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Messages - Daiky

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571
Offtopic / Re: New sf theme
« on: February 12, 2011, 11:05:08 am »
Something that is even worse than the new lay-out: everytime I click something the page loads again and my browser hangs for about 30 seconds before the google ads are loaded and I can continue... the site is totally unworkable for me now  :(

572
Programming / Re: Battlescape development
« on: February 11, 2011, 01:28:10 pm »
Isn't it when I "push" my new stuff? :) gah... it will take a while to get use to git, after using CVS and SVN for 10 years :) And I still have to use CVS/SVN at work, so I can not just forget all about it :p I'll start posting diff files on the forum again :p

573
Programming / Re: Battlescape development
« on: February 11, 2011, 10:07:15 am »
Thanks!  :D
I hope to post a new video soon.
Featuring: Explosions, Fire and Smoke...  :o

574
Programming / Re: Item Transfer Development
« on: February 04, 2011, 10:30:07 am »
Make sure you talk to supsuper first, because as far as I know the Item class is going to be obsolete, and replaced by something in the style of ItemContainer. Because on geoscape each inventory item is not an instance of an object in contrary to the battlescape. So the name "Item" is confusing, because the object actually represents a stack of items.

I also have a question: when soldiers are on a craft, the Base object still has ownership of the soldiers. Will that be the same with items?

edit: I don't it matters that much who has the ownership over soldiers and items on a craft, but it seems logical to me they both work the same way.

I'm also curious what happens if items are in transfer and the origin or destination base is destroyed by aliens :) Especially if destination is destroyed, will the goods be returned to the base of origin? :)

575
Suggestions / Re: Battlescape walk animation
« on: February 02, 2011, 11:36:36 pm »
fixed in r265

576
Suggestions / Re: Some Battlescape things to be done
« on: February 02, 2011, 11:36:07 pm »
SVN r265:
- fixed walking animation.
- lighting and vision calculation reworked.
- right-click aborts walking.
- first unit is now selected at start instead of last one.
- units are properly shaded and properly chached.

So, I think that covers this todolist.

577
Programming / Re: Battlescape development
« on: February 02, 2011, 11:34:50 pm »
SVN r265:
- fixed walking animation.
- lighting and vision calculation reworked.
- right-click aborts walking.
- first unit is now selected at start instead of last one.
- units are properly shaded and properly cached.

578
Suggestions / Re: question about promotion
« on: February 02, 2011, 05:40:18 pm »
Hmm, I would certainly not just skip the automatic promotion code. To code a screen to do manual promotions probably takes as much time or maybe even more time than the automatic promotion (which is just a single procedure that does a few calculations based on combat experience and number of units available for promotion).

579
Programming / Re: Battlescape development
« on: February 01, 2011, 05:00:52 pm »
I decided to drop the light blocking idea for now, and do it like it was in the original x-com. I need to focus back on more gameplay stuff getting implemeted.

580
Programming / Re: Battlescape development
« on: January 30, 2011, 06:44:18 pm »
it would surprise me if you could move behind the back bits of a ufo wall in the original, because those walls are no walls, they are objects that are not walkable.


and the uneven shades at the front of the plane is again the data that is doing this :) each one of those objects have a light block value of 10. I now divide it by 2 already, so they have a light block value of 5.
There is 4 tiles between the front wall and the closest soldier. So the light hits the first object in the front wall with a power of 11 (15-4). The first object is nicely lit. Then it substracts 5, the second object is lit with a power of 6. Almost half as dark. And the nose of the plan only gets 1. Almost black.

The way I see it, if this specific issue is only present in the skyranger nose, it is kinda silly to code a special routine just for the skyranger nose... The data (in PLANE.MCD) can be modified to fix the issue. Remember that this lightblock data was added, but never used in game and therefore maybe not tested.

Below a screenshot with a fixed PLANE.MCD (I cheated : if (_name == "PLANE")   mcd.Light_Block = 0;) :p

Any suggestions? :)

581
Programming / Re: Battlescape development
« on: January 30, 2011, 04:51:02 pm »
This is how the night mission now looks at the start. The battlescape terrain is not completly blocking light, but also it isn't completly "transparent".

582
Suggestions / Re: Battlescape walk animation
« on: January 29, 2011, 04:23:47 pm »
Hey, nice analysis again, you are sure putting some effort in it.
I think I now will get the animation frames right as well as the head bobbing and the turn animation.
PS. a little error, the vertical torso shift is the other way around, because pixel coordinates start topleft, 1 pixel down is Y + 1 ;)

Quote
All what you need is to modify XCOM_0.PCK alittle -  exchange sprites 152 with 156, 153 with 157, 154 with 158 and 155 with 159.
I think you can do this by modifying the TAB file instead of the PCK file.

583
Fan-Stuff / Re: Models for openxcom, ufoai
« on: January 28, 2011, 12:30:56 pm »
Maybe in future, there will be openxcom 3d, which will use 3d models for battlescape.
Don't look at me. I abondoned it and moved on :p

In attachement the cinema4d model of the sectoid if anyone would be interested.

584
Suggestions / Re: Battlescape walk animation
« on: January 23, 2011, 06:47:03 pm »
fixed in r248

nice bug report by the way :) The better the bug report, the easier/faster to fix it. ;)

585
Builds & Ports / Re: Android Port
« on: January 23, 2011, 01:14:12 pm »
A pen would probably work better, but I'm guessing the screen only works with fingers? Anyway, it looks promising.

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