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Topics - davide

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1
OXCE Suggestions DONE / [DONE][Suggestion] Purchase from a country
« on: July 22, 2022, 10:08:41 am »
Slightly off topic but I came up with an association of ideas that could have some relevance and relevance to a possible implementation of the specific request as well ::)

I was reminded of the XCOM Apoc feature in which some goods were purchasable by some corporations and if you were in conflict with them you could not buy anything (Marsec-flying armor suit?). In OpenXcom we don't have corporations but there are countries, if they are controlled by aliens you can't buy anything. It could be an additional motivation free country under alien control in order to obtain otherwise unavailable items

2
IDT Modding Hub / Split from another thread
« on: January 29, 2020, 12:17:28 am »

Yes i am calling him publicly out here, since thanks to his tantrum I can basically scrap my mod (https://openxcom.mod.io/hardmode-expansion) which i spent time on creating since 2015. Thanks for nothing...


In mine opinion,
despite all the esteem and gratitude possible for that person :'(
I think that as for the material published as open source, it is not possible to revoke the free use or change the license retroactively. Someone could certainly change license on product updates, but therefore only on individual new or modified files.
I also assume that you have changed various files to make corrections that have not been implemented in the origin mod.
I think that files contained into  terrain pack up to rel 4.2, as example,  them remain free at all times.


An example of it, iTextSharp is a library to produce pdf file:
https://www.nuget.org/packages/iTextSharp/

up rel 5.5 this library is free, today too.
Next release, 7.x, is commercial and very expensive.



3
Resources / Images from Syndacate
« on: February 23, 2019, 03:04:39 pm »
Isometric tiled old game

4
Similarly to XCom Apoc, it would be interesting to be able to attribute to the purchasable items a list of countries of origin and a maximum quantity per month. If a country ino the list is controlled by aliens you cannot buy anything from it

5
OXCE Support / [Solved] make alien deployment depends by the attacking ship
« on: February 19, 2017, 10:03:20 am »
A good idea from this topic:

https://openxcom.org/forum/index.php/topic,5304.msg79404.html#msg79404

for all type of alien missions, retaliation, terror, ...

PS: The challenge is for ohartenstein23 too ;)

6
I wish recover a craft from a mission.

I imagine that it is necessary to retrieve an object that unlocks a new craft manufactory project

The recovered object could has a description about "It is aslightly damaged craft. It could be repaired ..."
The manufacture project could has description "Repair damaged craft named abc" (It needs free hangar as usual)

thanks

7
Suggestions / [SUGGESTION/REQUEST] Add Crafts on base defence mission
« on: January 22, 2016, 02:55:14 pm »
I found into BB Toolpack,
https://www.strategycore.co.uk/forums/topic/5342-bbs-toolkit/
that modder Bomb Bloke customized hangar maps
by merge hangar maps  to  four part of standard xcom craft.

Today, we have a lot of crafts and this
choice required a lot of efforts.

Farther there is the issue that a craft could be outside base during the alien attacks.

After battlescape terrain generations,
the  algorithm  ::)
could be check a setting that enable the new features (default no),
when a map exists for current present craft,
it has to put current craft on "center" of hangar maps,
(actually just add to the first hangar maps an offset dependent on the size of the craft map)

It is a challenge for Warboy  :-X



8
Tools / [HOW TO] show/edit SkyRanger map into MapView ?
« on: December 20, 2015, 06:52:11 pm »
It is the Plane.map

There is a issue about MCD.

but there are a loto of modded craft build on it
and now i wish know how do it

Thanks

9
Fan-Stuff / [lost] Alien Orbital Command Center maps
« on: October 02, 2015, 01:19:31 pm »
Have any "old guys" a backup of that Exo2000's Ufo2000 tileset mentioned here:

https://www.xcomufo.com/forums/index.php?showtopic=5603
 :P

10

I suggest to introduce the support to a second file format for map, such as .MAP2 or .MAPX.

Into the new maps the tile index will be on 2 byte.

The source code involved is very very limited
because both MapView and OpenXcom use data type int to memorize map tile index.

The efforts are to duplicate/parametrize  methods ReadMap and Save in

...\OpenXCOM.Tools-master\OpenXCOM.Tools-master\XCom\GameFiles\Map\XCMapFile.cs

and add an options to choose new file format on saving.

Please TheBigSot what do you think about this request ? Is it difficult ?

remain to change the method that load map into OpenXCom ...
the file extension could drive the method to use (old or new)

Please Warboy figure the result that artists such as Hobbes, Dioxine, Robin, etc etc will get with this simple request.

There are not breaks on previous maps or behaviors.
There are not aggravations on memory or performance because object model use int instead of byte already

Please please please
 :-[

 



11
Programming / outdated terrain generation proposal
« on: September 11, 2014, 10:55:35 am »

Hi,

I would like to offer my contribute to  extend the engine algorithm to support generation terrain map for OpenTFTD
and expose the new features by ruleset to allows modders to use it.

I wish that my contribute will be merged into main source code branch therefore
all thing that I will make will be undergo to developer Boss review


The TFTD vanilla needs that I recognize:

  • Islands has a constraint on left maps:a group of maps has sea waves
  • Port has a constraint on bottom maps: a group of maps has docks
  • "Alien base landing (level 1)" has positional constraint on all maps
  • "Crashed Plane"  has constraints on central maps on a cross line for connect segmented part of airplane
  • Cruiser/Cargo Ship  terrain have  two huge rectangle maps
  • Cruiser/Cargo Ship  do not have a specific  landing clear and flat map, but XCom Craft has to land on specific position of a very complex map

I  can follow any additional requirements/needs too.

I suppose that skilled modders will be interested to use these new features with current OpenXCom too.

As example for recover UFO2000 terrains named Siberia, Sand Storm and Normandy.






12
Programming / Street generations and wiki definition
« on: July 27, 2014, 10:36:48 am »
I do not understand the decision algorithm ...

On wiki there is this definition:
roadTypeOdds    Odds as a % of generating each type of road (E-W Road, N-S Road, Crossing) odds for crossing are: 100 - EW - NS.

but the source code is much complex:

BattlescapeGenerator::generateMap [line:1250 about]
Code: [Select]
std::vector<int> roadChances = _terrain->getRoadTypeOdds();

int roadStyle = RNG::generate(0,99);
bool EWRoad = roadStyle < roadChances.at(0);
bool NSRoad = !EWRoad && roadStyle < roadChances.at(0) + roadChances.at(1);
bool TwoRoads = !EWRoad && !NSRoad;
....
if (TwoRoads)
{
      https:// put a crossing on the X,Y position and fill the rest with roads
EWRoad = true;
NSRoad = true;
}

from wiki definition I expected something to simple:

Code: [Select]
std::vector<int> roadChances = _terrain->getRoadTypeOdds();

bool EWRoad = roadChances.at(0) > RNG::generate(0,99);
bool NSRoad = roadChances.at(1) > RNG::generate(0,99);
bool TwoRoads = EWRoad && NSRoad;

Someone could explain to me ?
Thanks

13
I have this doubt on

BattlescapeGenerator::generateMap() [at line 1283]

Code: [Select]
int maxLarge = _terrain->getLargeBlockLimit();
int curLarge = 0;
int tries = 0;
while (curLarge != maxLarge && tries <= 50)
{
int randX = RNG::generate(0, (_mapsize_x/10)- 2);
int randY = RNG::generate(0, (_mapsize_y/10)- 2);

if (
   !blocks[randX][randY]
&& !blocks[randX + 1][randY]
&& !blocks[randX + 1][randY + 1]
&& !blocks[randX][randY + 1]

&& !landingzone[randX][randY]
&& !landingzone[randX + 1][randY]
&& !landingzone[randX][randY + 1]
&& !landingzone[randX + 1][randY + 1])
{
blocks[randX][randY] = _terrain->getRandomMapBlock(20, MT_DEFAULT, true);
blocksToDo--;
https:// mark mapblocks as used
blocks[randX + 1][randY] = dummy;
blocksToDo--;
blocks[randX + 1][randY + 1] = dummy;
blocksToDo--;
blocks[randX][randY + 1] = dummy;
blocksToDo--;

curLarge++;
}
tries++;
}

Only Maps of square size 20 are found by this line:

_terrain->getRandomMapBlock(20, MT_DEFAULT, true);

Is it right ?

May I fix it ?

I plan to add some position constraints on map block selection and the code is the same


14
Work In Progress / multistage mission
« on: July 07, 2014, 08:10:53 am »
I read in

https://www.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)#Alien_Deployments

that there is an attribute about it

Code: [Select]
nextStage String ID of the next deployment stage to use after this one, for multi-stage missions.
May I use it ?

There are sample ?

15
Tools / There is a way to rotate a part of map ?
« on: July 07, 2014, 08:05:46 am »
I copied part of one map on an other map  It is right.

Now I wish the same but  I need to rotate the block selection
 :o

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