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Messages - TheQuinch

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OXCE Bugs / Re: Weird superspeed in Geoscape
« on: November 16, 2024, 09:15:57 pm »
Oh, that's the issue - I move the mouse at a regular speed, but then it will randomly just freak out for a second or two.

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: November 16, 2024, 04:22:07 am »
More options! MORE OPTIONS!! MOOOORE!!!

In other words, thanks! The new features are cool!

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OXCE Bugs / Weird superspeed in Geoscape
« on: November 16, 2024, 04:20:57 am »
I'm not sure what's the issue, but I've had a weird issue in Geoscape where scrolling the globe will sometimes just go completely haywire and the Earth will suddenly channel its inner pulsar. I initially thought it was something with my mouse, but now I'm not so sure. There's a screencap attachment for reference.

Edit: It also seems to reproduce with middle-mouse scrolling in battlescape.
Edit edit: I believe this was happening in the previous build as well.

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Thanks, appreciated!

5
Here's my take, FWIW;

From what I can tell, the only complaint seems to be that the alt key has been remapped from its previous role to a different mapping. So, while the functionality hasn't been actually removed, it ended up messing with the ingrained muscle memory for the function - and in twitch games and semi-repetitive strategies both, muscle memory is Kind Of A King. And since it's incredibly handy to for spotting enemies in visually noisy areas, for some players, it gets used a lot. Also, the switch from a single key to a two-key combo makes it more inconvenient, but that might just be me.

And as for the actual unit tagging feature itself, while I haven't really formed a definite opinion yet, I'm firmly in the "if you don't like it, don't use it" camp.

So, as far as I can tell, the simplest and least intrusive way of resolving this would be to map alt back to its default behaviour, and use ctrl-alt for the unit tagging.

Another option might be to merge both features and have alt highlight both unit directions as well as the marked units - at a quick look, it doesn't seem like they conflict with each other.

And finally, there might be the option of defining a hotkey for each option in settings, but that would probably mean implementation of modifier keys for keybinds, which may or may not be worth the trouble overall.

That's basically my view on the situation.

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I echo the general sentiment - I am always down for extra features {and the custom markers are pretty cool}, but any chance of remapping alt back to its default function and using ctrl-alt for the custom markers? Or, if it's possible, have both of them be remappable?

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I have no idea how implementable these would be, but can't hurt to suggest a couple of maybe-categories in the buy-sell menus.
Researchable: Items which can still be researched and produce results, whether they're one-offs or have getoneforfree still remaining. Probably best to ignore facility requirements or previously-required research.
Not researchable: The opposite of above - if you've gotten all you can out of researching this item, show it in this category.

Junk: Serving much like the Hidden category in the Buy menu, it might be useful to be able to flag specific items as vendor trash. Not quite sure how to work it from the UI perspective, since actually hiding items would case far more problems than it would solve. Possibly control-clicking an item changes its colour to purple to indicate it as flagged as junk?

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OXCE Suggestions Archive / [Suggestion] Save/Load craft crew members
« on: June 14, 2023, 11:10:39 pm »
I was wondering if it would be possible to extend the kind of functionality we have with saving craft equipment templates to assigning crew members via a template as well? It would be very handy to have the ability to quickly assign a particular squad with soldiers suited for a particular mission {or several, to help rotate out sanity etc.} rather than having to check stats and so on.

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