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Suggestions / Re: Some stuff
« on: March 29, 2012, 07:03:26 pm »
Working like a charm, both with default, and helmetless version (if it's present, of course). Thanks for implementing this feature, SS.
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- Add support for excellent Power/Flying Suit inventory images (BB's Mod Pack). Example:
For example, if these files exist in UFOGRAPH directory:
MAN_2F0.SPK - MAN_2F3.SPK
MAN_2M0.SPK - MAN_2M3.SPK
MAN_3F0.SPK - MAN_3F3.SPK
MAN_3M0.SPK - MAN_3M3.SPK
engine will use them, instead of MAN_2.SPK and MAN_3.SPK. Default ones could be used in UFOPaedia.
There is additional patch for Yankes' globe, which I made before pull request was added. I have changed gradient alittle (there are wider zones of almost-day and almost-night), very little noise, option "globeSeason" which switches Earth inclanation (it's off by default, like in original), so you have to write "true" in options file to turn it on. Also sun position was improved to match astronomical position. And battlescape lighting level also matches what you visually see on the geoscape (it was LUTed with loosing intermediate levels).
Another thing that should be done is showing light level on equipment screen or before battlescape loading (on the briefing screen). I must say it's kinda logical and informative for the battle. And very weird why noone suggested that.
Thanks ContiK, i switched the door to the Wall slot and everything works good walking through the door from the outside. However it doesnt trigger the animation walking through the door from inside the ufo
(stuff inside of selection would be lost)
On a side (brighter) note: I've tried to move ground tiles one pixel down, and since it's not possible via frame editing - 32x40 limit - and that means one pixel less of height thus four pixels(!) would be lost, so I've tried to use "Print Level Adjust" (Tile Y offset) feature... Unfortunately it's possible to move frame down only with MapView (255 value is treated as -1). Both engines treat it as 255 up thus tile isn't visible at all. I thought it's working in similar way as "Terrain Level" (Unit Y offset): 256 - 8 (going up), and 0 + 8 (going down), but it looks like not... So I figured out I'll move walls one pixel up... and shit happened (you can see where walls are that are under it) so, I've tested it with OpenXCom... Awesome!
On a side note: I'm glad you've fixed overlapping issue...
(top - original engine, bottom - OpenXCom)
(this glitch is exactly the same as in the original- can show you screenshot if you want)
Its not something i am Rushing to finish as i want to get my urban maps playable first, buts its definitely on my to do list.
Conti-K : Nice work on the Fallout sprite, looks like you had a few more pixels to work with on that game than x-com does
Conti-k, I know those 3 issues you mention
and eventually I'll hope to get around polishing the AI a bit more later on, but I've put it a bit lower on my list of todo.