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Messages - j6cubic

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Suggestions / Temporarily disable mouse lock
« on: May 05, 2014, 08:28:46 pm »
I usually play at a resolution of 960x600, windowed. I do so because I like the game not covering the entire screen (which for space reasons has to be closer to me than I'd like). Unfortunately, the window has a tendency to start in a position I don't want it in so every OpenXcom session starts with me going to the settings, disabling mouse lock, moving the windows and then re-entering the settings and re-enabling mouselock.

It would be great if there was a key combination (or maybe just a single key) which would disable mouse lock while it's pressed. Then I could start OpenXcom, hold Ctrl+Alt (or whatever the combo is) and move the window. That would take some of the hassle out of using mouselocked windowed mode.

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Open Feedback / Re: 0.5 in 2012?
« on: September 11, 2012, 08:25:39 pm »
Unfortunately, I don't see a way to fit my thesis (which focuses on using AI to drive long-term actions) into the Battlescape (which is short-term by definition). Now, if we made Battlescape missions longer, say 2.000 to 4.000 turns each, so that each mission can have its own individual storyline, then I could see how I can fit that in... But I don't think it would work particularly well.

(And no, I don't think that running an HTN planner for every step of the battle would be particularly fun. There's a reason why most video games stick with regular scripts.)

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Open Feedback / Re: 0.5 in 2012?
« on: September 11, 2012, 08:02:59 am »
My thesis will most likely be on the subject of whether traditional AI methods (usually deemed too slow for use in video games) can be used to generate a basic dynamic plot by only being invoked very infrequently to determine basic policy, with normal scripts doing the heavy lifting. Since I suck at formal analysis I will probably take the "implement it and throw statistics at your measurements until it looks like science" approach.

Of course that means I need a game to add AI to and that game needs to be open source (or at least easily moddable). And I need to figure out how to make it behave interestingly with AI methods. Even though I never got along with Python (it's the language I would love to like) OpenXcom's Geoscape AI might be a good candidate. I'd have to discuss it with my prof, though.

But the important reason for scriptable AI is, of course, because modding is fun. :D

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Open Feedback / Re: 0.5 in 2012?
« on: September 09, 2012, 02:47:17 pm »
Wasn't there a plan to add scripting to OpenXcom? This seems like the perfect place for it. If the aliens' Geoscape AI is implemented as a script then the default ruleset could come with one that just replicates the original game's lookup tables while custom rulesets could use arbitrarily complex implementations – all the way up to "real AI" techniques like HTN planners and the like.

(Come to think of it, this would be very relevant to my thesis paper...)

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Suggestions / Re: Make OpenXcom easier to use than original UFO!
« on: December 18, 2010, 12:38:35 am »
Well I was thinking hover to see the details and click to load/save, to keep it consistent with the original. It's nothing final, but I like having fun conceptualizing too. Maybe add a save thumbnail and some other touches... ;)
Note that some people are already playing OpenXcom on touchscreen devices (e.g. the Dingoo). Hovering doesn't work on touch devices so there should be an alternate codepath for touch devices or an option to toggle what a click does.

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Programming / Re: Compiling OpenXCOM on Mac OS X
« on: October 18, 2010, 02:52:18 pm »
I can't get the OS X build to run. It attempts to use /Users/vazub/Library/Frameworks/SDL_gfx.framework/Versions/A/SDL_gfx instead of the version inside the bundle. You might want to check your project file.

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