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Topics - shinr

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Work In Progress / [SOLVED] explosionSpeed doesn't work
« on: August 05, 2015, 03:24:44 pm »
Context: Unlike in the vanilla games where the animation speed of projectile hit splashes and explosions was tied to the Fire Speed buttons, in OpenXcom the splash/explosion animations stay the same regardless of fire speed slider's position, which annoyed me since I found the default animation speed too slow. When I asked about it, Warboy provided a solution: add explosionSpeed: X (where x is -5 to 5) to every weapon clip (or weapon itself in case Lasers) in the items.rul, and it worked.

Now, coming back from hiatus (last time I played was before the new mod system) for my favorite TFTD, I tried to do the same but it doesn't work, the game gives an error at launch: (yaml-cpp: error at line x, column y: illegal tab when looking for indentation)

Am I doing something wrong or was the explosionSpeed function removed?

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Suggestions / Time Units refunding perks
« on: August 03, 2015, 10:50:02 pm »
When the sequel to NuXcom was announced, it reignited the usual the Old vs New debates in the places I frequent, and one of the points the Pro-New crowd had is that the Time units system could not do the "Do an Action in a specific way = That Action is now free" thing, exemplified by the Sniper's original "In The Zone" perk, which allows to chain kill aliens with one sniper until he fails to kill an alien.

The idea of perks is not a new one here, but how about if the soldiers had perks that make it that when they kill aliens with specific weapons (lets say a Heavy Thermic Lance) in the specific places (for example Rear Armor), they get back a part or all of the Time Units they used to kill the aliens.

3
Suggestions / TFTD Terror Site: Capsizing ship
« on: May 09, 2015, 03:43:44 pm »
Just like in the intro, the ship already has a hole on its side and is gonna sink, except you arrived just in time to rescue the survivors.

Aside from the time and effort redrawing the TFTD ship maps for them to look slanted, is it possible to basically make a map consisting of nothing but stairs/ramps redrawn as a floor/slanted walls?

4
With new text and new pictures showing the aftermath of T'leth destruction, the loss of life around the Gulf of Mexico, the poisoning of Earth's ecosystem, further political and economical crisis leading to the beginnings of a consolidation into one global nation, and the last but not least, the reorganization of X-COM from a multi-government funded task-force into a Private Organization specializing in security.

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Suggestions / [SUGGESTION] Battlescape Environments
« on: June 30, 2014, 08:18:04 pm »
OpenTFTD will have underwater battles, so how about expanding this feature for modders to add their own plan-changing environments for Battlescape.

For example, the very common thing in soft military sci-fi: A battle in the cold vacuum of space. 

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Work In Progress / [Request] New weapons for TFTD
« on: June 27, 2014, 08:46:55 pm »
I would like:
-General:
--Sniper Rifles for all tiers;

-Graphics for the imminent UFO Defense weapons import mod:
--New looks for the weapons to show off that they advanced during the 40 year timeskip, even if it is barely noticeable with the Plasma weapons due to Elerium shortages.

-Standard Weaponry:
--Dart Gun and Jet Harpoon replaced by guns that look like something the Special Ops would use in water heavy missions, not self defense tools for marine biologists;

-Gauss Weaponry:
--Change the USOpaedia descriptions so that they are actual Gauss weapons, not some kind of weird Plasma weapons off-shoot;
--Add Gauss Auto-Cannon;
--Add Gauss equivalent of a Rocket Launcher;
--Add High-Explosive and Incendiary ammo for above and Heavy Gauss.
 

7
One of the few neat things Nu!XCOM had is that adjacent facilities of the same type got bonuses.

As far as I can understand, coding something similar in OpenXcom would be problematic, so how about simulating it with 1x2/2x1, 1x3/3x1, 1x4/4x1 and 2x2 versions of existing facilities?

Examples: One vanilla laboratory can hold room for 50 scientists; 1x2 can hold 120, 50x2 plus 20 from extra space; 2x2 is 300, 50x4 plus 80 from horizontal and vertical adjacency plus 20 from the new space in the middle.

Question: Can OpenXcom make hangars have more than one plane? Since having three hangars at the top is a common layout for base defense building, it would be nice having a 2x6/6x2 Hangar, or even 4x4 if you are very confident about defending your base.

8
Suggestions / TFTD and Depth
« on: June 17, 2014, 10:09:03 am »
For the long time I though that the depth level modified the darkness level in Battlescape, for example the deep water missions are automatically night missions, but after paying more attention while playing and reading Ufopaedia, it seems that the depth levels are mostly there to determine which one of the three underwater palette sets will be used, with no effect on darkness.

Of course, I could be wrong and had a streak of missions where this never came up, but in case the depth levels are purely cosmetical (outside of the occasional downed USO being too deep to recover in Geoscape), I suggest an option that allows Depth to modify darkness:

Shallow: No changes;
Medium: No changes during day, Dawn/Dusk missions always consider Night to be closer, leading to Night Missions;
Deep: Always Night Missions.

OR

Take the New Battle's Darkness Slider which has 16 Levels, and let the Depth Levels modify them:

Shallow Waters: Changes nothing;
Medium Waters: Add 4 Levels towards darkness OR Prohibits Darkness Levels lower than 4;
Deep Waters: Add 8 Levels towards darkness OR Prohibits Darkness Levels lower than 8.

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As heard here: https://youtu.be/pX0Cm3N_n6k?t=40s (old 2006 YT video), https://youtu.be/4SZRiz3-nl4?t=50s (Higher quality, but extremely low volume)

Before 1.0, I could get that voice using the 1.0 sounds option and/or a 1.0 sounds mod (that doesn't replace files) and/or MIDI option (not sure if only one was needed or all of them, don't remember), but now none of that works.

Other than replacing the sound files with ones from the Sound and Music collection, is there is anything else I can do?

10
Just asking, since this happened to me often enough in TFTD to be make me worried.

11
Suggestions / Faster Projectile Hit/Impact Animations
« on: May 29, 2014, 08:03:53 pm »
Can we have at least an option to have faster hitting animations like in these videos:
https://youtu.be/wWAqS11_mOE?t=8s (UFO)
https://youtu.be/TFjkZvRF8zY?t=48s (TFTD)

12
The Former (by itself, see below) is more of a vanity, to have more zoom levels than the vanilla six ones we have.

As for the Latter: As far as I can see, the reason that the Interception transition is still kinda choppy while all other Geoscape animation/smoothness issues were fixed with the max clock speed option is that OpenXcom has no other Geoscape zoom levels besides the 6 we have access to, thus OXC awkwardly speeding through them with no in-betweens.

Can those additional zoom levels be added at least just for interception transitions, so it will look as smooth as seen in this video?:
https://www.youtube.com/watch?v=arWwFeYAfu0&feature=youtu.be&t=25m14s (It is at 25:14 just in case, and apologies since it is from TFTD, since in all UFO videos I found the game was set at high enough CPU speed that it made transitions instant, or the videos themselves were too choppy; And besides, it seems that in TFTD the transition speed is not CPU dependent)

13
Open Feedback / "Official" Minimum resolution
« on: April 11, 2014, 02:37:14 pm »
Since installing 0.9 I only changed resolutions to see how it is was like in higher res before changing back to 640x400 and left it like that for a whole year, and then after a latest nightly build I had an urge to change resolutions again and then discovered that you can't change it back to 640x400 without editing the options.cfg (which was my first though) or clicking on res numbers in video options and typing your own custom res (which I didn't know was possible until today);

The current apparent minimum is 640x480 (which IMHO is too vertically stretched), can we lower it back to 640x400?

EDIT: Corrected the numbers.

14
Offtopic / Master of Orion races as enemies
« on: January 24, 2014, 08:28:26 pm »
The Antarans conquered all other races in the Galaxy and are using them as battle thralls for their next conquest, Earth (note: assume that it is like NuXCOM where every race is present on the battlefield):

Alkari: Floaters equivalent;
Bulrathi: Mutons equivalent;
Darlocks: Shapeshifters, posing as civilians or other aliens to fool you into sending too many or not enough soldiers against an unknown threat.
Elerians: Psi-combat ladies;
Gnolams: Cannon Fodder, their only saving grace is that their rolls have higher chances to succeed, and negatively effect X-COM rolls just by existing;
Klackons: Hive-mind buffs depending on the number of Klackons in sight;
Meklar: MEC troopers;
Mrrshan: Agile snipers;
Psilons: Sectoids with a different name;
Sakkras: Numerical superiority;
Silicoids: Naturally High Armor and Resistances;
Trialarians: Teleportation;

and the Antarans themselves are the masters of everything.

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Suggestions / Battlescape transition
« on: December 22, 2013, 05:53:15 pm »
It is possible to add the option for the not-instant transitions (music fadeout, black screen for 1 or 2 seconds, enter Battlescape; End Turn end of battle tune, black screen for 1 or 2 seconds, results)  between Geo and Battlescapes like in vanilla UFO?


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