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Messages - goldnux

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Open Feedback / Re: Lobstermen claws are harmless?
« on: September 11, 2016, 10:34:39 pm »
OK, thanks. That feels a bit cheesy, since I know they could shoot me in the face and be far more lethal. Or they could even target the weak part of my armor. Maybe the sneaky AI does that? Well, I probably shouldn't complain about any advantage I can get over lobstermen. =P

As for the bio-drones, according to ufopaedia they have a melee accuracy of 0, which would explain why the civilians were a match for them... is that the same in openxcom?

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Open Feedback / Lobstermen claws are harmless?
« on: September 11, 2016, 08:43:40 am »
I think this is a bug, but since I never played the original tftd I just wanted to confirm that this is abnormal before going to the bug tracker.

So, my guys have flying armor (not sure if that matters), and they seem impervious to lobster claws... usually. Especially on terror missions, the claws just seem harmless. They can do 4 or 5 strikes and my guys are completely unharmed. Although I've lost at least one guy to it on a uso mission. I've also seen bio drones struggle to kill civilians with their melee attack...

As an aside, is it just me or is tftd's armor far better than ufo defense's? In UFO defense my guys were still getting one-shot all the time with power / flying armor, but that hasn't been the case in tftd.

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Builds & Ports / Re: Porting to DS
« on: August 27, 2013, 06:34:38 pm »
whole ram cant 8-bit writes? or only part of it? is memcpy forbidden on DS?
I dont see this as blocking problem, its lot less than limitation of 128-bit writes/reads by SSE2 intrinsic :)
Only place in OpenXcom where 8-bit is require is graphic that in most cases handled by my code.
If I know all limitation maybe I could find some solution that could work around this.
Just the ram expansion doesn't seem to do 8-bit writes properly. So that's 4 megabytes of normal ram, and 16 megabytes which don't do 8-bit writes. This still may not be enough ram without reworking how things are loaded. My life's about to get pretty busy with university and whatnot, so I don't want to spend more time on this.

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Builds & Ports / Re: Porting to DS
« on: August 27, 2013, 12:12:47 am »
I should have replied earlier, but I don't think will go anywhere. The ram expansion seems to be limited in that it doesn't support 8-bit writes, that might be screwing things up. And I'm not really interested in reworking memory allocation and all that. I've still got the code if anyone is interested, but it's probably more trouble than it's worth.

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Builds & Ports / Re: Porting to DS
« on: July 29, 2013, 06:25:55 am »
If you're not experienced with c++ there's probably not so much you can help with. The DS can be a fun platform to work with, but porting a game to a handheld with such limited resources can be complicated. Thanks though.

Anyway... I've compiled an executable. I did disable the opengl stuff when compiling in ds mode. It displays the "loading..." text on the top screen, though it's extremely squished and unreadable. But there's output on the other screen. Here's what I've got so far:

Code: [Select]
NDS_SetVideoMode
Setting mode 640x4000 (ndsmode 4)
Loading...
Loading ruleset...
std::bad_alloc

bad_alloc means it ran out of memory. The ds has a measly 4 megabytes of memory, and the executable itself has to fit in there. I knew this would be a problem, which is why I compiled everything with the -Os flag (optimize for size). I have an ez-flash 3in1 with 16 extra megabytes of ram, which might be enough. Though I haven't figured out yet how to use this extra memory with malloc() and new.

Oh, and I checked the memory used by openxcom on my computer. 20 megabytes in the main menu. Basically, if this does work, it will probably require the ram expansion.

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Builds & Ports / Re: Porting to DS
« on: July 28, 2013, 01:13:05 am »
Even if this can compile on the DS, it probably wouldn't run at a decent speed, at least not without some work. That said, I've been trying to do this today. So far I've only compiled individual files. Right now my main problem is the lack of openGL, as such. I'm wondering if there's a switch to make it use all SDL instead of openGL?

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