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Fan-Stuff / Re: YAML based Savegames = Win.
« on: October 17, 2011, 10:49:00 pm »
I am wondering whether it goes beyond 255 in OpenXcom
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For example, research mission. They've scripted 3 levels of progression.Code: [Select]<ct_SmallScout, 1, 0, 300>
<ct_MediumScout, 1, 2, 260>
<ct_LargeScout, 2, 4, 300>
Values are: CraftType, NumberOfUFOs, Trajectory_Type, Timeout.
So they're using trajectory_types 0,2 and 4.Code: [Select]0:
dw 5 ; UFO_Waypoint_count
dw 5, 0, 0, 1, 5, -1, -1, -1; UFO_Waypoint_Site
dw 4, 3, 1, 1, 2, 0, 0, 0; UFO_Waypoint_Altitude
dw 100, 74, 28, 47, 100, 0, 0, 0; UFO_Waypoint_Speed
dw 3000 ; Ground_Timer
2:
dw 5 ; UFO_Waypoint_count
dw 5, 0, 0, 1, 5, -1, -1, -1; UFO_Waypoint_Site
dw 4, 3, 2, 1, 0, 0, 0, 0; UFO_Waypoint_Altitude
dw 100, 57, 26, 50, 100, 0, 0, 0; UFO_Waypoint_Speed
dw 5000 ; Ground_Timer
4:
dw 8 ; UFO_Waypoint_count
dw 5, 0, 0, 2, 0, 0, 2, 5; UFO_Waypoint_Site
dw 4, 2, 2, 1, 0, 2, 1, 0; UFO_Waypoint_Altitude
dw 100, 67, 52, 40, 30, 20, 30, 100; UFO_Waypoint_Speed
dw 7000 ; Ground_Timer
Don't worry I'll be sure to drag it out until everyone comes to my house with torches and pitchforks.
Oh, so it is also related to fx. fire and smoke animations "stalling" while walking around or firing bullets?Well, the way I was going to implement it, it IS a technical limit: there always can be just one action on the battlescape at a time: whether it is an explosion busy with exploding, a soldier walking, a ufo door opening or a bullet flying. Only when the previous action has finished, the next one can start.Actually the speed of the auto-cannon was a result of the technical limit of not more than 1 bullet that can be flying at the same time.I think of this as more of a design decision to ensure that the player knows what he has hit, by having the screen follow each shot until it "terminates". Only then can you fire another shot and have the screen follow that. Whether this is an absolutely critical feature for "good" tactical gameplay I am not sure though...
The next bullet could only be fired when the previous one hit something (or went out of the map).
Actually the speed of the auto-cannon was a result of the technical limit of not more than 1 bullet that can be flying at the same time.I think of this as more of a design decision to ensure that the player knows what he has hit, by having the screen follow each shot until it "terminates". Only then can you fire another shot and have the screen follow that. Whether this is an absolutely critical feature for "good" tactical gameplay I am not sure though...
The next bullet could only be fired when the previous one hit something (or went out of the map).
I noticed that in LNG files not presented names/surnames of X-COM soldiers. What about original name generator?
SupSuper:
Just wanted to point out one thing. As you may be aware, there are a number of differences between Czech (among other similar languages) and English language, one of which is that Czech language tends to use a number of different words where there is one in English. I noticed it when I spotted that you're using some of the string identifiers in multiple locations in game, such as with VERY HIGH/HIGH/MEDIUM/LOW/VERY LOW describing strength as well as altitude. Unfortunately, if we were to use the same word in Czech it would look unnatural. Example:Quote
In English:
Strength: High
Altitude: High
In Czech:
S
but it is only slightly worse than beforeI beg to differ - just updated a bug report with a video