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Messages - Finnik

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1
XPiratez / Re: Tribute song
« on: November 18, 2024, 06:52:27 pm »
Wow, the music was generated with AI, great!

2
More Forks / Re: OXCE Lua/Vulkan
« on: November 12, 2024, 05:31:20 pm »
That's a theory, but how as a modder (read - game designer) that would help me? There should be super smart logic for procedural generation, if we do not use map blocks to generate battlescape map. I can't imagine any modder develop such a model, no matter if it would be Lua, C++, Pascal or whatever.
The only way I can imagine mapbgeneration can be fundamentally improved is what was done for XCOM 2 map generation with plots and parcels. I imagine, some sort of map block relation could be potentially implemented. Say, currently setting up something like road with parking attached to it is not trivial - you have to make complicated mapscrit with check, remove and then add commands to change original road tile to connect it with parking. I imagine there could be a more handy map generation process, but I can't see how Lua can help here, sorry. Am I wrong?

3
More Forks / Re: OXCE Lua/Vulkan
« on: November 11, 2024, 02:00:56 pm »
Quote
Procedural Terrain Generation: Modders can define their own terrain elements and structures, potentially enabling procedural terrain for dynamic mission environments.
How?

4
From the Ashes / Re: FtA game engine
« on: November 04, 2024, 12:54:29 pm »
Making a change here: https://github.com/723Studio/OpenXcom_FTA/blob/fta/src/Engine/Options.cpp#L563
(and maybe here?: https://github.com/723Studio/OpenXcom_FTA/blob/fta/src/Engine/Options.cpp#L903)
should be enough.

Thanks for the hint. I made a quite simple and brutal change, as I do not expect any other FTA-compatible master mods to appear any soon =)

5
From the Ashes / Re: FtA game engine
« on: November 03, 2024, 11:28:32 pm »


Thank you so much for your kind words!
My primary goal is to make a sequel to the original game in a way I see it (not in the form of TFTD, that is basically a reskin) with fresh gameplay experience and new mechanics. At this point, I don't see any other goal or priorities.

Remember to disable loading of OXCE mods (using reporting of engine types).


Oh, yes! I also tried to make so that FtA mastermod would load by default instead of vanilla or the last active mod. But I had not figured out how to do that =(

6
From the Ashes / Re: FtA game engine
« on: November 03, 2024, 04:30:21 pm »
Eh, after much deliberation, I've come to the point where I've given up on backwards compatibility with OXCE. Before version 1.3.8, almost all exclusive features were hidden behind the `ftaGame: true` mod property. By turning it off, you could play an OXCE mod (and vanilla) and expect generally similar behavior to OXCE except for just a couple of things. However, some interesting features are available with the property turned off, as they are minimally invasive and in general could even be part of OXCE. Turning the property on opens Pandora's box, normal mods won't work without adaptation. Of course, the FtA mod itself has this property enabled.
However, supporting backwards compatibility costs a lot from an engine development perspective - some simple features become much more complicated if I need to maintain the original logic. I've never positioned my engine as a universal platform (like OXCE or BOXCE), as my priority is to develop my game. Considering that over the years of development my fork has not received any interest from the modding community (most likely - quite deservedly so), I decided to completely abandon backwards compatibility. This way, the FtA engine will work correctly with FtA mods and potencial FtA-oriented sub-mods. I don't think anyone will have a problem with this. However, if you have a different opinion - I will be as always glad to get feedback. I'm especially interested in the opinion of representatives of OXC and its forks development community and your point of view on my solution, taking into account your background.

7
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: October 06, 2024, 11:11:07 pm »
Don't you know what can push items in the inventory on battlescape start other than void InventoryState::onAutoequip(Action *)? I disabled it, but somehow from time to time the game decides to push some items into soldier UI by its own will

8
Work In Progress / Re: [WIP]X-Mars
« on: October 02, 2024, 01:54:46 pm »
Looking forward to play your mod, your skills are fantastic!

9
OXCE Bugs FIXED / [FIXED] Amiga thinking divide by 0 base unit TU
« on: September 30, 2024, 05:54:06 pm »
Found a potential crash for feature https://github.com/723Studio/OpenXcom_FTA/commit/4e88674019846454586011a8ccf7179edac782f0

total += bu->reselectAllowed() ? bu->getTimeUnits() * 100 / bu->getBaseStats()->tu : 0;

Some units that act like a furniture for player to kill (like I have it, as I don't like specific tile destruction mechanic in vanilla) might have tu: 0 in their ruleset, that produces a crash, as there is no checks for it.

10
OXCE Suggestions DONE / Re: [Suggestion] Power bonus for gun, not clip.
« on: September 27, 2024, 08:25:15 am »
The good solution here is using y-scripts. I have 2 guns using same ammo, but one of those gun has greater power due to its longer barrel. Can be done with hitUnit script hook

11
More Forks / Re: [Documentation] [Feedback] Map Editor
« on: September 14, 2024, 03:37:37 pm »
D you have a stable source code version? I'm facing multiple errors trying to compile it by my own using VS 2019  :'(

12
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: July 26, 2024, 09:57:36 am »
Those are interesting maps, but what are you going to do with ufopedia craft art?

13
From the Ashes / Re: Suggestions
« on: July 20, 2024, 12:21:00 pm »
Suggest this option:
1. Interrogate some alien navigator and get the code from hieroglyphs.
2. During the battle, enter this code into the terminal and receive 10% of the secret map. If do not enter, or enter incorrectly, the data on the terminal is destroyed.
3. When 100% of this map is collected, a secret alien base opens, where find (if win, of course) something special, not found anywhere else in the game.
Probably extremely difficult to implement...

The most difficult part would be the UI, as currently nothing like that is presented in the engine. OXC is not a generic engine like Unity or UE or Godot, where you can through stuff into the game pretty easily. Can you describe that terminal UI with alien symbols more precisely? Some scratch or scheme would be the best option.

Also, I found myself a bit confused, when I design some special encounters with "something special, not found anywhere else in the game" and when it's all done, having troubles of inventing, what exactly this special reward would be.

14
From the Ashes / Re: From the Ashes - initial release!
« on: July 20, 2024, 12:14:17 pm »
What should you do in a mission with crop circles? I found some clearing with three puddles, something banged there as we approached, like a smoke grenade. He killed everyone, but the mission never ends, and every few turns there are reinforcements in the form of special forces from the “men in black”.

You should abort the mission, since the artifact exploded and there is nothing to recover. In the next release, I will add more activities for that mission to gather those blue liquid samples.

15
From the Ashes / Re: From the Ashes - initial release!
« on: May 04, 2024, 05:00:12 pm »
Yes, it's is configured in rulesets. Look for vars.rul

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