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Messages - AndO3131

Pages: [1] 2 3 ... 10
1
Work In Progress / Re: UFO/TFTD hybrid game discussion
« on: December 31, 2018, 06:38:34 pm »
I vaguely remember something like geoscape hybrid has been started already
https://openxcom.org/forum/index.php/topic,1312.msg12079.html#msg12079

2
Offtopic / Re: Anyone Play Master of Magic?
« on: February 28, 2017, 04:52:57 pm »
Most advanced open source version is available at https://sourceforge.net/projects/momime/, written in java. It implements a few expanded ideas: larger maps, more enemies, more customization, some form of multiplayer. Developer is called Implode.

3
Work In Progress / Re: TFTD movement types
« on: December 17, 2016, 05:28:03 pm »
Yoy can look at biodrone and prepare similar set of images.

4
Offtopic / Re: master orion 2
« on: December 27, 2015, 11:48:27 pm »
Haven't played it or a long while, but I found interestingly looking Ice mod.

5
Work In Progress / Re: Hybrid game
« on: November 18, 2015, 12:36:23 pm »
Let's wait for stable OpenXcom 2.0. Devs still add/modify some parts of game mechanics.

6
Troubleshooting / Re: Issue building on OSX (Xcode)
« on: September 18, 2015, 06:09:43 pm »
That's interesting. Haven't encountered this one yet. Please, try one more time with newer code. If it doesn't help, I'm lost.

7
Troubleshooting / Re: Issue building on OSX (Xcode)
« on: September 18, 2015, 10:34:49 am »
I didn't touch geoscape yet, but i did fix a few files in this branch. Could you compile it again and check if FMP loads?

8
Troubleshooting / Re: Issue building on OSX (Xcode)
« on: September 17, 2015, 11:54:47 pm »
If you have some time, could you compile this branch and see if the problem with FMP is present?

9
Programming / Re: Paletted 8bit -> 24bit shading.
« on: September 05, 2015, 09:58:00 am »
I think it's very good result. Here are screenshots comparing gazer alien. First one is without shading - difference is visible on first glance :).

10
Troubleshooting / Re: [Ubuntu] Having trouble with the install
« on: August 30, 2015, 09:58:07 am »
It's a different package. This should help:

apt-get install g++

11
Troubleshooting / Re: Using windows nightlies in linux with wine
« on: August 28, 2015, 09:38:40 am »
Do you have UFO:EU data inside  "~/.wine/drive_c/openxcom/UFO" folder (symlink would also do)? It starts without problems on my computer - tested with latest nightly.

12
Troubleshooting / Re: Using windows nightlies in linux with wine
« on: August 27, 2015, 09:58:10 pm »
Personally i would strongly suggest using git and building source code yourself. You can trace back to a specific commit, if you need.

On the matter at hand, you could try moving contents of folder '~/openxcom' to '~/.wine/drive_c/openxcom' and run in terminal:
Code: [Select]
cd ~/.wine/drive_c/openxcom
wine openxcom.exe
I'm not sure if it would help, thou.

13
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 22, 2015, 09:29:33 am »
Code: [Select]
en:
  STR_XCOM_CRAFT_ARMAMENT: "X-Com Operations"
Maybe it should be
Code: [Select]
en-GB:
  STR_XCOM_CRAFT_ARMAMENT: "X-Com Operations"

14
Also seems palettes use 3 bytes instead of 4. How do I calculate what color am I dealing with from 3 bytes to 4?

Alpha channel is ignored by OpenXcom. First byte is red part divided by 4, second byte is green part divided by 4, third byte is blue part divided by 4 (i hope i didn't mess color order).

Also I noticed some things are hardcoded for ex menus in XCOM1/XCOM2 use certain colors. Where is this menu color area and is it constant between the two games?

Menus are available in rulesets: UFO interface and TFTD interface.

Palette has maximum 256 colors. I have a strong feeling it's impossible to merge UFO and TFTD palettes into single one and expect it to display consistent image, because various element from first game will use the same color index as elements from second game, but expecting different color of this exact element. For example look at gazer aliens from both games. They use the same index, but they look very different. Overwriting colors in TFTD palette will result in some unit or texture looking weird.

15
I noticed drawing routine 12 (BioDrone ) and 15 (Hallucinoid) share the same drawing routine except that BioDrone has a 3 frame death animation.

Would it be possible to do something similar with Xarquid by only using one of the 4 tiles for animation to create a 1 tile xarquid-type unit?

For now it's possible to create 1 tile xarquid-type unit without a death animation. You would need 4 animation sprites in every direction for this new unit. After that you create this set of files:
Code: [Select]
FILE_0.png -- 1st animation frame facing top-right
FILE_1.png -- 2nd animation frame facing top-right
FILE_2.png -- 3rd animation frame facing top-right
FILE_3.png -- 4th animation frame facing top-right
FILE_4.png to FILE_15.png -- dummy files unused by the unit, maybe not even needed; you would have to check
FILE_16.png -- 1st animation frame facing right
FILE_17.png -- 2nd animation frame facing right
FILE_18.png -- 3rd animation frame facing right
FILE_19.png -- 4th animation frame facing right
FILE_20.png to FILE_31.png -- dummy files
...

In short create sprite structure of a xarquid, but for 1-tile unit. This unit would use "drawRoutine: 21".

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