; this is sometimes very inconvenient when the cutscene does not start automatically and to run it you must create an empty project, so that you can then manually set this project for study.
I would also like that cutscenes could be tied not only to study, but also to the construction of base modules and the production of weapons or aircraft. For example, I have a DECODER cutscene. This cutscene shows how the base personnel activate the hyperwave decoder for the first time. Second example, I made a new interceptor and immediately after that a cutscene should start showing this new fighter.

3) Co-op, two-player game mode, online network game
People often tell me that openxcom is boring and if you could play it with friends and still communicate while playing, then it would be much more interesting. I prefer the single player mode, but despite this I came up with a game mode for two players, which I will tell you about now, maybe you will add such a function.
Let's say a certain version of the game is installed on your phone or computer, let's say OXCE v7.9.8 and the same mod is installed on both devices, let's say FMP and on one device one player launches the game and goes to the "game for two" section, the second player too launches the exact same version of the game and selects the “search for running game” column (it is possible to indicate in the search the name of the game with which your friend signed his online game and is waiting for you to connect to him), you have found the desired game session, connected, your devices begin to exchange data via WIFI and one player starts the game and the other player sees on his screen everything that happens on your friend’s screen. So your phones are connected, you have the same versions of the game and the same mod files, you started the game and the game multiplies everything by x2, that is, you can build two bases at once (you and your friend are building two independent bases), you independently develop your base (at the same time, you can constantly communicate with each other and can even transport your weapons to your friend’s base), a UFO arrives (the characteristics of the UFO are also increased by x2, weapon strength and armor), you send your interceptors and together shoot down the UFO, after which you and your friend send each of your cargo planes to the crash site, the location is loaded (the location is also increased x2 times, so that two planes can land on this location, the number of aliens is also doubled x2), you and your friend, or in turn, or it’s better to walk at the same time, each with his own soldiers, you can shoot the alien in the back, who was shooting at your friend’s soldiers and did not allow him to advance further. After the mission, the reward is divided into two bases.
In this way, you can create a game mode for two players who can go through the game together from beginning to end.
Title: Re: _Raven_'s wishlist
Post by: Yankes on December 05, 2023, 11:20:03 pm
3) Co-op, two-player game mode, online network game
At this point this is outside of scope of OXCE, local playing is possible if someone spend enough time to unhardcoded battle sides
(but not ask me or Meridian to od it)
For online game is near impossible as it would need rewrite of whole game hanging near from scratch to handle network syncing.

Other suggestions are possible, but most cases are in Meridian domain and he need answer if he is interested in implementing it.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on April 07, 2024, 10:49:35 pm
I read about the limitation of 256 sprites and ways to bypass this limitation (moving alternative destroyed sprites to the end of the file starting from 257), but how is it that the game itself can load double locations of 512 sprites or even from 768 sprites (location + plane + UFO), but it is still impossible to remove the limitation and you have to bypass it in all ways.
Probably the 256 limitation consists of two bytes “FF” in the game code and cannot be translated into the four-byte “FFFF” system, but then how were these restrictions removed from the characteristics of units or the number of engineers on the base (previously it was impossible to hire more than 256 engineers per base , otherwise the bytes are reset to 0 "00" and engineer 257 becomes the first and only engineer on the base), besides, the game no longer works in 32 but in 64 byte mode, is it really possible to remove this restriction from the game and the "Map Editor 2" program? (then there will probably be an advantage in sprites (location + plane + UFO {256 + 256 + 256 = 768} if doubled, you get 1520 sprites in one mission + sprites of units and weapons), but if the game can still load more sprites , then I have an idea how to get around the limitation.

The texture pack consists of several .MCD .PCK .TAB files because one PCK file can contain no more than 65kb of weight, also the MCD file also has a limitation and it cannot store up to 254 texture IDs. I suggest doing the following:
1) MCD
Increase the file capacity to 508 texture IDs (254 sprites + another 254 alternative location destruction sprites;
2)PCK
Increase the file size from 65kb to 650kb or even 999kb so that all sprites fit into one file, including animation sprites and alternative sprites.

Thus, for each location it will be possible to create a texture pack consisting of one file (MCD PCK TAB) + a standard BLANKS file (2 sprites of the ground under the floor and an empty sprite), and use real 254 sprites and not the actual 256, but in fact only 150 or even less (because 2 sprites are already occupied by standard sprites + also alternative sprites of collapsing objects that cannot be taken and moved from all files to the end of the last file).
You probably cannot turn this idea into reality, otherwise you would have done it a long time ago, although there may be an opportunity to do this in the future.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on April 07, 2024, 11:20:53 pm
I have such a complex proposal, maybe someone will want to turn this idea into reality.
Why not try expanding the size of all the sprites in the game, increasing the resolution of the pictures by 2 times, or at least adding a 16x9 widescreen patch to remove the stripes on the sides of the screen without stretching the image.

Sometimes these limits on the size of small sprites are so straining (base and aviation sprites on the base, weapon sprites, indicator sprites - for example, an armor indicator and other very small sprites), maybe there is a way to enlarge some sprites, for example, enlarge the ufopedia sprites and background sprites (those size 320×200), it will be possible not only to make Ufopedia pictures better, but maybe more text will be included (sometimes there is not enough space to make a normal description of the fighter, besides, you also need to try not to cover the entire picture with letters, scrolling the text will not works in OXCE only works in XCOM2012).

If you could make the fighter sprite larger, or make the globe more beautiful, or at least make some of the sprites larger in size so that there are more pixels in the sprite, then some sprites would look sharper with a higher resolution.
Title: Re: _Raven_'s wishlist
Post by: Juku121 on April 07, 2024, 11:30:22 pm
...scrolling the text will not works in OXCE only works in XCOM2012.
Pedia scrolling absolutely works in OXCE, don't recall the exact date when this became a thing, but it was not too recent.

16x9 widescreen patch to remove the stripes on the sides of the screen without stretching the image.
16x10 master race! :P
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on April 08, 2024, 10:50:45 am
Pedia scrolling
I don’t see any scrolling of the text, all the text just goes off the screen, no more description can be added. (OXCE v7.12)

Also widescreen mode, 16:9 with black bars on the sides, “does not maintain proportions”, highly stretched image across the entire screen (I can imagine what it looks like on phones with a 21:9 screen).

I don’t know how to attach an image, nothing works, I select a file, and then what?
Title: Re: _Raven_'s wishlist
Post by: Juku121 on April 08, 2024, 11:04:54 am
There is no indication that the text can be scrolled, but you can just scroll it and it works. Example attached, I added three paragraphs of 'lorem ipsum' there.

Also, I don't see any distortions (see attachments) when looking at 1920x1080 vs 1920x1200. What are your exact graphics settings?
Title: Re: _Raven_'s wishlist
Post by: yergnoor on April 08, 2024, 11:31:35 am
There is no indication that the text can be scrolled, but you can just scroll it and it works. Example attached, I added three paragraphs of 'lorem ipsum' there.
I think he's just using the Android version of OXCE, like me.  I'm not sure exactly how text scrolls in Pedia articles, but there are no on-screen controls for it, and swiping across the screen doesn't do anything.  Most likely you need a mouse wheel, which is not available in this case.  Therefore, you have to look for each such article in the mod files if you want to read it in full.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on April 08, 2024, 12:57:21 pm
When I turn off the “maintain screen proportions” function, then the screen stretches; when I maintain the proportions, then there are black bars on the sides of the screen.

But I managed to select images, but I can’t attach them to the message, I even tried the following command “[img]1test16x9-.png[\img]”, there is still text but no pictures (during viewing and after publishing the message).

I finally figured out how to attach images, but I didn’t understand how to attach an image not at the end but in the middle, between the text, besides, I blocked the topic for myself and couldn’t understand why I couldn’t create a new message and edit the old one. Here the devil himself will break his leg, it’s good that I already have some experience using these types of forum sites.
Title: Re: _Raven_'s wishlist
Post by: Juku121 on April 08, 2024, 03:51:30 pm
Well, this is working as intended. If your screen isn't 16:10, you're getting either black bars or stretching, no way around it. Well, windowed mode maybe.

I don't know that there's a way to display attachments in the body of the post on this forum. The 'img' tag is more of a hyperlink with a preview than anything.

If you're playing without mouse wheel access, perhaps the pedia articles aren't indeed scrollable. Never been in such a situation myself.
Title: Re: _Raven_'s wishlist
Post by: yergnoor on April 08, 2024, 04:12:56 pm
If you're playing without mouse wheel access, perhaps the pedia articles aren't indeed scrollable. Never been in such a situation myself.
The creator of OpenXcom for Android, sfalexrog, once made a similar improvement for different lists in the menu.  It is turned on in the settings as “Scrolling lists by holding” (if the name is slightly different, it’s because I’m writing through a machine translator) and allows you to scroll through all lists (soldiers, items for buying and selling, and the like) simply by moving your finger on  screen up or down.  But this improvement was made long before OXCE for Android was developed based on its version.  And of course, long before Uphopedia article scrolling was added.  But I don't think that function is applicable to text in articles.  Most likely you would have to do scrolling by moving your finger across the screen from scratch.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on April 08, 2024, 05:11:34 pm
Okay, for now my text in Ufopedia will be a standard size of 320×200, then in the future there may appear for all platforms such a “text window” function so that you can specify a small window for text and scroll through it up and down using the slider on the side, as during production products, you can scroll through the list of materials required to create this item.

The world turns out to be such a small place, so here we are already corresponding with you yergnoor (you’re from 4PDA right?)
I also use a translator, I use the “Tab Translate Screen” but I don’t admit it to anyone, although it’s probably clear who is using the translator and who really knows the language. We have lived to an era in which there are no barriers to communication, you can correspond with the whole world and at the same time know only your own language and not know English.
Title: Re: _Raven_'s wishlist
Post by: yergnoor on April 08, 2024, 05:31:07 pm
I also use a translator, I use the “Tab Translate Screen” but I don’t admit it to anyone, although it’s probably clear who is using the translator and who really knows the language. We have lived to an era in which there are no barriers to communication, you can correspond with the whole world and at the same time know only your own language and not know English.
I prefer to clarify about translation when it matters, as in this situation.  Because I gave the name of the setting, but in fact it may be very different from what was translated from the Russian version of this line by machine.  Just to avoid any misunderstanding.

After all, for many of those on this forum, English is also not their native language, and they may know it to varying degrees.  From complete understanding to reading only through a translator.  One such clarification could save someone the time spent searching for just such a setting.

And yes, I was on the 4pda website, and I remember our communication there.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on April 08, 2024, 06:52:53 pm
This is how we would do it and everyone would be happy, scrolling text with a slider, instead of the standard command (rect_text) use a window for scrolling text (scroll_text)

Code:
###ufopaedia:
###  - id: STR_SKYRANGER
###    rect_text:
###      x: 180
###      y: 160
###      width: 140
###      height: 60
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on April 22, 2024, 02:40:36 pm
I came up with this psionic SQS function that is similar to regular SQS but works differently.

It would be nice to add a new type of psi-sqs (or better called psiAura or psiShield) only to psionics, so that when a regular soldier shoots at a creature with great psionic power, the psi-sqs will work and the bullets will fly away, but when a psionic soldier in psionic armor , then he ignores psi-sqs and shoots at the target, but when such a soldier is attacked by an ordinary alien, he can deflect the bullets with a psionic shield.

This reminds me of the mod for xcom2012 "Long War" in which Ethereal reflected shots with the help of his powerful psionic aura and I decided to propose adding this function for psionics, so that only psionic creatures could do such tricks with deflecting bullets from the target.

Think about this new mechanic that is similar to SQS but designed for psionics that works at a distance. I think it’s a good idea to add a psionic aura that repels bullets with some probability (the chance of deflecting bullets or penetrating the aura depends on the accuracy and psionic strength of the soldier, as well as on the psionic strength of the enemy). This new mechanic can also be applied as SQS as a separate command to armor (for example - psiAura: true, you can also add an aura power multiplier, which can be used to manually adjust the aura strength).
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on April 22, 2024, 02:52:33 pm
I know that you are all busy and that my ideas may be completely ignored, but here is another idea for your consideration.
The .nam file in this file with names has already been added with the function of indicating which country and region the names belong to, you also need to add the following command “flag: 15” there:

Russian.nam
Code:
###country: STR_RUSSIA
###region: STR_SIBERIA
#flag: 15
###globalWeight: 65500
###lookWeights:
###  - 25
###  - 35
###  - 35
###  - 5
###maleFirst:
###  - Дмитрий
This way, for each file with names you can specify your own flag, no more arrangement of flags in the correct order in the "extraSprites" file, you can simply specify any flag under any number, and then indicate this number in the .nam file and all the soldiers who will receive names from this file, they will also receive the flag that is indicated there (you can specify even just one flag in extraSprites, numbered 15, and the soldiers will receive this flag, even if the file with names is numbered 20 in the folder with names).

Add a feature like this, it will be easier for everyone to assign flags, even if the .nam files are located in different folders.
Yes, I know that there is such a function
Code:
###soldiers:
###  - type: STR_PILOT
###    flagOffset: 33
This function does not allow you to select a flag, just ignore flags 0-32 and immediately assign flag 33 to the first .nam file in the folder, and I suggest linking flags to .nam files.

I don’t think it will be difficult to do, the main thing is that you have the time and desire.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on April 29, 2024, 12:07:25 pm
Here's another annoying thing you could fix.
I created my own "XBASE" it consists of two types of textures (standard-improved and new from an alien alloy), the texture package is full (new sprites cannot be added, I even had to delete unnecessary sprites), I created 2 types of modules each (regular and improved from alien alloy), the tunnel-digging system began to place standard walls in the passages between the new alloy modules, I didn’t like it and I found a way out, I rewrote the script and forbade placing these walls in the passages, I myself placed different walls in different modules, the result was a hybrid base from ordinary modules and alien alloy modules.
Then I wanted to add a third type of base modules, underwater modules for the underwater base, but the texture package was full and new sprites could not be added, then I created a second base "XBASES" (with its own separate texture package) and in the file "alienDeployments.rul" I specified to use 2 locations in the mission "STR_BASE_DEFENSE" (XBASE and XBASES).
I started the test mode, during a test mission on the xcom base the choice of XBASE or XBASES location appeared, everything went well, in the first location the modules use a standard texture package, in the second location sea textures are already used, but when I started a new game and clicked on the entrance elevator (base preview), then I saw that the standard texture pack had been replaced by a second XBASES texture pack. To get the standard XBASE texture pack back, I had to completely remove XBASES.

Why can’t you create 2 different locations for a base defense mission, why in test mode this mission offers you to choose one of two locations, but in the game itself 2 locations merge with each other and the XBASES texture pack replaces the XBASE texture pack and standard modules use a different texture pack, but these are 2 separate, independent locations?
Is there a way to create base modules from different locations with different texture packs? Build 2 separate bases with different modules in different textures, independently of each other?
If not, then why not make it so that you can create a second base location and use some modules on one base, others on another, and at the same time get completely different bases created from different textures. Very useful for hybrid mods in which you can build a base both on land and under water.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 01, 2024, 11:56:33 am
Why are you all afraid of the hybrid globe? Do you have a phobia of water? Meridian and Solarius_Scorch if you don't create this feature and apply it in all mods, then I will think that you are really afraid of a globe that is completely covered by the playing field with no spaces (there are land and water regions).

I suggest adding this function to the game (with a high priority level) "isCrashedOnSea: true" "isCrashedOnLand: false"
This function will work for UFOs in the same way as this function works for weapons "landOnly: true" When the "isCrashedOnSea" function is activated for one individual UFO, then when the UFO crashes into the ocean area, the script will work and a standard notification will appear on the screen that the UFO destroyed (or a new notification, the UFO sank/crashed), it is also possible in the opposite direction, so that the underwater UFO develops on the ground (as in the classic xcom2).
Well, that's all, this function will put an end to the conflict of the hybrid globe, it will be possible to specify a ban on use under water for everything that should never go under water (construction of a special base, separate atmospheric weapons, separate armor of soldiers and aliens, separate UFOs and xcom planes). With this function it will be possible to use the hybrid globe in any mod, even in the original xcom1 and xcom2.

Weapons can be blocked for use in the atmosphere or hydrosphere, the xcom base can be divided into underground and underwater modules, now all that remains is to add such a blocker for armor and for aviation and UFOs (in non-hybrid mods, just enter a blocker for UFOs and you can use the hybrid globe without fear drown in it :)) ).

I think you will add such an idea to your to-do list, because only a stubborn ram or a lazy sloth would be against such a function, which expands the capabilities of the mod and gives the globe a beautiful look (FMP, X-FILES, TWoTS and other mega-mods, It will be great if you add these functions in the future and switch to a hybrid globe).

#Code
#Base blocker
###facilities:
#LANDBASE
###  - override: STR_ACCESS_LIFT
###    fakeUnderwater: 0
###    provideBaseFunc: [LANDBASE]
###  - override: STR_LIVING_QUARTERS
###    fakeUnderwater: 0
###    requiresBaseFunc: [LANDBASE]
#SEABASE
###  - type: STR_AIR_LOCK_SEA
###    fakeUnderwater: 1
###    provideBaseFunc: [SEABASE]
###  - type: STR_LIVING_QUARTERS_SEA
###    fakeUnderwater: 1
###    requiresBaseFunc: [SEABASE]

#Weapon blocker
###items:
###  - type: STR_PISTOL
###    landOnly: true
###  - type: STR_HARPOON
###    seaOnly: true

#Armor blocker (needs to be created)
###armors:
###  - type: STR_NONE_UC
#$$    isAqualang: false #example - will immediately drown underwater
### - type: STR_PLASTIC_AQUA_ARMOR_UC
#$$    isAqualang: true #example - can be used everywhere
#Or here’s another example of how armor can withstand a given level of water pressure
#$$    isAqualang: 2 #0 - not allowed under water, 1 - at shallow depths, 2 - at great depths

#Blocker for aviation (needs to be created)
###crafts:
###  - type: STR_AVENGER
###    spacecraft: true #maybe this will give permission to dive under water? (you can do this)
###    allowLanding: true #can add new landing functions?
#$$    allowLandingEarth : true #example - lands on the ground
#$$    allowLandingSea: false #example - splashed down under water

#Blocker for UFOs (needs to be created)
###ufos:
###  - type: STR_LARGE_SCOUT
#$$    isCrashedOnSea: true #example - breaks on water
#$$    isCrashedOnLand: false #example - breaks on land

P.S. Maybe it was necessary to create a separate topic for publishing this idea, as Meridian said, but I have not yet figured out how topics are created, I hope that here it is comfortable enough to consider the list of all my proposals.
Title: Re: _Raven_'s wishlist
Post by: Solarius Scorch on May 01, 2024, 12:08:59 pm
Why are you all afraid of the hybrid globe? Do you have a phobia of water?

Yes, we are both dirty pigs and love rolling in the dirt.
Are you trying to get kicked out or what?

If you must know, I didn't go that way for two reasons:
1) UFOs crashing into the ocean create a lot of problems, mostly related to the fact that crews would die and you'd get most of the craft intact. And I didn't want to get into making underwater versions of all enemies (both for design reasons and required work intensity).
2) With the Geoscape palette we have, ocean textures just don't look good.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 01, 2024, 12:37:21 pm
I, too, am not happy with many things in hybrid mods (the immersion of any aircraft under water, all types of aliens under water, the texture of water), but it’s possible to somehow program this so that these problems do not exist.

1) So that a UFO that falls into the water does not create any problems, but simply disappears just like in the original globe, the UFO must be completely destroyed upon contact with water (as in the original, it completely disappears and nothing remains of it), then there will be no problems with an empty and whole UFO raised from the depths or a land crew under water, everything will simply disappear the same way it disappears now, when the UFO falls onto the empty field of the globe, painted blue. This is why we need this useful function, which will eliminate such problems.
2) It is difficult to change the palette so that it contains pixels of all the necessary shades, and it is also impossible to remove it and use a free palette (as in the STR_IMAGE_CPAL ufopedia). Here I don’t know what to say (I myself once created my own dark GEOSCAPE palette to replace the color of the entire interface used by this palette), but I think that this is not a catastrophic problem, after all, now the sea looks normal in the original globe, you can just make water textures for the globe it’s simpler, such as the original blue texture, so that it matches the palette and there are darker and faded areas to indicate depth.

My idea is precisely what is needed to introduce a lock on the hybrid globe and make it impossible for all UFOs to land/knock down under water, so that the sea regions of the globe work the same way as the empty field of the original globe for all UFOs and other land objects. All this just needs to be implemented, but I can only come up with it and talk about it, but not implement it.
Title: Re: _Raven_'s wishlist
Post by: mutantlord on May 01, 2024, 05:10:23 pm
Raven, Since you are new to this forum, I will give you some hints. You have the skills and the will to be a modder, then be one. Create a mod that stands out. OR, in the process of creating one, shows what you are expecting, perhaps the OXCE devs are impressed enough to help you.  If you are passionate about a Hybrid mod then create one. Creating a mod needs a lot of time, the mod has to benefit others.

Don’t expect those features you want to be available immediately.  You have to wait for it, can be a week or years. Research the history of Hybrid modding on this forum, a lot of the features you want might have been already available. Hope you find your purpose and passion here. Golden rule is, demanding things won’t get you a lot of head way here. Having respect does.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 01, 2024, 07:04:59 pm
I’m not forcing you to fulfill my requests right now, I just noted this idea as a priority among my other ideas, bringing it into reality will bring many important factors to the creation of hybrid mods or simply improving the globe.
I have respect for the game developers and the modding masters; if I call someone lazy or covard, then it’s just a joke (a joke indicating something that was created a long time ago, but was not completed to the end, like a hybrid globe and its appearance).
And yes, I’m slowly trying to make a preparation for a hybrid mod (I added sea aliens, underwater weapons, aviation, a base, then maybe I’ll add USO and aqualung armor), but for now I won’t make a full-fledged hybrid mod (maybe later I’ll learn how to work with a globe and everything else , what is needed for this). It’s good if a hybrid add-on (created by a professional) comes out for FMP, but if not, then maybe I’ll do something like that someday, I don’t sit back and expect a mod from someone (If l'm can't implement a new feature in the game, then why not tell other people about it who can do it).

And now about the globe.
You say that the geoscape palette does not allow you to make a good hybrid globe and that the hybrid globe does not look very good. Well, you lazy people  ;D (again a joke), look at my version of a hybrid globe with new sprites.
Do you think it already looks better than the original hybrid globe?

You can download all files in this file (palette, texture, screenshots).
Title: Re: _Raven_'s wishlist
Post by: mutantlord on May 01, 2024, 08:05:15 pm
Just to reply your message.
I am just an obscure modder here.
Not the Dev or Moderators. I am just giving you a hint. As for jokes. Make sure that your jokes are jokes. Not insults. Insults don't get you a lot of help here.

You have a great start with your resources to build a great Hybrid mod.

If you need any help, you can always call on Solarius Scorch to help.

He's the Hybrid modding code guru here.
Ironic that he didn't implement Hybrid Features on his X-Com files mod because it is too much work.
Title: Re: _Raven_'s wishlist
Post by: Solarius Scorch on May 01, 2024, 09:32:04 pm
If the game gets new Geoscape options, then I might reconsider. But to be honest, I don't feel very motivated to do so, since I don't think it would impact the gameplay much, and the amount of work needed to do this would be substantial.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 02, 2024, 01:44:54 am
So let's summarize everything that was said earlier:
1) Geoscape palette and the appearance of the globe - this palette may not have such a large number of marine shades as in the xcom2 palettes, but this is enough to create a sea surface (32 pixels of blue shades is quite enough), you just need specialists who will draw beautiful sprites sea ​​surfaces, or recolor ready-made sprites from the original globe blue (as I did in the pictures in the previous post and maybe I’ll try to do it even better);
2) Problems and amount of work - if you introduce strict restrictions on the behavior of the sea surfaces of the globe and block unwanted functions (prohibit all land creatures from penetrating into the sea half of the globe, so as not to create everything unnecessary), then even if a UFO is shot down onto the sea surface of the globe, it will simply will disappear and along with this many of the problems that arise on hybrid globes during the invasion of land into the sea will disappear;
3) X-Files vs Hybrid - there is too much work to implement a hybrid globe, but the X-Files mod is all work and implementation, I don’t know how you managed to create such a mod and why you need so much variety in the mod (which is why some say that this mod is very oversaturated with content), it already looks like a hybrid mod and it already has a lot of stuff (including everything needed from TFTD), which means it doesn't have to do that much work on it to add a hybrid globe to it. It’s just that because of the hybrid globe you have to redo everything and program various nonsense for a long time in order to create two duplicates of the UFO and the armor, but if new functions are added, then maybe to program the hybrid globe it will be enough to enter a couple of commands into the armor and the UFO to completely exclude the UFO from diving under water and if the land does not encroach into the ocean, then there will be no problems (if you add a hybrid globe to FMP and make it so that you cannot interact with the sea half of the globe, then it will simply work as a cosmetic improvement to the sea surface. There is no need to create sea locations, program armor, etc. If the UFO never falls into the water, and if it does, then it will simply disappear. Then, if desired, it will be easy to add new sea locations and sea UFOs to such a globe and turn the dry mod into a hybrid one.);
4) New features - these will also take a very long time to program, but eventually they need to be added to put an end to the complex programming of land objects in hybrid mods. Ready-made functions turn from a complex script into one word (for example, “landOnly: true”, just indicate yes or no and the end of complex programming, the beginning of easy commands). If these features were already created, then X-Files would simply add the UFOs and aliens from TFTD and just fly above and under water, rather than complex programming of special naval missions in sea armor (the mod has naval missions , there is armor and aliens from TFTD);
5) Jokes - I’m not a joker and apparently I’m bad at it, I wanted to brag that I’m trying to give a second chance to a hybrid globe and was even able to make new ocean sprites from old land sprites, while you just put it aside and moved on to more important things;

A lot of things have already been said, maybe even a lot of unnecessary things several times, I hope that I haven’t forgotten anything and have explained everything clearly and conveyed my idea. Why do I need a hybrid globe so much, because it gives freedom, it can be used both in hybrid mods and in dry mods like FMP as a visual improvement to the globe (if you improve the appearance of the globe to perfection and add restrictions there is no land under water), and You can also prepare dry mods for the transition to a hybrid form (if suddenly you wanted to add one special UFO to the dry mod, which you can shoot down in the ocean and play underwater without having to redo the entire globe again).

I hope that in the future the necessary functions and restrictions will appear that will facilitate the creation of hybrid mods to such an extent that any modder can easily turn his mod into a hybrid without mixing the land into the sea and the sea into the desert. It may also be possible to use a hybrid globe in any mod simply as a cosmetic improvement to the globe.
Title: Re: _Raven_'s wishlist
Post by: mutantlord on May 02, 2024, 06:41:35 pm
Question, what Hybrid Mods had you played? To ponder on this summary you wrote?
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 02, 2024, 08:01:17 pm
I have never played OpenXcom at all (only the original UFO and TFTD on playstation1), I only started playing my FMP build once, and then I got to the point of creating a Gaus weapon and stopped playing because of a serious bug in my build. I intuitively make decisions about what needs to be added to the game to make it more interesting. I don’t know when I’ll move on to testing and passing.
And in general, don’t stress me out when I do something wrong or write something unnecessary. I already have serious financial problems, but I just want to offer my ideas and push the globe to further improve it, because a hybrid globe was created and immediately it was forgotten and not updated. I'd like to play FMP on a nice new globe (with the option to turn FMP into a hybrid mod without completely replacing the globe).

We continue to make an improved globe, which should become a single globe for all mods, both hybrid and dry.
So I managed to slightly improve the texture of the globe that I showed earlier. Most likely I won’t be able to make a texture better than this, if you need a more beautiful globe, then look for texture specialists (the VisualUpgrade and XenoOperations mod are where the sprite masters are).

Another variant of the globe is the standard textures of the standard hybrid globe from CMP_v5.0, only the distant ocean textures were repainted, the dots were removed and everything was painted over in one layer as in the original globe, only with different shades of depth. They say this globe is better than all the others. And what do you think? May I know your opinion? Which of all the options do you like better, one of those in the previous post, or one of these?
1 - is the original (UFO)
2 - TFTD
3 - Hybrid
4 - Hybrid-Raven
5 - Hybrid-UFO
6 - Hybrid-Raven2(second option)
Raven, you have the skills and the will to be a modder, then be one.
How can I become a modder if all my bank cards are blocked and I don’t even have money to pay for a room? I was already a modder in another community, on another site, I had already made the most global mod in the world for the game "Galaxy on Fire 2 HD" and even rebuilt the game completely and created an FHD version with 2x improved graphics. Then I was banned and since then other people have been updating that game according to my tips and instructions, based on my work.
Title: Re: _Raven_'s wishlist
Post by: mutantlord on May 02, 2024, 09:21:59 pm
Your Hybrid globe is one of the better ones I came across. But Luke was the person who started.  If I was starting Hybrid modding,  I would use it. 
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 03, 2024, 01:49:15 am
I'm glad that you are starting to like my updates to the globe, then I will try to create the final texture for the future globe, which may appear in different mods.
It is for this reason that I proposed creating many new functions and necessary restrictions for the globe and began working with the texture of the globe so that in the end everyone would like the appearance of the new, improved, more realistic globe, so that the new functions of the game would allow using this globe in any not hybrid mods (maybe someone doesn’t want to switch to a hybrid mod, but wants to play with such a globe).

I will say it briefly and clearly. Game developers, try to update the game so that you can use any globe in any mod (transform the ocean playing fields into empty fields, but at the same time keep the design of the ocean edges) and finally turn this globe from a hybrid into a generic globe with new quality standards (to such globes were used in standard mods, not just hybrid ones).
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 03, 2024, 06:59:11 pm
Never Say Never Again.
I seem to have made a breakthrough again in improving the quality of ocean textures. I present to you my final version of the globe texture “New Universal Globe” or simply (NUG).
In 3 days I did what you couldn’t do for years (The hybrid globe was created on 05/09/2020 and was last updated on 11/27/2023 exactly 158 days ago), I hope now you understand my jokes about how I called you lazy people who are afraid of the ocean and do not want to fix and update this globe, as well as create new functions that will block unnecessary game regions of the ocean in order to use such globes in regular mods. Now do you understand how easy it was to improve the appearance of the hybrid globe? I don’t know how to draw at all, but at the same time I created the highest quality package of globe textures (it could have been done in a day if I wasn’t busy and immediately knew which textures to paint blue).

I recommend using the "NUG_GLOBE_TEXTURE.png" texture, it does not contain unnecessary textures that do not look very good on the globe. Need to remake the globe to match my texture and update the game so that I can use a universal globe in any mod (add a limiter to the "globe.rul" file that can be used to block any id and make it an unplayable, cosmetic field, for example assign ocean textures to id 13-15 and a locking function, then the hybrid globe will become universal).

I hope you will start creating a universal globe, because it would be a shame to delete such a good globe and use a standard one instead. I've done my part, come up with new limiter functions and created a new globe texture pack, now it's your turn to finish it off.
Title: Re: _Raven_'s wishlist
Post by: mutantlord on May 03, 2024, 10:52:37 pm
Raven, are you russian by any chance? If you are, check out a Hybrid Mod by Ethereal. His mod is somewhere here. Might be suitable to you.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 04, 2024, 05:19:35 pm
Yes, I am Russian.

I downloaded many different hybrid mods, but I never found a mod from Ethereal. In general, my goal is simply to improve the appearance of the globe in mods such as FMP and X-Files (I love visual updates), but for this I need a new globe (created from my texture for the FMP and X-Files mods) and new globe functions (so that I can was to block the playing fields of the ocean and return it to its original, empty state, only externally as in a hybrid mod, but not physically).

So I created a texture from the best fragments, with such a texture any globe will look great. I would like all the globes to be updated for this globe and this globe also needs to be changed a little so that it looks more realistic, like in the picture "NUG-2000.jpg".
I am attaching the files in the hope that you will be interested in updating the globe and that new functions of the globe will be added someday.

PS. I myself can’t figure out how to create my own globe and what program to do it with, maybe you could share such a program and show how to work with it?
Title: Re: _Raven_'s wishlist
Post by: mutantlord on May 04, 2024, 06:34:36 pm
https://openxcom.org/forum/index.php?topic=5724.0

Hope this satisfy your needs.
 
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 04, 2024, 09:39:32 pm
One day I downloaded this mod and looked at who was adding what to their mods. Apparently an interesting mod, but I like light mods like FMP. To be honest, I have already made my choice, FMP suits me, it is easy to edit and I can easily edit its files.

I have only one problem, mods like FMP use a standard globe, it is impossible to use a hybrid globe for two reasons:
1) Third-party globes are not suitable, you need to create a new globe specifically for FMP (I don’t know how create a globe);
2) You can land in the ocean, while there is no function that can block this, turn individual regions of the globe into empty fields (fakeEmpty: true);
3) I’m not yet ready to turn FMP into a hybrid mod (it’s difficult to program everything correctly, and there are also no special functions yet that make it easier to create hybrid mods and prohibit UFO from invading TFTD).

I updated the textures of the hybrid globe (the ocean already looks good, the land also looks great by the way, you just need to change the id number on some fragments of the globe to change the texture), now from all this you can make a universal globe if the developers want it.

This globe can already be used in hybrid mods, you can give them my work if you want.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 30, 2024, 11:55:51 am
I was already thinking about stopping giving advice, but you won’t be able to do it without me.
I suggest defeating windowed mode and switching to full screen mode.

The fact is that you programmed the function of changing the size and resolution of the screen in such a way that with the original size of 6x everything is huge like on ps1 (but it’s cool that it’s in full screen) and the inscriptions on the globe are huge and the view in battle is small, but when I switch to 3x then everything is perfect (or almost perfect, even on a small phone), except for the size of the game windows.
In this resolution (1920x1080 3x) the globe looks good (many cities easily fit on the globe and, thanks to small letters, do not block the view), the battlefield is also clearly visible (the game panel is reduced and does not cover a quarter of the screen, the viewing range also increases), but the windows themselves just microscopic, that nothing is visible on the base, that in the settings on the battlefield nothing is visible in a small window (especially on small phones), it’s good that at least the window with the inventory is still on the full screen (they thought of making a separate function so that the inventory would be forced full screen size 6x even if the size of the battlefield is specified as 3x).

I suggest making a separate setting for the size of game windows:
Size Geo mode 3x
Size Battle mode 2x
Size Window mode 6x
Now not only will the soldier’s inventory be full-screen standard 6x, but all windows will be the same as in the original with the same size as the inventory (if desired, you can reduce the size of the windows or even specify the same size as the main 3x or 2x) and the game will work fully in full screen mode.

You can’t think of anything without me, this function should have been added to the game a long time ago, because it will significantly increase the comfort of the game both on computers and on phones (especially on phones, because they have small screens and it costs pay more attention to interface and window size settings).

I suggest starting to create this function now, because all the interface settings are inconvenient (that 6x is too huge, that 3x windows are too small to appear on the screen).

Here's a look at what it looks like on your phone and why you need to do it.
There are more screenshots in the file.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on May 30, 2024, 12:01:58 pm
Skreenshots.
For some reason the zip file cannot be uploaded to the site. Well, to hell with him.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on June 21, 2024, 11:24:17 pm
Another new revolutionary idea (or rather an old idea).
I came up with this a long time ago, but no one is able to translate this idea into reality, all even the best modders give up and cannot do it, and I decided to publish this idea here so that someone will finally do it, sometime after many centuries when there is a hero capable of adding my brilliant ideas to the game.

So the idea is to make weapon sprites not static, but dynamic. Here's what I came up with:
items:
bigSprite: 1947
bigSpriteAmmo1: 1974
bigSpriteAmmo2: 2012
extraSprites:
bigob:
1947: bigob_AK12_Zero.png
1974: bigob_AK12.png
2012: bigob_AK12_Sniper.png
When the weapon is unloaded, the first sprite is used, when loaded with clip 1 then the second sprite, and so on. Thanks to this idea, it is possible to create one weapon that will use different clips and by the appearance of the weapon it will be clear whether it is loaded or unloaded and what type of clip it is loaded with.

Another brilliant idea that will have a positive effect on the appearance of the weapon, more external information (or in the real world in the army, to find out whether the clip is inserted into the rifle or not, you take it and press some buttons, in reality, if a soldier’s clip falls out of rifle, then everyone will see it, and not just the one who will twirl this weapon in his hands for an hour, study it and eventually realize that it is unloaded). How this weapon will look in ufopedia, you can add a new function to ufopedia so that you can change the appearance of the weapon by clicking on the picture (like changing the picture of aviation in a hangar), or simply use the first sprite.

The idea is brilliant, like all other ideas, so I don't know anything, no excuses, just do it all and add it to the game. You need to give me money for these ideas, carry me in your arms for the fact that I offer them to you completely free of charge for the development of the game.
Title: Re: _Raven_'s wishlist
Post by: Meridian on June 21, 2024, 11:51:46 pm
https://openxcom.org/forum/index.php?topic=10144.msg141254#msg141254
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on June 22, 2024, 11:20:15 am
Well, it was worth mentioning this function once and then it was found among the lost data, why did I forget about it and didn’t remember earlier, I should have named this function right away.

Well, what can I do? I’ll try to use your scripts for all the weapons in the game, although I don’t really like them, I prefer ready-made functions like in the example above, I just indicated the required sprite for clip and that’s it.

How many other interesting functions are hidden in scripts and only those who know how to work with game code and know what script to create know about them. Find time to turn a few interesting scripted functions into simpler functions, the more functions are converted from a scripted system to a regular one, the better for everyone, there is not enough time for everything, find more people who can add new functions to the game or turn such scripts into functions and it will be easier.

Thanks for the info.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on July 20, 2024, 12:48:02 pm
I haven't proposed new ideas for a long time due to very difficult circumstances in my country, it's time to fix that.

Now for the good stuff. It's time to offer new ideas, pay attention to at least some of them, otherwise what's the point of offering you ideas and what are you even doing there.

Suggestions (or requirements):

1) Update the items.rul file - I made changes to the file structure and reassigned all the sounds and animations of weapon shots to clips, since all this should be assigned to bullets, especially if you need to use a 2in1 weapon such as a sawn-off rifle, so that when shooting from different clip slots (ammo 0 ammo 1), all animations and sounds are different.
Why don't you update your files as well (original and modifications like FMP):
###items:
###  - type: STR_RIFLE_CLIP
###    bulletSprite: 20
###    fireSound: 75
###    reloadSound: 325
###    hitSound: 324
###    hitAnimation: 136

2) Bullet speed - I can change the speed of the shot animation for some weapons or clips (for example, make laser bullets faster), but I cannot do this separately for one type of shot, (for example, speed up the animation only for the automatic shooting mode).
Why don't you add this feature so that the animation acceleration function can work separately for the type of shot or add something else to make the automatic shot faster and more realistic:
###items:
###    type: STR_RIFLE
###    confAuto:
###      followProjectiles: false
$$$      explosionSpeed: 50
$$$      bulletSpeed: 15

3) New cutscene format - I use the FLC format, but this format is very bulky and all cutscenes take up 2GB of memory, if this doesn’t seem like a lot of weight to you, then for me it’s a lot of weight (1 minute of animation at 30 fps is equal to 90MB).
Add a new MP4 format to the game, make sure that instead of FLI or FLC files you can assign MP4 files because i'm are already tired of using such heavy cutscenes, the MP4 format is tens of times lighter than FLC. Be human and do something with these cutscenes, teach the game to play MP4 video files in 320x200 quality.

4) New game graphics - Yes, you don’t want to leave the original in favor of improved graphics (even in the modifications no one uses the new visual upgrade or vigilo configo or xeno operations sprites, well, in vain), but I insist on a complete overhaul of the game’s graphics, unnecessary to use these huge and blurry pixels, you can use new stylish pixels, increase the size of all the sprites and re-draw them in a pixel style called pixel art.
Here are examples of modern games in the pixel art style that look both high-quality and classic, not like openxcom is classic and old.
For the love of God, find the artists already and completely update all the game sprites and picture resolution, as I’m already tired of not having enough space for pixels to beautifully draw a bigob weapon or some other indicator, it always turns out to be a blurry misunderstanding. The pixel style of the game and the old washed-out graphics are two different things, you can make a high-quality picture and still leave the pixel style, if you don’t know how, ask the indie company that created the game of the year Sea of ​​Stars on Aseprite. You are also an indie company and also work for Aseprite, so why not try to increase the size of the sprites, overcome the microscopic proportions of 32x40 and make a beautiful game.


You haven’t made global updates for a long time, find fans of the xcom genre and pixel art, invite artists, create new high-quality pixel graphics in high resolution. First, ask the authors of graphic modifications to present several new sprites in pixel art with increased sprite proportions, so that you have something to compare with and decide whether to do it or not (if I could draw, I would present you with comparisons and you yourself would see the difference in pixel quality ).
And for the love of God, finally add the new MP4 cutscene format (I used cutscenes and will continue to use them; if you don’t like them, use slides).
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on July 22, 2024, 03:51:16 pm
I propose new functions for aviation:
Add a special button to switch the fighter's equipment mode from the main 4 weapon slots to 4 more secondary slots for equipment and modifications (in battle there will only be the main 4 weapons, since modifications are not needed in battle, they are also passive skills that do not have a range like at the weapon)
###crafts:
###  - type: STR_FIRESTORM
###    weapons: 4
###    weaponTypes:
###      - 3
###      - 3
###      - 4
###      - 4
###    weaponStrings:
###      - WEAPON-1>{LASER}>{0}
###      - WEAPON-2>{LASER}>{0}
###      - WEAPON-3>{PLASMA}>{0}
###      - WEAPON-4>{PLASMA}>{0}
$$$    moddifications: 4
$$$    modTypes:
$$$      - 5
$$$      - 6
$$$      - 7
$$$      - 8
$$$    modStrings:
$$$      - MOD-1>{FUEL}>{0}
$$$      - MOD-2>{ENGINE}>{0}
$$$      - MOD-3>{TARGET}>{0}
$$$      - MOD-4>{SHIELD}>{0}
In this way, you can more deeply modify the fighter without sacrificing slots for weapons (it’s a little stupid to install modifications in one slot or replace weapons with mods, I installed the engine but can’t install the gas tank and sight, why if these modifications are installed in different parts of the fighter and should not interfere with each other or replace each other, you need separate slots for each type of modification).

I don’t have time to wait hundreds of years for you to finally pay attention to my ideas, and moreover, start implementing them into the next update of the game, for this reason I figured out how to independently add fake slots for modifiers and sew them in from the inside out:
- Create 3 types of modifiers (removable, internal, built-in set of modifiers);
- Limit the use of modifiers (only the removable type can be equipped, others are used as consumables for aircraft production);
- Create aviation duplicates (regular, improved, professional);
- When producing a regular fighter, there is a free slot for a removable modifier, when producing an improved fighter (Mod), you need to use an internal modifier and it will be built into the design of the fighter, when producing a professional fighter (Pro), a set of different modifiers is required that will be built into one modifier slot.


With aviation, I think everything is clear, I will start updating aviation as soon as I finish the previous task, creating charged and charged weapon sprites.
By the way, here’s what I want to add about your script for replacing bigob weapon sprites. It would be better if you wrote this script to the end and also added a replacement for the floorob and handob sprites, so that the weapon changes its color to the color of the cartridges not only in the bigob picture but also on other sprites too, and ideally, of course, this script should be in the game engine and used not with a tag (tag) but with a command (newBigSprite: 1408).
I also want to draw your attention to the fact that the main sprite of a weapon is considered to be the one that is unloaded, it is also present in the ufopedia section, and the one that is charged is now simply a replacement from the main unloaded one to an additional charged one. Is it possible to replace the bigob weapon sprite in ufopedia so that ufopedia uses not the main sprite (unloaded without a clip), but an additional sprite with a cartridge? Because I’m not sure if I want to constantly see unloaded weapons in Ufopedia (without a clip or black and white without energy).


Here's something else I want to say.
How do you modify a globe? What kind of programs? Maybe you can share these programs with me and I will also start updating the globe?
You haven't made one step forward in updating the globe to the new NUG quality standard, eternal excuses and reluctance to translate other people's ideas into reality.
Give me all the necessary programs and don’t be lazy to create a video instruction on how to use all the functions of the program and I myself will complete my ideal and universal globe, and also don’t be lazy to add the necessary functions to the game so that there are no problems with restoring a UFO from the bottom of the sea, so this UFO was considered destroyed, as in the original globe.


That's all I wanted to say for now. Do something already, because I don’t remember the last time OXCE-v7.12.apk was updated
I live in a war, hostages and poverty, and without electricity, and still actively updating the game, you have to admire how I manage to work in such difficult conditions in which you all would have given up and stopped working on the game, but you don’t even provide me with any help (except for links to information), shame on those who don’t help those in need!
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on July 23, 2024, 12:35:11 am
Again, I decided to scold you a little for the weapon reloading script.
The script itself is good, but as I put it earlier, “incomplete”, this script needs to be finalized and let all 3 weapon sprites be repainted. But that’s not what I wanted to tell you, as I just found out, this script doesn’t suit me at all, it’s not what I was looking for. I don’t need the cartridges to change the sprite of the weapon, but the weapon itself to switch to another sprite in the “empty” state
###items
###  - type: STR_RIFLE
###    bigSprite: 1934
###    floorSprite: 1980
###    handSprite: 1990
$$$    bigSpriteEmpty: 2012
This way, the weapon will work as it did before (there will be no replacement of sprites in Ufopedia or from reloading with cartridges from another weapon), a new weapon sprite will replace the old one only after the clip is empty or discharged, this is what I need, but there is definitely no such function.

If you suddenly don’t understand what the problem is, I’ll tell you more clearly:
- Need to indicate a tag on the weapon and on the clip, if the alloy rifle weapon is loaded with the clip of a regular rifle, then one weapon will simply turn into another weapon;
- Need to indicate the difference between two sprites, the sprite of a loaded weapon is 100 and the sprite of an empty weapon is 150, the difference is -50 you need to indicate the cartridges, why do this when you can simply indicate the number of the desired sprite;
- It is necessary to replace the bigSprite from a regular one to an empty one, why is this done this way, probably so that in Ufopedia the weapon looks empty, but I want it to be the other way around, so that I see the weapon empty only when it runs out of ammo in battle or I unloaded it myself.


I hope you will pay attention to this and make the weapon reload function work properly. For now, I'm forced to stop working on this halfway, send the data to storage and move on to another task, updating the aircraft and creating exciting air battles with UFOs that will be challenging, realistic and breathtaking, bringing the real joy of victory from shooting down a UFO.
Title: Re: _Raven_'s wishlist
Post by: _Raven_ on August 03, 2024, 10:00:16 am
Now you will definitely say “We will not remake something that already works or does not affect the gameplay” or completely ignore my request, but I am very attentive to the smallest details and I want my mod to work like a Swiss watch, that’s why I am like this meticulous to detail.
I'm already sick of this:
# "Crafts : The corresponding extrasprite file id for BASEBITS.PCK is sprite+33 INTICON.PCK contains a minimized icon id=sprite the file id for the dogfight image is sprite+11"
# INTICON Minimized Id = Sprite ;
# INTICON DogFight Id = Sprite+11 ;
# BASEBITS Id = Sprite+33
#########################################
# Craft Weapons: file id for
# INTICON.PCK is sprite+5
# BASEBITS.PCK is sprite+48
Why such complex mathematical calculations? I always specify the same ids so as not to rack my brains (bigSprite: 777 floorSprite: 777), but you did the math like this. Can't you just spend one day sitting down at your computer and doing it like this:
###craftWeapons:
###  - type: STR_TAU_BEAM_UC
###    sprite: 55
# INTICON Minimized Id = Sprite 55
# INTICON DogFight Id = Sprite 56
###crafts:
###  - type: STR_TRITON
# delete ->    sprite: 62
$$$    baseSprite: 62
$$$    fightSprite: 63
# BASEBITS Id = Sprite 62
# INTICON Minimized Id = Sprite 63
# INTICON DogFight Id = Sprite 64
It’s much better to specify the BASEBITS sprite separately and the INTICON sprite separately, and Minimized will be specified exactly digit by digit, and DogFight will be one value higher than +1, so min and dog will be in a checkerboard order, in pairs for aviation and aircraft weapons, and base for aviation will be indicated as a separate, independent sprite.

One more suggestion. Add the ability to increase the size of the base sprites for aviation to 50x50 proportions, just as the indicators on the globe can be easily increased from 5x5 to 12x12
This is necessary in order to make the aviation sprites at least a little more beautiful, or simply to make cargo planes visually larger than fighters, and also not to turn the plane sideways when its proportions are 40x32, because of this you have to either make it smaller or turn it sideways, so that the proportions are 32x40
I don’t know about you, but I don’t like this, I want to create 50x50 sprites since there are no obstacles, aviation sprites even with such proportions will easily be placed in the equipment screen and in the center of the hangar sprite.

I don't see any reason to make excuses, just take the time and do it. I work on the game every day, while bombs fall on me every day, and you make the game once a month, while there is peace and quiet in your countries, even no one goes to rallies to overthrow these bloodthirsty European leaders of yours. Don't be offended by me, but you are lazy.