OpenXcom Forum
OpenXcom => Suggestions => Topic started by: shinr on May 29, 2014, 08:03:53 pm
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Can we have at least an option to have faster hitting animations like in these videos:
https://youtu.be/wWAqS11_mOE?t=8s (UFO)
https://youtu.be/TFjkZvRF8zY?t=48s (TFTD)
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Increase projectile animation slider to max? Is that not enough for you?
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No, It is not enough;
Lets take a official test video taken last month: https://youtu.be/zGwk5ws21sU?t=49s
At max fire speed, it still takes more than a half second to go through the Hit/Impact animation (and none of the recent nightly builds made it any faster), significantly slower than in the videos I linked earlier, where the hit animation barely takes a fraction of a second.
Sure, the difference in time may not seem that significant, but it adds up, and after years of playing X-COM through DosBox and Extender OpenXcom feels sluggish just because of the hit animations.
EDIT: Lets an earlier official test video: https://youtu.be/UzOfHLDWa40?t=53s
The FPS limit is uncapped for demonstration purposes and everything in Battlescape that scales with CPU speed is ridiculously and unpractically fast. Everything except the projectile hit animations, and they stick out like a sore thumb, and that cannot be changed neither in the in-game options nor in options.cfg.
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Maybe The OpenGL filters makes game lag for you. Did you try using original filter or without filters? its much faster! I think it because my crappy laptop just can't handle openGL. :'( Let me know if no filter works for you. For me it really fast.
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Didn't use filters in the first place, and my desktop is an i5-3570 CPU, 3.40Ghz, 8GB, GTX560 GPU.
EDIT: It is 2 AM over here, so I'm signing-off.
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you can actually set this on a per-item basis in the ruleset by adding an explosionSpeed field to the clip. higher numbers are faster and it will accept anything from -5 to 5 (in theory you can go lower but i wouldn't recommend it)
i hope that's enough customization to suit your needs :)
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Thank You, explosionSpeed: 2 is just what I needed.
EDIT: explosionSpeed doesn't seem to work on the actual explosions (the skull-shaped ones), but that is fine, since their current set speed emphasizes the stuff blowing up.