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Messages - Zyxpsilon

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1
Fan-Stuff / Re: Hi-Resolution Interface & Sprites...
« on: March 18, 2011, 02:47:40 am »
So DaiShiva, anything new about XCView?

2
Offtopic / Re: How x-com 3d should look like
« on: March 18, 2011, 02:38:28 am »
I agree... the texturing or shadowing effects are beside the point (in that short demo) while our usual "Boxy" cursor is distinctive to the isometric perspective. There isn't any reason to replace it even if the engine were to be based on free-camera controls.
Going from sprite frames sequencing to full 3D_modeling assets requires extra stack (Poly-Counts) but definitely enhances realism.
Any Hi-res X-Com *must* at least use recent HD capacity if only to mark a sharp twist from Low-Res to highest possible quality GDI.

3
Offtopic / LSN
« on: February 23, 2011, 08:57:10 am »
Anyone here knows what happened exactly with the LSN server and if so, do i now own a useless product without the campaign missions?

4
Suggestions / Re: Cloud Saving
« on: February 23, 2011, 08:46:56 am »
Broken link, i know... anyone wants it for real here? https://pocket-ufo.en.softonic.com/pocketpc/download#pathbar

5
Suggestions / Re: Cloud Saving
« on: February 19, 2011, 07:58:31 am »
IIRC, SMKSoftware.ru's https://www.freewarepocketpc.net/ppc-download-pocket-ufo-v1-26.html for Windows Mobile Phones should be compatible with Android port if anything.

6
Fan-Stuff / Re: Hi-Resolution Interface & Sprites...
« on: February 17, 2011, 09:50:05 pm »
Speaking of Fonts...

Shouldn't they be considered for some tuning as well, since a few letters aren't exactly "readable" at times (G vs C, etc)?

I don't mind keeping the approximate "Pixel_cornerings" effect (cuz it basicly identifies the stock X-Com titles design), but since they are somehow limited in numbers, we could add some extra characters slots (above the current 33_160 ASCII range that is) and use those for additional features to text fields. Units tags, swift mini_icons, slick but indirect "Animated gifs", maybe some Dingbats thrown in if obvious.
Even a sort of indirect TTF function could be integrated to allow for much more Interface control.
Re-sizing assets is one thing, having a coherent "product" another.
Thus, more smooth Fonts.

7
Fan-Stuff / Re: Hi-Resolution Interface & Sprites...
« on: February 17, 2011, 08:30:53 am »
Alright then, good news -- do whatever you think might be necessary!

I always liked the TFTD GeoBord.SCR Globe/Arrows "feel"... so i've used XCView to reload some edited bmp, resaved as SCR.
Works just fine, too!

8
Fan-Stuff / Re: Hi-Resolution Interface & Sprites...
« on: February 17, 2011, 03:38:36 am »
Oh well... i just tried PCKView to loadup some SCR (etc) using the "Uncompressed Routine" and it does - except the files are off-shoot by 75% to the left-side corner, making any of them completely unusable. I suspect most others will react the same.
So, i'll stick with the very old XCView i have and perform a few edits afterward should i need to -- unless, the man wants to compile a new version.

Daishiva,
Btw, speaking of compiling new stuff;
Would it be tooooooo much work to try integrating *all* APOC related PCKs, MAPs (etc) as well while you'd be considering it?

The REST; Cuz, lemme tell you - if it were just me... there would be a highly complex new code_program which certainly could mix-match all three major core titles into a single hell_of_a_ride of absolute Ground_Oceanic_Inter-Dimensional X-Com gameplay fest with all Alien races at once in any five Mega-Primus city-maps, T'leth (Mexican Gulf) and_or Cydonia (On Mars) through options or by default.

I'd even risk a reference to the absolute master of squad_level TBS style... Laser_Squad_Nemesis (to be fair to Gollop genius consistant work). But this might have to wait for a Gaming Industry revolution that excludes the likes of EA, Activision or whomever else has been tracking the X-Com license for quick profits.

Now, *THAT'S* a project worth killing for.

9
Offtopic / Re: New sf theme
« on: February 16, 2011, 10:39:51 pm »
You can't really go that far if you only have a strict 256 range of paletted colors even by weird code switching acrobatics.
2011 and counting. We've got the technology, we've got the skills...
The will might be missing though.
Design is a choice after all.

10
Suggestions / Wishing for these...
« on: February 16, 2011, 10:29:29 pm »
Might as well provide my own comprehensive list of wishes for either the present or the future;

1) Step Zooming In & Out on the Battlescape. Pick any values you'd want.
2) NESW+ capacity to tilt at different angles (possibly down to 15 degrees gap).
3) Real shadows rather than "Square_box_like" Fog_of_War isometric tiling.
4) Break the freakish Palettes limit to at least allow for mix-match of any UFOD_TFTD_APOC assets & features.
5) Expand on Maps & Ships variety.

... only.  :P

11
Fan-Stuff / Re: Hi-Resolution Interface & Sprites...
« on: February 16, 2011, 05:02:33 pm »
XCView (as an indirect "Background Viewer" for some tricky versions) can load all of these files;
TFTD(BDY),
X-Com (SCR) + X-Com Large (PCK)...from UFOGRAPH folder + UFO (SPK),
8bit (BMP),
and allows to Save Palette Stripes & Bars, etc.

While PCKView simply can't for most.

PS; The only difference i could detect from your internal palettes (having the Suite source) is that index #255 has many variable values while it's always pure maximum white on "Regular" valid defaults. Thus, it could be the saving routine_function which introduces the "Green" flaws on (BASEBITS & some others) BMP result files.

12
Fan-Stuff / Re: Hi-Resolution Interface & Sprites...
« on: February 16, 2011, 03:50:38 am »
That solves most issues i've had since discovering this project and subsequently these forums.
Don't worry, i'll fix whatever you asked for and stay (as an active participant) here without overstepping any rational "limits" (own or driven by common sense from anyone!) of intervention.

Sorry about this whole mess but i *DO* have a long way to go to still "dream over" superb Hi-Res graphics (4X) for OX.. Okay?
Fact is.. TTS has some great stuff already to wet my appetite. That is until your probable formidable features see the light of days to come.

Any more technical details i'd wish to learn about, i'll simply keep track of your progress.

Gotcha!  :-\

13
Fan-Stuff / Re: Hi-Resolution Interface & Sprites...
« on: February 16, 2011, 02:57:56 am »
I suspect the binaries that are downloaded off of sourceforge are some old version that is not the latest. I will have to update those.

Everything needs to be updated, sure, but at the same time there is no motivation to work on it if noone is using it =)
It's alright... IIRC, the sourceforge files are only picked from the whole SLN folders (of XCSuite 1.0) but there's no executables (binaries) overthere. They might be old, you should know it's your code! :) (((Oooppps, found the BIN file too! Sorry.)))

Well... at least one (me!) instead of noone.   ;)
I suspect a few more people might eventually require something to work with... up to you. If anything BombBloke's BB_tact command_line bats (outputs GIFs only) could serve as temporary alternative for anyone willing enough.

So far, the actual brand new stuff you gave above is perfectly fine. I'd enjoy having XCView too but again, you decide.
Thanks a bunch anyway  8) as i really appreciate the time you took to re-compile the latest versions.

EDIT; I forgot to attach this zip of palettes for anyone to examine... since, it essentially provides easy (or useful) ways to "inspect" Interface assets & code functions effects directly on the Battlescape/Geoscape (for both UFOD & TFTD, btw) screens at runtime.

14
Suggestions / Re: The weapon upgrade idea.
« on: February 15, 2011, 11:07:52 pm »
Outch, just imagine the micman if a MOD were to double, triple, quadruple the available weaponry sets. Heck can you predict the height of the scrollbar in the usual SELL/BUY items screen?

As an option and within a perfectly wise and suitable MOD -- i guess anyone would somehow enjoy such complexity.
But it's not the soup, it's the bowl! ;)

If the OX engine can handle it i don't see why gameplay shouldn't benefit from such additional features. A couple of ruleset alterations, a few gimmicks here and there and you're good to go.
Be warned however, your regular 30+/- minutes Base Invasion might last twice as much and with high odds of mystery results.
Fun? Depends.

15
Fan-Stuff / Re: Hi-Resolution Interface & Sprites...
« on: February 15, 2011, 10:47:07 pm »
Dunno if you've actually read the exact opinions of the main coder for this tiny little jewel of a completely fresh RE_compiling of equivalent gameplay that OpenX-Com is... but there is Legality & then, there is Justice itself.

-- The original X-Com:UFO Defense title that i bought fair&square with cold hard ca$h back in July 1994 from a)Microprose as its distributor and b)Gollop_Mythos_Gang has -like every binary driven products ever sold- an EULA licensing gimmick attached.

-- Reading through this complex but pretty straight forward Legal text allows for specific usage & undeniable Rights that nobody on Earth can enforce, limit (expressively or otherwise), provide in different manners or terms, or deny (by DRM, spywaring, Ping looping at Networking levels, etc) anywhere on Earth no matter how hard they'd try.

-- As consumers we have the RIGHT to use & enjoy the products we purchased. It's a one way deal. I buy the Hot-Dog, i eat the Food. Somebody cooked it and was paid for the edible device. Offer/Demand.. Capitalist economy. The equation is a loop.

-- Comes Judge Dread and Lawyer X whom claims they can get a cut throat part of the proverbial pie(s). Only problem, the transaction has already been resolved for the good of two sides; Code boxed & code now runs on a PC. There's nothing in-between. Ziltch, nada, the void.

-- Art is a process... kept or sold.

They can all come and sue me. I paid already. A whole bunch for *some* Rights.

In the meantime, let us enjoy our creativity trips and if you claim we're being criminals for it, call the Police and send them right here to my door steps. I've got some news for the Cops, too.
Cuz, Honesty is a two-way street.

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