OpenXcom Forum

OpenXcom => Open Feedback => Topic started by: mercy on August 25, 2013, 10:26:07 am

Title: New Git Features!
Post by: mercy on August 25, 2013, 10:26:07 am
Quote
SupSuper, Sun Aug 25 07:07:10 2013
Added soldier inventory screen to Geoscape (it's in Equip Craft > Equipment > Inventory). Enjoy.

WoooOOooHooOOO!!! Thank YOU!

So many features, OpenXCOM is the Best Featured XCOM game ever! Thanks to all programmers and MODders on the project.
Title: Re: New Git Features!
Post by: Danny on August 25, 2013, 01:55:29 pm
WoooOOooHooOOO!!! Thank YOU!

So many features, OpenXCOM is the Best Featured XCOM game ever! Thanks to all programmers and MODders on the project.

TTS is better because of multiplayer :P
Title: Re: New Git Features!
Post by: luke83 on August 25, 2013, 02:16:45 pm
TTS is better because of multiplayer :P

Give it time my friend, people have requested that many times before, i am sure it will happen one day, its just not the number 1 priority 8)
Title: Re: New Git Features!
Post by: Danny on August 25, 2013, 08:14:26 pm
But yeah openXcom has some nice features now... ^^
Title: Re: New Git Features!
Post by: Mr. Quiet on August 27, 2013, 08:43:32 am
Good job I love you guys!
Title: Re: New Git Features!
Post by: mercy on September 29, 2013, 02:53:06 pm
SCANNING  OPENXCOM BOARD..

GIT UPDATES found

Scanning..

WARBOY  found

analyzing comments.

NEW AI ROUTINE FOUND!!!!

WWWWWOoooOOHohooOO!!!
Title: Re: New Git Features!
Post by: kevL on September 30, 2013, 05:26:33 am
got it all in and modded up. Proceeding to instigate the UI ai

thanks Guys.


am getting an undefined variable "x" in the latest screen-fix tho; not sure if that's just me.
Title: Re: New Git Features!
Post by: SupSuper on September 30, 2013, 05:28:51 am
got it all in and modded up. Proceeding to instigate the UI ai

thanks Guys.


am getting an undefined variable "x" in the latest screen-fix tho; not sure if that's just me.
Should be fixed now.
Title: Re: New Git Features!
Post by: kevL on September 30, 2013, 07:32:12 am
all good

:|_~
Title: Re: New Git Features!
Post by: mercy on October 03, 2013, 02:55:33 pm
OpenXCOM CORPSE BASKETBALL TOURNAMENT!!

All personnel must concentrate on this immediately!! :DDD


Quote
Carlos Failde, Wed Oct 2 19:28:30 2013
Set unit position when corpse thrown

so if a unit throws an unconscious comrade to a medic, the medic can do
her job and the player doesn't get a "there's no one there" message.
Title: Re: New Git Features!
Post by: kevL on October 03, 2013, 05:22:56 pm
that made my day  :D

here's a quick one back..
Title: Re: New Git Features!
Post by: mercy on October 05, 2013, 11:50:38 am
Quote
Warboy, Fri Oct 4 22:34:25 2013
fix some AI related things.

add a "finalAction" bool instead of artificially deselecting units
- allows ambush actions to be interrupted by spotting new units
- makes aliens MUCH more likely to shoot at close range

Now that's what I like to read!! More deadly, more dangerous more behaving like a savage, human-hating, hungry berserker alien!
Title: Re: New Git Features!
Post by: kevL on October 09, 2013, 08:23:48 am
woohoo!!@

Twister 'mersenne' headed this way... !
Title: Re: New Git Features!
Post by: mercy on October 09, 2013, 01:25:23 pm
Quote
openxcom_git_master_2013_10_09_0945.zip (https://openxcom.org/git_builds/openxcom_git_master_2013_10_09_0945.zip) - built 2013-10-09 07:52Warboy, Wed Oct 9 09:44:01 2013
do some interesting things with psionics

- psi actions are "free" actions, like finding a fire point.
- psi actions supercede any other actions for that turn if they deem an
attack as "viable"
- psi actions are never carried out concurrently, they are always followed
by an action of some other type.
- prepare to be psi attacked a lot more.

WOW! Yeah, make aliens more tricky, sneaky bastards!! Thank You for the new AI, you did a SUPERB JOB!
Title: Re: New Git Features!
Post by: mercy on October 16, 2013, 09:41:40 am
Noticed separate sound effects and music volume sliders in Options. Awesome! Thank YOU!!
Title: Re: New Git Features!
Post by: mercy on January 09, 2014, 11:10:11 am
Quote
Warboy, Thu Jan 9 03:53:16 2014
some explosion tweakage

don't start any explosions at a frame above 0, instead, range the starting
frame between 0 and -4 (meaning a 4 frame delay) and layer the explosions
accordingly. distribution should be more or less equal between these frame
delays.

I like this a lot! Hopefully the game now will correctly drag the camera to each explosions and display them one after the other. Important to show the player the scale of destruction.