OpenXcom Forum
OpenXcom => Suggestions => Topic started by: Daiky on January 13, 2012, 11:47:37 am
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I always found it curious how explosions are confined to one level. I'm suggesting (to myself) making an option that the explosion affects a sphere-shaped area. Also for smoke grenades (smoke being blocked by floors and ceilings of course). Incendiary probably has not a lot of spreading upwards, as it is more affected by gravity, so I'm leaving that as it is.
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What about creating creaters in ground? :D But that probably would require much additional work (like negative levels).
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I strongly agree that explosions should be multi-leveled. Negative level(i.e underground level) is a must, especially for Alien Grenade.
However, we must teach our operative how to climb out from the hole ::)
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Personally I shouldn't even make it optional... but seeing it as a "bug" fix.
Negative ground level is something that can be more or less be supported. It's more a matter of remaking all maps, moving everything up one level and filling level 0 with ground.
But as hsbckb said, it will create 1-man deep craters with vertical walls you can never get out once you fall in :p
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I was thinking the same thing the other day :)
I would call this a bug fix ;D
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But as hsbckb said, it will create 1-man deep craters with vertical walls you can never get out once you fall in :p
No problem, just equip your soldier with "portable ladder" ;)
But really, what about creating craters with diagonal walls? Like in mountains or dunes.
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real craters with diagonal walls? I don't know, what if two craters overlap eachother and then still have to create very smooth edges... my brain hurts just thinking about it.
Just let the scripting fans code such terrain deformation algorithms in lua or python :p
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Actually, negative level exist in game. In desert area, there are sand dune with surface at level 3 or 4. We can activate a grenade there to see how the original game handle this situation.
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Even more interesting to simulate explosion wave. And explosion will not be always round, but will follow geometry of the map.
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I don't know what you mean with explosion wave? Initial blast is round, but it's path can be blocked by objects (they have a HE block modifier) but that's already implemented and working.
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Actually explosions are multileveled, but implemented weirdly. Anyways explosion wave shouldn't be "spherical" just because of 3d proportion. Level height is 24 and tile size is 16. So it should be slightly "squeezed" vertically. But I think it should be squeezed even more. Probably variable value.
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I mean spreading and reflection of blast waves. If grenade explodes in closed room, then explosion pressure on walls and objects inside room will be higher than in open air. Explosion in a corridor will spread farther, e.t.c. Something similar I saw in Dungeon Crawl Stone Soup for aoe spells.
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Does openX only support 4 levels or can we go higher ?
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It should be unlimited
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Sweet
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OK i have moved all the terrain up to level 4 (allowing 3 levels of dirt under street level) for the URBAN mapblocks. Downside is i had to import DIRT from another block set ( alien base ) which means i cant test it until a update is done so it knows what block is needs ( last time i tried i added a fridge but got a door in game).
I will make a Upload of this later so someone can do the desired code so Dalky SupSUpers can continue his current work ( Sorry i cant do it as im to stupid to program anything ::) ).
these URBAN maps are located here ( besides being 3 levels up they should be identical to the originals)
https://www.mediafire.com/?3tztbkhpbofav7t
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someone can do the desired code
What code do you mean excactly?
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Probably for creating craters ;)
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Sorry it Supsuper work with the rulesets i am waiting on , my bad ???
"Yep, same issue. It's in the rulesets defined which tilesets to load... I could provide you with an openxcom version with externalized rulesets, but that would not be fair, me taking away SupSuper's work :p"
Honestly Im not really interested in the craters , i am however interested in multi levels and new maps ( however collapsing buildings when you take out to many walls would be sweet). I only supplied a example map with dirt in case someone really wanted to start the craters as i was going to move the maps up a few levels anyway for my own plans. I am planning a new map type to be the top level of a alien base ( making them 2 part missions) disguised as a human town but swarming with Gang Members ( when i get there graphics looking correct)
Just a warning to anyone using my download , i forgot to move the spawn points on those maps so you will need to either do it yourself OR wait until my next upload, sorry about that ::)
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OK , i have correct the Nodes in Urban maps and a few other wrong tiles, i will either upload these tomorrow or next weekend. I have also Downloaded some Rotated ORIGINAL maps that where from the AREA51 Site https://area51.xcomufo.com/ I will do the same thing with these over the next week or so before Add any Basements to them for my own use. I Really want a large number of Urban map blocks because you do the same mission every month ( this is also why all my sprite Mods refer to Terror Missions.
Please Note : Any future mention of these maps will be added into my " After Version 1.0 " Topic to keep all my Ramblings together :P