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Topics - Istrebitel

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Released Mods / [CRAFT] Air Combat Rebalanced
« on: July 05, 2014, 05:07:10 pm »
This mod changes the air combat balance, aiming to make UFOs more challenging, provide incentive to use different weapons together on one craft, make more craft weapons useful etc.

Mod page: https://www.openxcom.com/mod/air-combat-rebalanced

---

After getting back into X-Com again with the long-awaited release of the OpenXCom version 1.0, I quickly remembered how simple is the air combat in that game. The tactical combat is awesome, deep, and challenging, where aliens remain quite terrifying for a long time, but in the air, X-Com dominates from the first day, and just keeps dominating until the end. Seeing as at that time, there were no mods available that tacke this problem, with most modders focused on the tactical aspect of the game, I've decided to do it myself.

I've tried to focus on making different weapons vialbe on the same craft - so that a loadout like Laser+Plasma, for example, is preferable both to 2xLaser and 2xPlasma. I've also tried to make it so that the player spends more time in range of a UFO taking damage, while at the same time not forcing the player to always engage with multiple craft. I hope I managed to achieve that, and at least in my experience, shooting the UFOs is much more fun now, but we will see what the players who use the mod think.

In order to strike the optimal balance, I've relied on both calculations and actual playtesting. In process of developing this mod, I've made some simple programs, spreadsheets and even a crude emulator for the dogfight process in order to test the modded stats over millions of engagements, or just calculate exact probabilities of each outcome (like, for example, to know what damage total, on average, would 10 shots of Plasma Beam do against a Terror Ship, with exact probability of each outcome, or summarised probabilities, like, the chance to crash it, or the chance take it down to less than 100HP). If anyone is interested, I could release those too.

Well, guess that's it. Now I should await what you guys think of it.

PS: As a side note, how do I contact the admins of openxcom.com? The "images" section for mm mod has bugged out and I can neither sort nor delete images I've uploaded for the mod. I need help with that.

2
I've tried to make this mod:

crafts:
  - type: STR_AVENGER
    deployment:
      - [4, 11, 1, 0]
      - [5, 11, 1, 0]
      - [4, 12, 1, 0]
      - [5, 12, 1, 0]
      - [4, 13, 1, 0]
      - [5, 13, 1, 0]
      - [4, 14, 1, 0]
      - [5, 14, 1, 0]
      - [4, 15, 1, 0]
      - [5, 15, 1, 0]
      - [4, 16, 1, 0]
      - [5, 16, 1, 0]
      - [4, 9, 1, 0]
      - [5, 9, 1, 0]
      - [4, 10, 1, 0]
      - [5, 10, 1, 0]
      - [3, 10, 1, 0]
      - [3, 11, 1, 0]
      - [3, 12, 1, 0]
      - [3, 13, 1, 0]
      - [3, 14, 1, 0]
      - [6, 10, 1, 0]
      - [6, 11, 1, 0]
      - [6, 12, 1, 0]
      - [6, 13, 1, 0]
      - [6, 14, 1, 0]

But it has no effect - the tank still start in the first slot, blocking the exit ramp (and making smoking duty on turn one VERY problematic)

3
Well, AFAIK the original game had no sound for UFO fire (and it made sense that way, because it didnt interfere with awesome sounds of player's craft firing...) And also, should we really hear the sound of UFO weapon fire, if we're supposedly the interceptor? It's understandable why we hear the sound of UFO being hit or crashing (since that's obviously quite loud) but there could be an argument why can't we hear UFO firing especially at 60 kilometers...

But then again, maybe it also makes sense for us to hear the sound. Gameplay purposes and all...

Then, why is the laser cannon sound used? If anything, it makes sense for UFO to use plasma cannon's sound, not laser, because.,. well, most likely they are firing plasma at us! Plus there is another argument for using plasma sound... it's less loud!

So, maybe UFO firing sound should be changed to plasma?

4
Programming / I'm terrible at this, please help me compile OpenXCom
« on: June 25, 2014, 09:40:41 pm »
Well, title says it all. I'm a C# programmer (done a lot of C/C++ stuff in the past) and I consider myself quite advanced with PCs, but I just don't get this.

So, I want to compile OpenXCom for myself since I want to add some debug output to debug air combat (https://openxcom.org/bugs/openxcom/issues/717). I downloaded the code from git. I have VS2010 installed, so I open the sln file. I compile and it fails - needs yaml's header. Okay, I'm looking at the readme and it says I need five libs:

- SDL (libsdl1.2):
https://www.libsdl.org
- SDL_mixer (libsdl-mixer1.2):
https://www.libsdl.org/projects/SDL_mixer/
- SDL_gfx (libsdl-gfx1.2), version 2.0.22 or later:
https://www.ferzkopp.net/joomla/content/view/19/14/
- SDL_image (libsdl-image1.2):
https://www.libsdl.org/projects/SDL_image/
- yaml-cpp, version 0.5.1 or later:
https://code.google.com/p/yaml-cpp/


Okay, I start with yaml-cpp. I download it - it's a folder with folders inside. Where do I put them? How do I tell VS2010 where to look for them? Okay, I guess I go into project properties and add an include path to the folder that contains the folder that contains yaml's header. But now it complains about some "boost/shared_ptr.hpp"... what is an hpp anyway? I only remember there being "h" files and "cpp" or "c" files! Anyway, I look at the yaml's google code page and readme and it doesn't tell me I need any other library to use yaml... I google and it seems I do need this "boost" so I download it... another folder, with another bunch of folders... do I add it again to the "include" paths? But then I'm looking at SDL site, and no download option offers "libsdl1.2"... or does it mean I need to get source codes?....

You see, I'm kinda getting nowhere here... and I don't even know where to read about this. It seems it's so trivial to other people since nowhere it explains how to do it! And I don't even know how to google for this, because... well, I don't know what to ask for!

Can anyone who has already done this please tell me how am I supposed to do it properly?

Thanks in advance!

5
Open Feedback / Mouse sensitivity setting please?
« on: September 24, 2013, 09:02:54 pm »
Greetings.

First of all, haven't been here for a LONG time, and HOLY SHIT ITS WORKING! Great job everyone... really, this is amazing that this actually worked out!

Now, I have a request: can we have a mouse sensitivity setting please? So far, it seems to be directly related to resolution. I'm used to fast mouse (high sens), so for me it's either ugly low resolution or normal resolution but slowpoke mouse movement... surely it should be no problem to add a sensitivity slider?

Thanks!

6
Troubleshooting / OpenXCom very slow even on good pc?
« on: August 08, 2011, 05:48:13 pm »
Greetings.

Had not much time to dig the code, but one general thing that i noticed right now is that the game is extremly slow for that kind of graphics and the PC i have. It goes just terribly slow on my work pc, and still goes slow on my home PC. My work PC isnt very great all right (still its a normal modern office pc), but my home PC is one kinda powerful RIG (can manage stuff like Crysis, Age of Conan, Bulletstorm etc on pretty high settings with no FPS problems, 4gig ram, intel quad core, dont remember eactly which, one of the best graphics on gtx280 chipset, generally, it is fast!).

OpenXCom, however, behaves suggishly, like its having some graphical or processor issues. Rotating globe, walking soldiers, everything does not feel "smooth" like, for example, dosboxed X-Com or windows X-Com with seb76 ufoloader feels.

Can this be caused by some problem at my end?
Or is it a known feature that's getting a fix eventually?
What can be the problem, really?

7
Programming / I'd like to help with programming...
« on: August 01, 2011, 12:13:22 pm »
Greetings.

In short about me:
A very long term X-Com fan, and programming random stuff since 13, right now programming as a profession, but i always wanted to make computer games, however my projects never went too far since i couldnt gather enough people for a team and as a solo couldnt go too far being only myself. I know C,C++,Pascal (Delphi),C# and other kinds of stuff probably not related to games, had some time coding games with DirectX, DelphiX, XNA, very little OpenGL. Unfortunately i didnt have alot of experience with version controls, only used Tortoise SVN and only basically to get an open source project sourcecodes or to update my project for the team to have access to if i'm away (never coded something where more than one people are coding parts of one program/lib). I have sane understanding of game physics and workings, i wrote 2d platformers, asteroid -like multiplayer clone, even had a diablo-like engine up and working, and i'm willing to learn in any areas where i'm not that skilled. I'm trying to read on the Git version control system right now (https://git.wiki.kernel.org/index.php/GitFaq) but some simple tutorial would be very helpful.

I'd love to take part in coding or making or whatever of X-Com 1 remake since its one of the best games i ever encountered (rivaled by Jagged Alliance 1/2, Might and Magic 4-8,...)

Would i be of any help to the project?

8
Suggestions / Simple suggestions
« on: July 29, 2011, 05:05:26 pm »
Greetings.

I am new to the forum and a long time X-Com fan and i love that someone is actually making an open source implementation finally. Its so great. I hope project leads wont lose interest and we would see it finished and working.

I have some suggestions that are simple and aimed at just easing the game and do not change the original game.

1. Add an option to order all craft at once. For exampe, several Interceptors with blaster bombs could take down a BSHIP, but since the game requires you to manually send everybody in on the attack run, you very well end up with interceptors coming in one by one and dying. A simple ctrl+click issuing the order to every active window would go a long way.

1.b. Possibly, implement time still going on while interception window is open, so you could have new craft join interception without need to shrink window and wait, and you could never for sure be able to down ufo over land if its flying close to water (always bugged me). But thats a game change already...

2. Add an option to see where you have line-of-fire and where you have not. Preferably cursor should go black when you dont have a line of fire on the target, without a need to click. This would greatly ease tactical planning and simplify the interface. For example, often you kneel just to find out you dont have a line of fire!

2.a. Add an option to fire despite having no line of fire. A simple ctrl+ or shift+ to override "no line of fire" popup would go a long way! Of course it is arguably a game change, but i think it would be very nice to have and would just make the game less irritating.

2.b. Add an option to fire at the center of the tile or at the bottom of the tile. Right now the game fires at the bottom of the tile if there is no enemy there, and at the center if there is an enemy. Allowing the player to choose would be very nice addition, for example, when firing explosives you'd aim for the legs (as you do say in Quake and other games) to maximise your chance to hit.

2.c. Make it so your soldier wouldnt turn (spending AP) just to tell you that there is no line of fire. Or if you think its imbalancing and changing the game, then make it so if you aim a cursor outside the soldier's field of view, it would also be differently colored (or somehow else show that you have to turn to aim here). Possibly, add an indicator at all times of how many times your soldier needs to turn to fire at this location (or if he ever has to turn) - for example, less color saturated crosshair could show that you are not facing the point of fire.

3. Less imporatnt, but add an option to turn on an overlay (like they did in JA2 1.13 if you know what i mean) that shows your soldier's line of sight, at least approximately. For example, turn every tile that your soldier doesnt see darker or make it desaturated or just outline the tile border or whatever you wish.

4. Also less important, but add an option to see the trajectory used when throwing an object, and possibly and option to throw object using higher arc. This could be very useful when throwing around corners and obstacles - higher arc would make less chance for a grenade to hit a wall and end up in your face, but also would mean greater spread if your throwing accuracy isnt that well. Maybe add an option to choose an angle?

5. Also less important, but possibly, after you have studied an alien, add a tooltip option when you are aiming at it that would show how many damage on average would your weapon deal to it? Since you now know its armor values and resistances, it could show something like:
Type: Laser
Damage: 60
Resistance: 20%
Front Armor: 40
Approx. Damage: 16 (0-56)

6. Possibly add an option to change squad order in loadout screen? Possibly including option to move tanks around

PS: Btw, i have a question - why isnt some of the code of other projects re-used or experience incorporated?
I mean, we have PocketUFO which supposedly is a complete re-write of the game (since they changed interface and they have several differences and bugs not present in dos ufo - i think they must have written it from scratch)
We have UFO2000 which is a complete recreation of tactical game with additions.
Well, just wondering?

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