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Messages - LCSand

Pages: [1] 2 3 ... 5
1
Open Feedback / Re: No energy renewal
« on: March 15, 2015, 01:21:51 am »
Only that one soldier or everyone?
How much does she carry?

2
Offtopic / XCOM: Enemy Unknown(the new one) in Humble Bundle
« on: July 09, 2014, 12:14:05 am »
If you pay more than 20$ you get the new x-com. If you consider the other games too it is pretty cheap. Good bundle this time I think.
https://www.humblebundle.com/

3
plz correct me if I am wrong.

But is a LOFT not a slice of 16*16 that are stacked on top of each other to form a 3D shape within a tile-cell?
And to create a shape you select the 24 slices you want from the templates?
So for a wall the LOFT could look like this in hex:
Code: [Select]
FFFF 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000And to form the 3D shape for the wall you just say 24 of those.
What do you mean my each layer represented twice? Wouldnt that just be for symetric shapes?

4
mmhh I would put animation under propertys like:
<properties>
   <property name="animation">
       <frames>2,3,4,5,6,7,8</frames>
   </property>
</properties>
or similar.

So you want to retain LOF templates?
Would they be part of one specific tileset?
What about the already existing LOFTs?

5
Tools / Re: tiled (mapeditor.org) as tool for designing maps
« on: May 24, 2014, 10:46:25 pm »
Well right now it looks like a new file format will be created with all the stuff that OXC needs. The editor already exists but has to be modified to support this new format.
And once we have a format I could write a converter old->new, so all the old stuff so it can be used in that editor.

6
Tools / Re: tiled (mapeditor.org) as tool for designing maps
« on: May 24, 2014, 07:34:06 am »
Can someone provide me sample xcom tileset for general purposes? PNG format preffered.
This is for ufo2000 but it should be what you are looking for.
https://www.xcomufo.com/forums/index.php?showtopic=242025394

7
It seems tiled already supports json and lua based formats. yaml could be added, but its native format uses xml.
That said once a structure is agreed upon conversion between yaml and xml should be fairly simple.

8
Tools / Re: tiled (mapeditor.org) as tool for designing maps
« on: May 24, 2014, 06:43:23 am »
removing palettes introduce new problems :> color shift relay on palette index.
You mean for lighting and stuff?
How did the ufo2000 guys do that?
But I do not object to palettes in general just the use of different ones and the problem that arises when you try to mix them.
Does xcom always use the same palette for battlescape? Or can they be tileset specific?

9
Tools / Re: tiled (mapeditor.org) as tool for designing maps
« on: May 23, 2014, 11:26:57 pm »
Well you can just discuss that here in the forum maybe create a new topic for that.

A new tileset format would be needed then as well I think.
And for example by changing from pck to png(already supported by oxc anyway) we could get rid of the pallete problem.

Lets gather a bit of input from everyone first: What file formats could use an overhaul and what should the new formats acomplish/handle?

10
Tools / Re: tiled (mapeditor.org) as tool for designing maps
« on: May 23, 2014, 09:59:04 am »
Hi.

So you hacked tiled to support multiple levels above each other?
Good work, that was the main obstacle to it being useful for the xcom/ufo games.

https://www.ufopaedia.org/index.php?title=MAPS
https://www.ufopaedia.org/index.php?title=MCD
https://www.ufopaedia.org/index.php?title=TERRAIN

That said the old xcom format is very limited and it might again be time to think about a new format for post 1.0 time.
Might even be based on the native tiled format(xml based).

If you need help I could write a converter in either c/c++ or python, when I have a little more free time.

11
Offtopic / Re: Ok... so where is Elerium coming from?
« on: November 27, 2013, 07:35:15 pm »
the point about elerium is basically this: according to 1990's lore, there are theoretical "islands of stability" outside of the known table of elements, and element 115 (that is, an atom with 115 protons in its nucleus) was a reasonable candidate. it is a super-heavy element, but within theoretical possibility.
Yes. The scientist were able to artificialy produce element 115 in the lab this year. No island of stability so far though.

12
Offtopic / Re: Ok... so where is Elerium coming from?
« on: November 27, 2013, 01:08:34 am »
Eh I think when you beat the game it is said that you find elerium mines on mars or something like that. Or maybe it is in the intro to one of the other games. I think in apocalypse there is a company that mines it too.
Personally I think it should be artifically produced by the aliens in a Dyson Sphere, like a form of energy storage. You know like Oil today, just better.
Wasn't there a machine in one of the transformer movies that produces energon by harvesting suns?

13
Work In Progress / Re: Terror from the Deep support
« on: October 30, 2013, 09:38:24 pm »
I think TFTD support will be merged into the main branch right after the 1.0 release. Depending on how much manual work is needed to actually merge it.

15
Translations / Re: Translation tools
« on: September 22, 2013, 04:57:27 pm »
Will this make Chinese or Japanese languages support possible?
I think the main problems with that are the fonts and lack of pixelspace.
I think unicode is already supported, I do not know about right to left and top to bottom text and such though.

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