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Messages - Conti-k

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1
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.

2
Suggestions / Re: Some stuff
« on: March 28, 2012, 08:17:10 pm »
- 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.

I have one question related to my request... I've noticed this in rulesets:

spriteInv: MAN_0
spriteInv: MAN_1
spriteInv: MAN_2
spriteInv: MAN_3

so I've made such trick to test the stuff:

type: STR_NONE_UC
spriteSheet: XCOM_0.PCK   
spriteInv: MAN_0 ==> MAN_2

Then I've added MAN_2F0.SPK, etc. to UFOGRAPH directory, but game crashes... the same happens with MAN_3. But changing MAN_0 ==> MAN_1 works... removing both MAN_2.SPK, and MAN_3.SPK gives an error about missing files... is there somewhere hardcoded the way how inventory artworks work in original engine? Or maybe I'm doing something wrong?

3
Programming / Re: Globe improvements
« on: March 26, 2012, 07:20:20 pm »
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).

Sounds good, Volutar. I like that wider zones between full night/day (if I get it correctly :P), and geoscape = battlescape lighting level thingy.

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.

Fly-by over the battlefield perhaps? :P Player is using crafts to get over there after all. Note: it's just a silly idea with that fly-by ;)

4
Programming / Re: Globe improvements
« on: March 24, 2012, 08:11:36 pm »
Is there any chance to tweak new geoscape lighting, and make the noise more "smooth", or completely remove it? It reminds me of low shadows samples when using area lights, or area shadows/skylight (scanline renderer) :P

5
Work In Progress / Re: UFO Wall PLacement
« on: March 17, 2012, 06:30:03 pm »
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 :-[

Image I've posted above explains it - doors "trigger" is outside of the craft, or UFO. So unit going from inside won't "hit" it, and will pass through doors like a ghost.

As I already said, the only thing you can do is this:




(stuff inside of selection would be lost)

or wait when "content" walls will be fixed... if (that's a big "if"  ;) ) will be ever fixed, of course...

6
Work In Progress / Re: UFO Wall PLacement
« on: March 16, 2012, 08:01:59 pm »
To get doors working you must put them into walls slots. Since "back" UFO walls can be only placed in content slot, you must re-align your doors and that means they'll be "flat" (like any normal doors). It's the reason why Avenger have no doors... look where red lines are - outside of the craft thus unit will pass through them like ghost.

7
Work In Progress / Re: UFO Wall PLacement
« on: March 15, 2012, 03:14:08 pm »
Engine/artwork design (32x40 limit to be more specific). I've already explained what would happened if you would try to re-align "back" UFO walls to make it act like standard walls.

8
Suggestions / Re: Some stuff
« on: March 09, 2012, 05:54:24 pm »
It's related to how engine(s) draw things discussion thus I'll attach my post here.

Anyway, today I've noticed another proof that seems to confirm my (newest) theory that OpenXcom draws things like MapView does (except negative "tile y offset" value), which is in two cases different than original engine.

a) Step backward  (perhaps it should go to bugs forum? :P ):

Pieces that are raised to 24 voxels (they're sitting in wall slots) are overlapped by tiles level above. Details: there's no tile at the same grid, or "before" it level above. And they should overlap next tile to it, which means tile "after" level above (but it's opposite). I've been testing super-cool-looking cut-off pilot's compartment <==> cargo bay (advanced usage of engine's features ;) ). See  attachment (top - OpenXcom/MapView, bottom - original engine). Of course, this should happen with "tile y offset: 24" only, because 24 is another level, but is displayed on level is placed as well, but when switched to level above, visually acts like object placed there (without "shadow casting", only proper drawing order - see original engine). Would be really great to make engine display stuff this way.

b) Step forward:

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!

Of course, we shouldn't forget about this (step forward):

On a side note: I'm glad you've fixed overlapping issue...



(top - original engine, bottom - OpenXCom)

Dunno, to what it's related. Maybe it's Daiky's fix?



----------------------EDIT

By the way, funny side effect of odd HWP's behavior on hilly stuff  :o

9
Suggestions / Re: Some stuff
« on: March 08, 2012, 11:33:54 pm »
Thanks for explanation, Daiky.

(this glitch is exactly the same as in the original- can show you screenshot if you want)

I know, and that's why I've posted it in suggestions forum  :P

I just want to finally enjoy original UFO without any overlapping (only this, and HWP on crafts ramp left), or any lights that highlight through solid floors/walls/whatever because this burns my poor eyes :P

10
Work In Progress / Re: Some experiments
« on: March 08, 2012, 06:07:22 pm »
Prototype test of improved artwork of Skyranger in game (tails with rudders on screenshot are intact, of course). I can't make cross section properly due to 32x40 limit (I probably won't play with additional pieces), but it's not possible to see this "flaw" in game, so who cares... oh well, maybe me :P I wanted to move wings higher (like on UFOPaedia artwork), but this would break original split thus wings will have original position.


-------------------EDIT

:facepalm:

"tile y offset" should do the trick with the wings, I think :P

11
Suggestions / Re: UFOPEDIA: Alien Reproduction
« on: March 08, 2012, 05:40:48 pm »
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. :P

Whoops, looks like I've missed your post saying about bubbles, and stuff. Sorry about that :)

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 :P

Indeed. There was no specified size for scenery, and walls (for sure there will be a problem with 500x500 giant), but tile shape/size was hardcoded. IIRC, all these limitations/ugly visual behaviors (no point to go into details) were wiped out in FOnline engine (multiplayer "remake" with support of single player games, and 3d characters models). Of course, giant sprites, or 3d models aren't needed for original UFO... up to 36x44 (two pixels more for each direction) sprite would be really modders friendly move. Even 34x42 (one pixel more for each direction) is enough to improve roofs design a lot (much more convincing, and natural look) thus bring some fresh air into original visuals without going into ugly workarounds. I do hope it will be possible at some point :)

Anyway, seems like there's already special property for Alien Reproduction thingy in MCD (from Ufopaedia.org):

Special properties of tile. Determines what is salvaged at end of mission. Note that some are not actually used within their respective games:

UFO                       
 0: No Special Properties 
 1: Entry Point           
 2: UFO Power Source       
 3: UFO Navigation         
 4: UFO Construction       
 5: Alien Food             
6: Alien Reproduction
 7: Alien Entertainment   
 8: Alien Surgery         
 9: Examination Room       
10: Alien Alloys           
11: Alien Habitat         
12: Dead Tile             
13: Exit Point             
14: Alien Brain


---------------------------EDIT

I've quickly c&p'ed clone into the tank.

12
Suggestions / Re: UFOPEDIA: Alien Reproduction
« on: March 08, 2012, 12:23:10 pm »
Don't forget to add animated bubbles, and some Alien inside ;) BTW, this reminds me of one of old artworks I've made for Fallout.

13
Suggestions / Re: Some stuff
« on: March 07, 2012, 10:51:25 pm »
Why ground tile (with non standard "height") overlaps scenery from one side while other is working normally? What's going on? Is there some logic behind it? If not, how about fixing it, because it's looking really ugly :o

-------------EDIT

Of course, I could "fix" the tile, but non standard height tiles that are completely rendered under the scenery (under the walls to be more specific) would be nice to have.

Speaking of that map: I've made a quick visualization of roof that fits with the rest of the building, instead of showing front walls. It's looking much better, much more naturally, I'd say :)

14
Programming / Re: Battlescape development
« on: March 06, 2012, 07:03:35 pm »
@ luke83

Save, and load game - Sectoids will lost weapons. Dunno about Cyberdisks though.

Conti-k, I know those 3 issues you mention

No, no, no. Throwing grenades like a mad isn't an issue! :P Don't change that. It's great that Aliens are actually using grenades. I was happy seeing grenades often used against civilians (terror must look like a terror 8) ). Plus it produces great effects, like killing own dudes by accident (shit like this should happen on the battlefield). But if you think this isn't good then you may put some conditions how often throwing will occur, for example, certain races (like Mutons) may use grenades more often than other ones (like Ethereals). Aggression, or Intelligence may be used as conditions to determine a chance of throwing grenade as well.

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.

Of course. There's no reason to be hurry with it. I'm just trying to give some constructive feedback.

15
Programming / Re: Battlescape development
« on: March 06, 2012, 01:15:29 pm »
I'm guessing it's a WIP feature, but I'd like share some thoughts about AI after one month I've spent on testing OpenXcom.

- AI is throwing grenades like a mad (at least during terror missions). Nothing is safe, including... Aliens! Awesome! I'm HUGE fan of battlefield chaos, and unpredictable situations.

- AI sometimes (correct placement on the map) is trying to kill units inside of crafts (gaps roof/floor <==> walls original design flaw?), but it's wasting TUs only.

- AI way too much is doing nothing. It can stand next to my unit for a few turns without any reaction, or is moving back and forth, making it super easy to kill. Reaction fire on my units movement seems to work better than AI's actions during its turn.

-----------------------EDIT

Of course, it doesn't happen all the time. But sometimes AI is simply standing, and waiting to be killed, even if has my units few tiles away, and could successfully kill them. Unpredictable AI is super cool, but "idling" happens too often.

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