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Messages - TheBigSot

Pages: [1] 2 3
1
Tools / Re: MAPVIEW upgrade
« on: April 09, 2015, 08:30:23 am »
Nice, thanks for all the feebbacks.

Davide and jackstraw2323 - I think what you guys need is something like a MapSet optimizer, something to do all the work and return you a cleaner pack of PCK and whatnots, I may work on that.

Hobbes -
A different ground color for lifts would also be useful
yea I was thinking about that some time ago, but I forgot, I may look into it.

issues when displaying outside walls like fences

Can you PM me the MCD and stuff, cuz what I use is the LOFT info, and I would like to see it to figure out what is it, probably the issue is that thoes are "Tall fence" so they contain no "air", but still would like to make sure thats the case, I attached an image of how I figured out a Cultiva fence using Volutar's tool

2
Tools / Re: MAPVIEW upgrade
« on: April 04, 2015, 07:58:19 pm »
I think most of the bugs are solved now, I'll probably will work on import and maintenance wizards of path and related things.

3
Tools / Re: MAPVIEW upgrade
« on: April 04, 2015, 03:19:04 am »
Finally a new version, I lost track of all the changes, but they are mostly GUI improvements like
  * The auto-zoom
  * Tabbed Top and Route views.
  * Some tool tip and labels change in the route view.

Hope you guys like it.

4
Tools / Re: MAPVIEW upgrade
« on: March 24, 2015, 01:27:00 pm »
Thanks

5
Tools / Re: Visualize Research Tree
« on: March 22, 2015, 09:05:34 am »
Hi, here is a new version with a better error message. I hope you guys find this useful, and if you guys got any other problem let me know and also I would recommend to compare what you made with the original files.

6
Tools / Re: Visualize Research Tree
« on: March 22, 2015, 08:51:31 am »
Hi there.

try using

Code: [Select]
  - name: STR_SENTINEL
    category: STR_CRAFT
    requires:
      - STR_SENTINEL_INTERCEPTOR
    space: 26
    time: 8000
    cost: 425000
    requiredItems:
      STR_ALIEN_ALLOYS: 35
      STR_UFO_NAVIGATION: 1
    listOrder: 3230

It appears that " - " doesnt go with value list Item, anyways I'll add a warning

7
Tools / Re: MAPVIEW upgrade
« on: March 20, 2015, 03:10:33 am »
any alien with a 'scout' or 'start outside UFO' flag is only placed on routes with 0 rank, right? If there are routes with other ranks (Soldier, Navigator, etc.) those are simply ignored, and the aliens are placed randomly on rank 0 nodes, despite of their actual rank.

This is so good to know, if found this codes:
      if (outside)
         node = _save->getSpawnNode(0, unit); https:// when alien is instructed to spawn outside, we only look for node 0 spawnpoints
      else
         node = _save->getSpawnNode(Node::nodeRank[alienRank], unit);

On https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGenerator.cpp#L931L934

Which basically confirms what you are saying, I may then add a button tool to set all nodes to 0 alienRank, so all nodes can spawn (if other parameters are correct)

8
Tools / Re: MAPVIEW upgrade
« on: March 20, 2015, 02:48:55 am »
can confirm, and it is.
basically if an alien patrols to one of these nodes, it will then, as part of the patrol routine, start targeting base facility modules whose MCD has the "baseModule" flag.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L494

Good, I will update MapView to include this.

But in other note, I noticed that the code to shoot to base module is HardCoded to always look in the second floor, and not in the floor of the current unit.

https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L510
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L514

...Position(i, j, 1)...

Thank you for your time


9
Tools / Re: MAPVIEW upgrade
« on: March 11, 2015, 06:54:08 am »
Hi people, I haven't had time to continue working here, but hopefully I'll have some time in the weekend.

Some minor improvements, including better topview corners and capacity to set routes to dif height in UFO, to eliminate a problem with basement UFO levels
Be sure to download the latest version on the end of the page 8
https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=13340

Something like the attached maybe?
'https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=12954;image' from jackStraw
Last time I was coding the infrastructure, changing it to be able to make this mockup

Maybe I'll have time to finish that and review what else is in here, I also was adding the capacity to zoom in and out of the preview window (that looked kool, but I have to remember to be able to zoom in with the scrollbar!).

I wish i could find something to fix my problem with custom maps and the textures.
You can send me a PM if you need something, maybe I can help.

I also added a small bar in the routeView to be able to see how likely a alien is to spawn, move or rank (not really sure what it does, I changed its name to "Importance")

I'll give you guys a teaser

10
Tools / Re: MAPVIEW upgrade
« on: February 24, 2015, 03:40:36 am »
Have you seen this page? https://openxcommods.weebly.com/mapview.html

I hope to be able to replace the GUI of the 3rd and next images, with a more wizard like window.
But I'll probably will keep the old option windows for backward compatibility.

We'll see

11
Tools / Re: MAPVIEW upgrade
« on: February 24, 2015, 03:35:36 am »
Because Mapview only knows UFO Path and ONLY! lists the default maps.
This is Bullshit! Just read the complete fucking directories...
MAPS, ROUTES and TERRAIN. So that all maps can pop up.

Hey, take it easy there, this is one good tool and we are making it a great tool, but it takes time and patience.

Also remember that there is a huge weird mapping of the files, that is stored separated from the actual files,
but the good news is that I'm sure we can tackle all those issues somewhere in the near future.
:D

12
Tools / Re: MAPVIEW upgrade
« on: February 23, 2015, 02:10:47 pm »
Some minor improvements, including better topview corners and capacity to set routes to dif height in UFO, to eliminate a problem with basement UFO levels

13
Tools / Re: Visualize Research Tree
« on: February 23, 2015, 01:51:22 pm »
Yea the Diagram looks nice.

I added costs to the Ruleset View, I may add some other changes later.

The average cost per hour for an engineer is set to '34.72'

GL HF

14
Tools / Re: Visualize Research Tree
« on: February 20, 2015, 05:47:19 am »
Hope this helps. It runs on framework 3.5

15
Tools / Re: MAPVIEW upgrade
« on: February 19, 2015, 12:07:24 am »
Hi, Im using loft information, but not all loft (ex: Some corners) are identified as the correct object shape, maybe later i'll add other loft combinations,

Im not sure woot thoes flag(big wall, or some others) do or represent, since they are edited in ur tool, got lil experience on them
Maybe ill check the mcd info later

Happy coding

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