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Messages - alienfood

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1
Open Feedback / Re: Why so Hard?
« on: April 10, 2016, 08:52:54 pm »

2
Offtopic / Re: Destroying a cyber disc
« on: March 02, 2016, 02:10:08 pm »
The strategery on cyberdisks is to have laser weapons by the time they show up. This may not be possible on the higher difficulties. Otherwise, you have to keep nuking them with the biggest thing you have until they pop. If you stumble into a group, blowing up one often triggers them all, which is helpful.

3
Programming / Re: Strafing backwards and diagonal strafing bug
« on: February 28, 2016, 05:50:58 pm »
IIRC, strafing backwards-ish was disabled because the animation shows the character moonwalking forwards, then teleporting two squares backwards and then moonwalking forwards into the new square. There might be a fix related to cycling the frames backwards, but I did not have the time to investigate this. Is this what you did?

4
Offtopic / great article: UFO TV series special effects
« on: October 31, 2015, 02:19:26 pm »
I ran into this today, linked off instapundit:

https://www.thepropgallery.com/filmed-in-miniature-the-models-of-ufo

Very excellent pictures of the actual miniatures they used to shoot the effects for a TV series called UFO. These are so outstanding and iconic, and famous (in the UK), that they must have had a big impact on XCOM designers. The article has inspired me to watch the shows on youtube.

5
Offtopic / Re: Goodbye
« on: October 08, 2015, 09:33:47 pm »
Anybody who contributes to this magnificent enterprise gets my unqualified thanks. It sounds like you contributed a great deal, especially as what a military guy might describe as a "force multiplier". My unqualified thanks to you.

I think anybody who gets involved has to do it more-or-less with no expectation of anything in return. I contributed the "strafe" move, in return I got
- a reason to become familiar with Git
- a reason to become familiar with a specific game architecture
- an addition to OXC that I wanted and enjoy
- a thank-you from Warboy, which was more than I deserved

I did not get everything that I wanted nor everything that I contributed. However I am a strong believer in the saying, "the first one to the interface wins", i.e. that those who contribute the most, the earliest, get to define most of the outcomes and control most of the voice. Thank God. If it were dependent on me, we would still be talking, instead of playing. So I am very grateful to the movers and shakers on this project, to get it where it is today. That includes you, volutar, and I am sorry that the rather nebulous reward/effort ratio has moved on the scale from "worth it" to "not worth it". Your contributions will be sorely missed.

6
Builds & Ports / Re: Windows 8.1 phone port
« on: March 15, 2015, 01:14:36 pm »
I believe not, it will appear to require a separate port. A quick poke around reveals that SDL2 has Windows Phone support, and that there are tons of developer materials on the nokia site. So it is not impossible, just hard work.

7
Programming / Re: OpenXcom 1.1
« on: February 16, 2015, 04:35:54 am »
My intention in writing my 2c in this topic wasn't to make people flip tables.
I'm mostly with Robin on this: I don't want to take sides in a debate, don't care that much about mods, etc, if I offered an opinion it was as a free exchange of ideas between people who love this project. I'm very grateful for anything that is out there, very grateful to all the devs etc, and nobody is going to be the supsuper usurper.

OpenXCom has taken my favorite game of all time, which happened to have been released in 1994, and made it fun again in 2015. I had no idea that 100k people agree. That is a very remarkable achievement.

8
Open Feedback / Re: The "Please Stop Using 1.0 Discussion"
« on: January 18, 2015, 06:24:29 pm »
How about a sticky thread in Modding/Experiments where modders can simply post and discuss what nightly they are using and their experiences with it? I would definitely keep a eye on that thread and LP'ers like Meridian could use it too, if simply to ask which nightly they should use.
I think this is an admirable idea.

9
Open Feedback / Re: The "Please Stop Using 1.0 Discussion"
« on: January 18, 2015, 04:04:29 pm »
Here is how we might converge on a 1.1 release.

- We occasionally report a git build that we have been using and having success with. We list the mods that we are using.
- This is like a high-water mark that gradually moves forward. It is really about putting "play hours" on a build (as in a mean-time-between-failure metric). I am currently using a Jan 2 build with lots of mods but if, say, Falko is using a Jan 10th build successfully, I would move my install forward.
- Each time the high-water mark moves forward, we have a new candidate that could be a 1.1 build.
- At some point, a dev lead announces a timetable for a 1.1 release, and we all start using the same candidate.
- If the candidate has enough quality, it becomes 1.1 with all the required ceremony (e.g. an installer, release notes, download link)

I am a huge fan of getting stuff out there for people to try. But many users prefer named builds with an installer. The nightlies are generally high-quality and almost any of them could be announced as a 1.1 candidate. At that point we would all move to the candidate and play for a month, then we go gold.

10
Open Feedback / Re: The "Please Stop Using 1.0 Discussion"
« on: January 16, 2015, 01:02:27 am »
I nominate this thread as the "I'm using git X and it is working nicely for me" thread.

I am using git 2015-01-02 14:04 and it is working nicely.

11
Open Feedback / Re: Bug report #858 - alien not draw on battlescape
« on: January 06, 2015, 03:46:07 am »
That looks like it.

I am currently running git 2015-01-02. I could not get the behavior I thought I saw so I put 2014-11-29 back and same thing. Let's close this and generously call it "unreproducible". It was a minor point anyway.

Thanks for your thoroughness and attention.

12
Open Feedback / Re: Bug report #858 - alien not draw on battlescape
« on: January 03, 2015, 04:35:08 pm »
I'm thinking that the game probably did the right thing.

Let's say the soldier I had selected could not see the second alien. But he kills the first alien and opens up the wall. A different soldier, say, on the ramp, CAN now see the second alien. The game pops the glowing "1" but does not draw the alien because I am viewing from the perspective of the first soldier. When I toggle to the second soldier, the alien is drawn.

13
Open Feedback / Bug report #858 - alien not draw on battlescape
« on: January 02, 2015, 03:20:31 pm »
Sorry for posting the attachment here, like a scrub I opened the defect as a guest and now I cant do anything with it.

Anyway, not a serious calamity, as defects go, but I thought you would like to know.

Here is the save (saved immediately after the sectoid became visible). I had just killed an alien at the window and had knocked down 3 wall tiles doing so.

14
Suggestions / Re: [SUGGESTION][MOD] X-Com 1898?
« on: September 08, 2014, 02:52:54 pm »
So long as I can build battleships I can fire broadsides with, I'm into this. And BTW, Queen Victoria's Navy had a worldwide presence and worldwide communications, and so a global network is not so far fetched.

My suggestion would be to slow down the timeline, make it 10 years instead of 1 year, and consider making it a naval emphasis. Back then, there is really no point in landing in the middle of Siberia, everything of importance was near a coast.

I would consider a "summoning"-style game. The aliens are setting up a portal, which could be anywhere. Once complete, they teleport their army in and the game is over. The race is to find the portal and destroy it and the alien vanguard before it is complete.

Maybe the aliens arrived in a few small ships and landed like in escape pods somewhere. Now they need to subvert governments to get access to resources to build up their presence.

15
Open Feedback / Re: Explosion height & Alternate movement methods
« on: September 07, 2014, 02:29:11 pm »
"Backwardish" strafe? It's not possible, sadly.
That's right, I remember now. The issue was, for "backwards" directions, the unit moonwalks forward, then teleports to the rear of the tile behind, then moves forward into the center of the tile. This was ugly and weird so it got turned off. The fix would really be a flag to run the walking animation in reverse.

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