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Messages - JConstantine

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1
Thank you, man for such a detailed answer!
Well...Gonna go learn things then :)

2
preferably a front end for it (unless you like commandlines) GitExtensions
You mean Git wrappers that make work with Git easier and more intuitive?

(unless you like commandlines)
I do btw :) Doesn't Visual Studio have some Git Wrapper integrated into its IDE? I think I've seen that, but never used it.
What Git wrappers would you recommend btw?

google until the project actually builds ...
You mean that it takes a long time to build the project?

My IDE is Visual Studio 2019. Will it do?
I'm already into C++ and keep learning things everyday. I really want to master it, though I know it's hard and takes a long time.
Is all the OpenXcom code well-documented itself or is there any additional tutorials for those who want to start working on the project?

Oh, and one more thing :) The game uses some folders from the OG in order to work. Those are just resources? Isn't the OG closed-source?

3
Hope it still answers your question.
It does! Thank you a lot, R1dO.
And one more thing... If I really want to get deep into the technical side of the OpenXcom project, get into the code, analyze formulas and numbers etc. what's the best place for me to start from?

4
LoF is calculated from a specific voxel of the unit.
Could you please elaborate on this?

5
OXCE Support / Re: Electro-flares in OXCE
« on: August 22, 2021, 08:21:28 pm »
Line of Sight

(max) range is, what, 9?
You said max range. Does it mean that something else (except obstacles) may affect the electo-flare's range so it becomes less than 9?

6
OXCE Support / Re: Electro-flares in OXCE
« on: August 22, 2021, 04:55:34 pm »
To be more accurate, LoS of tile visibility is used. In most cases when you stand on tile and drop flare on your feet then all tiles you see from that position will be lit, rest will be dark. This is not 100% accurate as engine try make lighting more smooth and better handing corners.

Range in tiles is simply distance between tiles, 1 is distance between two tiles next to each other in row. Diagonal tiles distances are bigger.
By asking about range in tiles I meant the electro-flare's light radiation range in tiles?
What does the LoS stand for? I tried googling it up, but failed.

7
OXCE Support / Re: Electro-flares in OXCE
« on: August 22, 2021, 02:42:15 pm »
in OXC light is simple radius in 2d (all z axis have same light value)
in OXCE (can be disabled) light is propagated using LoS logic, in empty space radius is same as in OXC but object/walls will block propagation
What's the LoS logic? What is the range in tiles?

8
I would like to know if there's any difference between holding your weapon in your left hand and your right hand?
Does it somehow affect the aim? Or let's say there's a situation when I'm in the cover that's on my left. Will I get No Line Of Fire if I use my left hand to shoot and a successful shot if I use my right hand?

9
OXCE Support / [Answered] Electro-flares in OXCE
« on: August 22, 2021, 02:27:03 pm »
How do electro-flares work in OXCE? Do they radiate the light only in the 2D plane or is it a 3D plane?
Is there any difference between how they work in the OG/OXC and OXCE? What is an exact range of an electro-flare and does it always stay the same?
Also, sometimes I have that kind of a glitch or something when I throw an electro-flare and it won't show up on the screen though it radiates some light anyway.
I would appreciate the explanation.

10
Resources / Re: OpenXcom Extended and Steam
« on: August 19, 2021, 12:24:53 am »
ninjad by R1dO as well :D :D :D
Thank you guys for your time!
OpenXcom has the best community ever!

11
Resources / Re: OpenXcom Extended and Steam
« on: August 19, 2021, 12:23:48 am »
Yes! I have finally fixed it!
Here is the solution:
To get the Steam overlay working, just enable an OpenGL Display Filter in the game options (Raw or Pixellate are good if you don't want any visual changes).
Wow! It was actually posted by SupSuper in the Discussions for the X-COM: UFO Defense on Steam:
 

12
Resources / Re: OpenXcom Extended and Steam
« on: August 18, 2021, 11:56:34 pm »
The game works indeed, but still no Steam overlay and I can't take screenshots.
When I was playing the vanilla OpenXCom many years ago I added it as a non-Steam game and somehow was able to use the overlay and take screenshots (still have them...1117 of them...don't ask :D)

13
Resources / Re: OpenXcom Extended and Steam
« on: August 18, 2021, 11:16:23 pm »
Quote
overwrite all files, and rename to dosbox.exe and start the dosbox.exe, not from the steam (steam just run in background)
You told me to start the dosbox.exe not from Steam and now you're telling me to do the opposite.
This simply cannot work, because in order to run OpenXcomEx.exe you need to do the opposite. You have to copy the contents of the UFO folder for X-COM:UFO Defense and the contents from the TFD folder for X-COM: Terror From The Deep into the corresponding folders inside the zip file. Only then you can run the game, but not from Steam.
I also tried adding the game as a non-Steam game and it works, but without overlay, without an ability to take screenshots and time tracking.

14
Resources / Re: OpenXcom Extended and Steam
« on: August 18, 2021, 10:43:07 pm »
I try too, and its work for me.

Download from here, the last version:
https://openxcom.org/forum/index.php/topic,5258.0.html

overwrite all files, and rename to dosbox.exe and start the dosbox.exe, not from the steam (steam just run in background)

Does not work. I attached the screenshot of what I get when I launch the game.

15
Resources / Re: OpenXcom Extended and Steam
« on: August 18, 2021, 08:39:27 pm »
I tried.
I get the following errors in the log when I start the game:
[17-08-2021_22-32-45]   [ERROR]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[17-08-2021_22-32-45]   [ERROR]   FileMap::mapExtResources(xcom1, UFO): external resources not found.
[17-08-2021_22-32-45]   [ERROR]   no mod masters available
[17-08-2021_22-32-45]   [ERROR]   No X-COM installations found

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