OpenXcom Forum

Modding => Work In Progress => Topic started by: The Reaver of Darkness on August 13, 2016, 05:30:34 am

Title: A Better Inventory Slot Layout
Post by: The Reaver of Darkness on August 13, 2016, 05:30:34 am
Am I the only one who would do this?


(https://i.imgur.com/hqW3WsQ.png)




A BETTER INVENTORY LAYOUT

I'm thinking there needs to be more 2x1 slots. There's plenty of 1x2 slots, and plenty of 2x1 objects. I'm trying to find a way to make the leg slots work as a 2x1 but it's difficult to squeeze them in.

Anyone have any ideas?
Title: Re: A Better Inventory Slot Layout
Post by: surt on August 13, 2016, 06:34:01 am
Personally I would get rid of the distinction altogether.
Treat 2x1 and 1x2 identically except rotate the object sprite when in the other slot type.
I don't see how it adds to the game, I just find it an annoyance.

X-Com hasn't discovered the technology of rotation yet?
Title: Re: A Better Inventory Slot Layout
Post by: Surrealistik on August 13, 2016, 07:26:11 am
Personally I would get rid of the distinction altogether.
Treat 2x1 and 1x2 identically except rotate the object sprite when in the other slot type.
I don't see how it adds to the game, I just find it an annoyance.

X-Com hasn't discovered the technology of rotation yet?

+1. Item rotation is really what's needed.
Title: Re: A Better Inventory Slot Layout
Post by: HelmetHair on August 13, 2016, 08:00:42 am
Quick draw and belt mods.

Together they simulate having a holster and a fanny pack.

So you get 3, 1x2s.
Title: Re: A Better Inventory Slot Layout
Post by: niculinux on August 17, 2016, 01:31:54 pm
I'd like a quick draw, like extended piratez, but it should be named QH (quick holster), placed at the left of the belt, as the mentioned mod, if possible :)
Title: Re: A Better Inventory Slot Layout
Post by: Zeno on August 18, 2016, 01:42:45 am
You're not the only one.
I'll make a new thread for this in releases, I just need to tweak the costs a bit more.
(https://i.imgur.com/uvoHbhk.png)

This mod is now released, get it here:
https://openxcom.org/forum/index.php/topic,4848.0.html (https://openxcom.org/forum/index.php/topic,4848.0.html)
Title: Re: A Better Inventory Slot Layout
Post by: HelmetHair on August 18, 2016, 02:36:15 am
Holy MOLY!

That is a ton of inventory space!

I both Like it and don't...

Is there a way to define inventory by armor? That is to say could we make different armors have different inventory slots?

gonna post in OXCE+ thread.
Title: Re: A Better Inventory Slot Layout
Post by: ivandogovich on August 18, 2016, 02:46:18 am
Holy MOLY!

That is a ton of inventory space!

I both Like it and don't...

Is there a way to define inventory by armor? That is to say could we make different armors have different inventory slots?

gonna post in OXCE+ thread.

XPiratez handles different armors and their capacities by adding Nulls that block out parts of the overall space.
Title: Re: A Better Inventory Slot Layout
Post by: HelmetHair on August 18, 2016, 03:22:06 am
I've not played too much of piratez.... I know I'm a slacker heathen or something.


So I'll load it up and take a look...

I'm assuming that it is functionally identical to what I am talking about, but has a different graphical effect.

Thanks IVAN!


-HH
Title: Re: A Better Inventory Slot Layout
Post by: REDACTED_KUN on August 18, 2016, 04:57:52 am
You're not the only one.
I'll make a new thread for this in releases, I just need to tweak the costs a bit more.
(https://i.imgur.com/uvoHbhk.png)
That looks nice!

Now you got Chest and Belt. :D
Title: Re: A Better Inventory Slot Layout
Post by: Zeno on August 18, 2016, 06:25:36 am
Holy MOLY!
That is a ton of inventory space!
I both Like it and don't...

That looks nice!
Now you got Chest and Belt. :D

Thanks.

You can find the release here:
https://openxcom.org/forum/index.php/topic,4848.0.html