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Topics - Callahan

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Suggestions / Statistical Bullet saving for...
« on: April 19, 2018, 01:44:50 pm »
... Craft cannons. It seems my craft are always throwing away any cannon ammo if only 1 of X shots has been spent. Or I have bad luck with my random numbers.

It would be nice to have the statistical ammo saving extend to craft cannons. Would be good for expensive special ammo, as well as not having to constantly build/buy new cannon ammo.

2
Suggestions / Reward for autopsy
« on: April 08, 2018, 12:23:07 pm »
I would welcome a feature that will increase ranged/melee weapons damage for all units where the autopsy has been researched.
Like: "You learned how to best target the XYZ for maximum damage".

I usually research the autopsies last, as I know which ones are useless at least at the 2nd play of a game.
That is quite a bit sad to have a lot of research that players can discard as there is no benefit.
I think it would also be realistic to improve the soldier performance verus enemies that are well known to them.

3
Help / Need help to understand the code
« on: April 07, 2018, 10:54:42 pm »
So, after I got a lot of help from all sides, I am capable of compiling on my ancient PC.
Now my major problem is to understand what I read in those CPPs.

I worked last on "Jagged Alliance 2" code and thought I could adapt to the new code format, but I am mostly only confused over all those arrays and variable names. Maybe because I am new to the OXC code (preferred) or cause I'm a bit dumb.

What I want to achieve is that all "extrasprites" are not loaded on program start, but only when they are about to be blitted and the surface has not been loaded yet.
So I would be happy for any help to make me understand what is done at image loading and blitting and how to accomplish my goal.

I've taken a look at "void Mod::loadExtraResources()". The loading of surfaces is done into "_surfaces[sheetName]"
I assume "sheetname" is the -type field of a dataset and the properties and path being "i->second"
Is this correct?

Is there a convenient way to check for if an image has been loaded in "Surface::blitNShade" or "Surface::blit(Surface *surface)" and then load this specific image/surface inside "Surface::Blit" ?

A deeper look into the rulesets indicated that some surfaces are put together from alot of image files. So my plan of "loading on demand" will be restricted to those surfaces that are using only one image file.

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Programming / Newbe needs info on where to find what in code
« on: March 21, 2018, 11:34:39 am »
Hi all !

I seek to disable the "mutual sighting" code that prevents reaction fire if the actor does see the spotter, as this is not part of the original engine in my DOS versions of UFO/TFTD.
Now the code can be quite confusing if read for the first time, so please tell me where exactly this check is located in the code. That would save me big time searching and figuring what does what.
This one is really important to me.

Secondly, I want to rework the resource loading to store only the path of extra sprites and music/sounds in a dynamic char array, to be able to quick load them when they get used only.
The piratez mod does use way too much memory for my system and there is no need for all stuff to be loaded at game day 1.
This way, I could get any mod running, no matter the size.

Thanks for any help.

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