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Messages - Daiky

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526
Offtopic / Re: Daiky's x-com project
« on: May 03, 2011, 02:03:25 pm »
"Voxels are the future of games" :)

527
Programming / Re: Battlescape development
« on: April 30, 2011, 08:54:47 pm »
Good find Yankes, I was a bit lazy at testing :)

Next build they are fixed.

- Aiming to self results in aiming on the floor (as in original).
- Fixed gaining health bug. (Yankes)

528
Programming / Re: Battlescape development
« on: April 30, 2011, 07:43:09 pm »
- Introducing: ActionMenuItem.
- Add weapon accuracies to RuleItem.
- Fix in the battlescape warnings.
- Fix in the weapon sprite position when firing. (bug found by Volutar)
- Fix big ufo doors opening.
- Ufo doors close at end of turn.
- Implemented autoshot.
- Updated CodeBlocks project file.
- Minor warnings fixed.

The menu colors needs tweaking to get it right. whelp! supsuper?  ???
(autoshot and snapshot I already swapped)

529
Suggestions / Re: Battlescape Resolutions
« on: April 22, 2011, 10:36:07 pm »
Ok, I get it now.

I always use the playstation music in openxcom, just put the mp3s  in the music folder and name them properly.

The music is copyrighted, although xcomufo.com is hosting it already for download, so don't bother uploading them ;)


edit: I removed the direct link to the page, just search and you will find.

530
Suggestions / Re: Battlescape Resolutions
« on: April 22, 2011, 11:03:13 am »
I would like one change: The ability to see soldier stats when equipping a craft and the ability to equip a craft while examining the soldier stats. This is a design flaw in my opinion and it makes no sense not to combine those two screens.
I guess you mean "when equipping a soldier", and not "when equipping a craft" ?

531
Programming / Re: Battlescape development
« on: April 17, 2011, 12:58:42 am »
looks like development extremly slowed down.. nuff said
looks like you don't contribute anything but only negative comments.. nuff said

btw. I just pushed another code change (the visible units buttons), that while I was having appointments with my family and people for renovating my new house, gardening, cooking, having a very demanding job I still do my best to do something for openxcom every day. Research or coding or being on IRC.

532
Programming / Re: Battlescape development
« on: April 12, 2011, 03:15:20 pm »
I think 0.3 is a big step for the battlescape. Probably the only other big piece missing from the battlescape is the AI.

What about 2x2 units? Won't it require many changes to pathfinding? Or will it be simple?

Not "many" changes, pathfinding for 2x2 units is like pathfinding for 4 units in parallel, the first unit is the master, the other 3 are dummy units.  The master does a step in a certain direction, if the step succeeds, the other 3 units try a step in the same direction, if one of them fails, the step is marked as failed and we try in another direction.

533
Programming / Re: Battlescape development
« on: April 12, 2011, 01:34:39 pm »
The action menu is probably my next little project. (the menu that pops up when you click a weapon).
SupSuper agreed to work on the Soldier Equip screen.
And I will implement the throwing trajectory in the mean time.

When that's done, 0.3 probably will be finished.

I think 0.3 is a big step for the battlescape. Probably the only other big piece missing from the battlescape is the AI.

534
Programming / Re: Battlescape development
« on: April 12, 2011, 11:38:23 am »
working on:
- the red visible enemy units icons on the right side of the screen
- the red battlescape error message "not enough time units, etc"

The work behind the scenes for these features was already done, so it's a logical step to finish it off now.

535
Suggestions / Re: The $ currency country language idea
« on: April 03, 2011, 11:03:58 am »
I don't see the added value of doing that either.

And if you want to contribute a

536
Programming / Re: Battlescape development
« on: March 24, 2011, 11:10:01 pm »
You'll have to see the word "Alien" as "foreigner/stranger/outsider". Or in other words a non-x-com-employee.
Then you see that a civilian also falls under this term :)

537
Offtopic / Re: Xenowar
« on: March 24, 2011, 01:27:14 pm »
For a programmer that does the art-work on the side, it is not looking that bad.
And low poly/detail models probably work better on mobile devices too.

538
Programming / Re: Battlescape development
« on: March 22, 2011, 12:08:39 am »
I am still lurking watching your working, coming along really well mate super job!!

Thank you.

Meanwhile I'm on a business trip for work. But at the hotel we have internet, so I can still push stuff I have been working on :)

- Added the basic "unit dies" logic (from direct hit or explosion).
So, units can be hit, but it's just the weapon damage -  front armor which gets subtracted from their HP at the moment. If health reaches 0, the unit dies with appropriate scream sound and animation. The unit however then disappears...

- Turning and walking consume the right amount of timeunits.
I think this one is pretty much finished. I probably need to add the energy functionality next.

- The "end turn" button: add basic end-of-turn logic.
The button will, if in debug mode, allow you to play with the aliens, otherwise it just replenishes your timeunits.

- Added debug mode "d" which reveals map and allows to play alien side.

539
Suggestions / Re: The weapon upgrade idea.
« on: March 18, 2011, 12:29:19 pm »
I like the idea of differently colored smoke for different types of smoke, because it could possibly be done with palette shifting :)

540
Programming / Re: Git and Eclipse
« on: March 15, 2011, 10:54:23 am »
I also use Eclipse from time to time for openxcom, but only when I have a lot of editing to do. For example when I'm doing an update of all the in-code documentation. I installed the doxygen plugin for eclipse which is really neat, because it directly shows you the list of missing documentation inside the IDE.

But for the sourcecode control I use tortoiseGit. It is not hard to set up, if you follow the instructions.
And for compiling, running and debugging code I still prefer Visual Studio.

Since tortoiseGit gets the job done, and since I'm used to work with tortoiseSVN+Eclipse at my job everyday, I never felt the need for integrating both into one.

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