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Messages - _Raven_

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1
Tools / Re: Globe Editor
« on: August 15, 2024, 04:31:58 pm »
I didn’t plan to tell you how to create programs, because all this is pointless until all of you, people without borders, gathered from all over the world, achieve the end of the war, but since this topic came to life from a long sleep and then they began to offer editor updates, and I’m currently working on creating the perfect globe, in which case I decided to show you the right path.

To make it comfortable to create a globe using this editor, you must add the following functions:
1) <- -> (cancel, apply) (to undo the last few actions if you made a mistake);
2) there must be save buttons (rewrite the open file, save the file as... and at the same time select the file name and the file type in .rul or .dat, as well as auto-save progress within the system, so that you can continue working even if The laptop froze while working);
3) you need a button to open a file (open any file or even several .rul files at once);
4) you need to add the function of self-opening a file or files by dragging the file into the program window, and it is advisable to add all the possibilities for simple editing of complex functions;
5) Never make the program create a .rul file but not open a .dat file (you would have to be either stupid or crazy to prohibit opening globe files in the globe editor);
6) the globe editor should show all the information about the polygons;
7) there must be program settings (data about the textures of the globe must be saved, how many there are and what color they are);
8) Convenient editing tools (in the WorldEditor program the most convenient and best tool is called “knife”, it easily and simply cuts the globe polygons into pieces, in the GlobeEditor program there is no such thing, you didn’t think of doing in the new program what works perfectly in the old one , congratulations, you are slow-witted and cannot create a full-fledged program without my tips);
9) Support for four corners (what a joke, the vanilla globe is created from triangles and rectangles, but there is no support for four corners, only triangles);
10) It is easier to combine WorldEditor and GlobeEditor into one program (one program lacks the functions that the other has, and the other does not have what the first has. This looks like a conspiracy, but let me create my own editor and it will be better than yours, only my editor will not have the functions that yours has, moreover, my editor will load and save completely different files, completely different globes, and your editor will edit the globe in a standard format);
11) Instructions in the box (there should always be complete instructions for using all the functions of the editor, as well as detailed tips on how best to create polygons and what should not be done under any circumstances).


Since you don’t care about what’s happening in the world and the fact that because of this war, many different masters are dying, then at least be masters yourself and finally create at least something normal and complete, otherwise modding will cease to exist after the end of the genocide on Ukraine at the hands of Americans and Europeans.

2
Help / Re: How to edit the Geoscape globe?
« on: August 04, 2024, 02:28:54 pm »
Decided to post some bugs in the hybrid globe.
The pictures show how some regions of the ocean are layered on top of others. Well, who creates this globe, where is the professionalism, where is the attention to the smallest details, where is the optimization?

3
OXCE Wishlists / Re: _Raven_'s wishlist
« on: August 03, 2024, 10:00:16 am »
Now you will definitely say “We will not remake something that already works or does not affect the gameplay” or completely ignore my request, but I am very attentive to the smallest details and I want my mod to work like a Swiss watch, that’s why I am like this meticulous to detail.
I'm already sick of this:
# "Crafts : The corresponding extrasprite file id for BASEBITS.PCK is sprite+33 INTICON.PCK contains a minimized icon id=sprite the file id for the dogfight image is sprite+11"
# INTICON Minimized Id = Sprite ;
# INTICON DogFight Id = Sprite+11 ;
# BASEBITS Id = Sprite+33
#########################################
# Craft Weapons: file id for
# INTICON.PCK is sprite+5
# BASEBITS.PCK is sprite+48
Why such complex mathematical calculations? I always specify the same ids so as not to rack my brains (bigSprite: 777 floorSprite: 777), but you did the math like this. Can't you just spend one day sitting down at your computer and doing it like this:
###craftWeapons:
###  - type: STR_TAU_BEAM_UC
###    sprite: 55
# INTICON Minimized Id = Sprite 55
# INTICON DogFight Id = Sprite 56
###crafts:
###  - type: STR_TRITON
# delete ->    sprite: 62
$$$    baseSprite: 62
$$$    fightSprite: 63
# BASEBITS Id = Sprite 62
# INTICON Minimized Id = Sprite 63
# INTICON DogFight Id = Sprite 64
It’s much better to specify the BASEBITS sprite separately and the INTICON sprite separately, and Minimized will be specified exactly digit by digit, and DogFight will be one value higher than +1, so min and dog will be in a checkerboard order, in pairs for aviation and aircraft weapons, and base for aviation will be indicated as a separate, independent sprite.

One more suggestion. Add the ability to increase the size of the base sprites for aviation to 50x50 proportions, just as the indicators on the globe can be easily increased from 5x5 to 12x12
This is necessary in order to make the aviation sprites at least a little more beautiful, or simply to make cargo planes visually larger than fighters, and also not to turn the plane sideways when its proportions are 40x32, because of this you have to either make it smaller or turn it sideways, so that the proportions are 32x40
I don’t know about you, but I don’t like this, I want to create 50x50 sprites since there are no obstacles, aviation sprites even with such proportions will easily be placed in the equipment screen and in the center of the hangar sprite.

I don't see any reason to make excuses, just take the time and do it. I work on the game every day, while bombs fall on me every day, and you make the game once a month, while there is peace and quiet in your countries, even no one goes to rallies to overthrow these bloodthirsty European leaders of yours. Don't be offended by me, but you are lazy.

4
Help / How to edit the Geoscape globe?
« on: August 02, 2024, 04:33:55 pm »
Anu, admit how to make a globe!
I have already asked this question in all the relevant topics and in the comments to all the relevant mods for the globe, but in the end I had to independently learn how to create my own globe and I will share this knowledge with you.

I immediately opened the vanilla-hybrid globe using GlobeEditor (for this you need a .rul file with the globe polygons, to edit other parameters, you need to add another globe, polygons and polylines, countries, regions, missions to this file), but here is the FMP globe and CMP cannot be opened in any way, for this you need the WorldEditor program and an .obj file, which can only be owned by the creator of the globe, as it turned out, WORLD.DAT cannot be opened and edited, why do this at all.

GlobeEditor cannot open anything other than .rul files, and WorldEditor generally constantly opens the built-in vanilla globe and does not save changes. To save changes in the globe, you need to create an .obj file. It is difficult to create world.dat files in such conditions, since I had already completely redesigned the African continent (created it from scratch) and spent 6 hours of continuous work on it, and then the laptop froze and I could not save the globe in .obj and I had to again start from the very beginning. Bravo to the program developer for this; it couldn’t have been easier to make a globe autosave button and a reset button to the standard, as well as reading and writing files such as .rul and .dat. I will also scold the developer of the GlobeEditor program, because this program does not have the “knife” tool, without which it is impossible to create a continent even with the smallest details and bends. It would be better to make one ideal editor than two of them as they are.

As for the globe, in the .rul file you can easily copy the necessary polygons from one globe and paste them into another, this way you can separate and combine the two halves of the globe, land and sea. For some reason, the creators of the globe editors did not think at all about modifying the globes already created by someone else and making them more ideal, as well as combining the two halves of the globes (only I think about this, because I combine absolutely everything into a single whole ) this is how globe editor programs appeared that do not support globes.


Remember one important truth. All programs you create should always have the following functions:
1) <- -> (cancel, apply) (to cancel the last action if you accidentally destroyed the wrong landfill and flooded the country in the ocean);
2) there must be save buttons (rewrite the open file, save the file as... and at the same time select the file name and the file type in .rul or .dat, as well as auto-save progress within the system, so that you can continue working even if The laptop froze while working);
3) you need a button to open a file (open any file or even several .rul files at once);
4) you need to add the function of self-opening a file by dragging the file into the program window, and it is advisable to add all the possibilities for simple editing of complex functions (if it is an editor);
5) the globe editor should show all the information about the polygons;
6) there must be program settings (if it is a globe editor, data about the textures of the globe must be saved, how many there are and what color they are);
7) and finally, instructions for using this program in txt format must be attached.
All of these listed functions are available in the Aseprite program (well, maybe except for the instructions, although the Internet is full of different videos about it, but there is no video about the globe).

I finally started creating my globe using WorldEditor, I had to start creating it from scratch without even relying on the vanilla version, as I am trying to surpass all the globe masters combined and create the perfect globe with the perfect shapes of the land and sea, working out the smallest details, the smallest curves, islands, lakes and even the real color of the earth.

Nobody thought of making WorldEditor load .rul or .dat files, only .obj format is available, World.datEditor does not understand the world.dat format, I don’t know what kind of weirdos you had to be to do that.
I wonder what the author of the program was thinking when he created all this? I would think first of all that this program could load and save the globe in .dat or .rul files, and I wouldn’t do the .obj format at all, but the author of the program made it weird so that if you save your globe in . dat format, you will no longer be able to make any changes to it and you will have to start all over again.

No one shared useful information with me on this topic, the only thing they answered me was:
About GlobeEditor - "this tool is very strange, but if you understand it, you can create a globe"
About WorldEditor - “you just open it and that’s it”
That’s why I decided to describe here absolutely everything I encountered, condemn all the shortcomings of both programs, because of which I had to start my work all over again, suggest how these programs can be improved, or better yet, and also answer you as they answered me “just open and do it"


For the last time I’m explaining how to create editor programs, for the laziest who don’t want to create anything as needed, if it doesn’t teach you anything, then I’m just wasting my precious time on you, trying to convey obvious things.

What should the globe editor program be like:
1) Buttons to load and save as a .dat or .rul file (the game only understands these 2 files, which means the editor itself must understand them and open and save them);
2) Never make the program create a .dat file but not open the .dat file (you would have to be either stupid or crazy to prohibit opening globe files in the globe editor);
3) There should be buttons for undoing previous changes (if you made a mistake, just go back a step, no, damn, no one thought of this, only the creators of Aseprite thought of it);
4) Support for full editing of all elements of the globe (these are countries, regions, missions, country borders, this is how I edit the borders of countries, using the GlobeEditor program blindly on another globe, which differs from mine in the WorldEditor program in the shape of the continents);
5) Auto-saving of the globe inside the program (in case the laptop freezes while working and you haven’t lost everything you’ve been working on for many hours in a row);
6) Changing the size of the program window and expanding it to full screen (the creator of WorldEditor didn’t even think about the fact that it’s inconvenient to edit the smallest details of the globe in a small window that cannot be expanded to full screen, of course, you’re making square continents, no one even thought of it it’s time to make smooth shapes, why use a full-screen mode when you can either make a square globe or buy a giant monitor for a million dollars);
7) Convenient editing tools (in the WorldEditor program the most convenient and best tool is called a knife, it easily and simply cuts the globe polygons into pieces, in the GlobeEditor program there is no such thing, you didn’t think of doing in the new program what works perfectly in the old one, congratulations you, you are slow-witted and cannot create a full-fledged program without my tips);
8) Instructions in the box (there should always be complete instructions for using all the functions of the editor, as well as detailed tips on how best to create polygons and what should not be done under any circumstances).

Maybe I’m expressing myself too strictly, but it’s simply impossible to explain to you any other way, I want to ask myself where I was when programs for editing globes were created and discussed, now it’s too late to advise how to update the editor, when the creator of the editor is retired and the corresponding topics are abandoned, I have to publish my thoughts about editors and court globes, since there is no point in publishing this in the topics of globe editors, no one visits or reads them anyway, just like the topic of FLC FLI cutscenes was abandoned, instead of either optimizing and compressing this format into 10 times, or create another easy format, but you don’t even need cutscenes in the game, I’m afraid to ask what you actually need and I’m curious what you want to add to the game.


To summarize:

WorldDat is the most convenient program for editing a globe, thanks to the “knife” tool, but also the most useless for editing ready-made globes, since it does not support the .dat format and the .rul format, the only way to edit a ready-made globe is to get the globe in .obj format . There are also many other editing branches missing, it does not expand to full screen, there are no undo buttons, and there is no automatic saving of the latest progress in case of a system failure.

GlobeEditor - at first glance, an improved and full-fledged program than the previous one, but there is no important “knife” tool, without it editing polygons is a real nightmare, does not support the .dat format (stupidly but true, they created a replacement for WorldDat, which, like the previous one, does not understand this format, bravo), there is also no button to cancel an unsuccessful action, but at least you can expand it to the full screen, there is full editing of countries and everything else (but how can I edit this if the globes in WorldDat and GlobeEditor are completely different, since I can’t load my own globe to both programs, also bravo for the different formats that do not support each other, there is the .obj format here, the .globe format, there the .dat format, here the .rul format), also does not save progress in case of a sudden system failure and does not save texture colors.

Ps. Finally, pay attention to my ideas and suggestions in the topic of my ideas, I offer the necessary things. What can developers be so busy with that they don’t want to add my ideas to their to-do list? All of you are busy adding some little thing, instead of doing something global and memorable.

5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 31, 2024, 12:54:30 pm »
Regarding my previous post:
If you haven’t started fixing anything yet, then you don’t need to do anything, I fixed everything myself. Just add these files to the original FMP.

If you claim that there were no changes and I also think because I also haven’t updated these files in the MapView2 program for a long time, but still after I updated MaoView2 to a new version from github I received this error and could not open the map of this bomber .
I've already taken the new files from X-Files and completely recolored them in the appropriate color, I advise you to still add these files to your FMP just in case.

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 30, 2024, 09:35:53 pm »
I decided to spawn the MiB pilots and discovered damaged MiB aviation files.
Something happened to your files (C_BITS.MCD, C_BITS.PCK, C_BITS.TAB), although previously, when I added this aircraft to MapWiev2, everything was fine. Perhaps you broke these files in new versions of FMP, I temporarily replaced these damaged files with others from X-Files (C_BITS_2.MCD, C_BITS_2.PCK, C_BITS_2.TAB), but I think the black color of these sprites does not match the rest of the gray aviation sprites MiB.
If it's not difficult for you, fix this, since MapWiev2 cannot open these files and expand the aviation map, then there will be problems in the game too.

7
Tools / Re: worldeditor
« on: July 28, 2024, 12:12:49 pm »
How to use this program? I can't open the hybrid globe and edit it.
Tell me finally, I haven’t been able to create a globe for a year now. You created your own globes, you know how to do it, it’s difficult to tell, give out instructions, make training videos?

8
OXCE Wishlists / Re: _Raven_'s wishlist
« on: July 23, 2024, 12:35:11 am »
Again, I decided to scold you a little for the weapon reloading script.
The script itself is good, but as I put it earlier, “incomplete”, this script needs to be finalized and let all 3 weapon sprites be repainted. But that’s not what I wanted to tell you, as I just found out, this script doesn’t suit me at all, it’s not what I was looking for. I don’t need the cartridges to change the sprite of the weapon, but the weapon itself to switch to another sprite in the “empty” state
###items
###  - type: STR_RIFLE
###    bigSprite: 1934
###    floorSprite: 1980
###    handSprite: 1990
$$$    bigSpriteEmpty: 2012
This way, the weapon will work as it did before (there will be no replacement of sprites in Ufopedia or from reloading with cartridges from another weapon), a new weapon sprite will replace the old one only after the clip is empty or discharged, this is what I need, but there is definitely no such function.

If you suddenly don’t understand what the problem is, I’ll tell you more clearly:
- Need to indicate a tag on the weapon and on the clip, if the alloy rifle weapon is loaded with the clip of a regular rifle, then one weapon will simply turn into another weapon;
- Need to indicate the difference between two sprites, the sprite of a loaded weapon is 100 and the sprite of an empty weapon is 150, the difference is -50 you need to indicate the cartridges, why do this when you can simply indicate the number of the desired sprite;
- It is necessary to replace the bigSprite from a regular one to an empty one, why is this done this way, probably so that in Ufopedia the weapon looks empty, but I want it to be the other way around, so that I see the weapon empty only when it runs out of ammo in battle or I unloaded it myself.


I hope you will pay attention to this and make the weapon reload function work properly. For now, I'm forced to stop working on this halfway, send the data to storage and move on to another task, updating the aircraft and creating exciting air battles with UFOs that will be challenging, realistic and breathtaking, bringing the real joy of victory from shooting down a UFO.

9
OXCE Wishlists / Re: _Raven_'s wishlist
« on: July 22, 2024, 03:51:16 pm »
I propose new functions for aviation:
Add a special button to switch the fighter's equipment mode from the main 4 weapon slots to 4 more secondary slots for equipment and modifications (in battle there will only be the main 4 weapons, since modifications are not needed in battle, they are also passive skills that do not have a range like at the weapon)
###crafts:
###  - type: STR_FIRESTORM
###    weapons: 4
###    weaponTypes:
###      - 3
###      - 3
###      - 4
###      - 4
###    weaponStrings:
###      - WEAPON-1>{LASER}>{0}
###      - WEAPON-2>{LASER}>{0}
###      - WEAPON-3>{PLASMA}>{0}
###      - WEAPON-4>{PLASMA}>{0}
$$$    moddifications: 4
$$$    modTypes:
$$$      - 5
$$$      - 6
$$$      - 7
$$$      - 8
$$$    modStrings:
$$$      - MOD-1>{FUEL}>{0}
$$$      - MOD-2>{ENGINE}>{0}
$$$      - MOD-3>{TARGET}>{0}
$$$      - MOD-4>{SHIELD}>{0}
In this way, you can more deeply modify the fighter without sacrificing slots for weapons (it’s a little stupid to install modifications in one slot or replace weapons with mods, I installed the engine but can’t install the gas tank and sight, why if these modifications are installed in different parts of the fighter and should not interfere with each other or replace each other, you need separate slots for each type of modification).

I don’t have time to wait hundreds of years for you to finally pay attention to my ideas, and moreover, start implementing them into the next update of the game, for this reason I figured out how to independently add fake slots for modifiers and sew them in from the inside out:
- Create 3 types of modifiers (removable, internal, built-in set of modifiers);
- Limit the use of modifiers (only the removable type can be equipped, others are used as consumables for aircraft production);
- Create aviation duplicates (regular, improved, professional);
- When producing a regular fighter, there is a free slot for a removable modifier, when producing an improved fighter (Mod), you need to use an internal modifier and it will be built into the design of the fighter, when producing a professional fighter (Pro), a set of different modifiers is required that will be built into one modifier slot.


With aviation, I think everything is clear, I will start updating aviation as soon as I finish the previous task, creating charged and charged weapon sprites.
By the way, here’s what I want to add about your script for replacing bigob weapon sprites. It would be better if you wrote this script to the end and also added a replacement for the floorob and handob sprites, so that the weapon changes its color to the color of the cartridges not only in the bigob picture but also on other sprites too, and ideally, of course, this script should be in the game engine and used not with a tag (tag) but with a command (newBigSprite: 1408).
I also want to draw your attention to the fact that the main sprite of a weapon is considered to be the one that is unloaded, it is also present in the ufopedia section, and the one that is charged is now simply a replacement from the main unloaded one to an additional charged one. Is it possible to replace the bigob weapon sprite in ufopedia so that ufopedia uses not the main sprite (unloaded without a clip), but an additional sprite with a cartridge? Because I’m not sure if I want to constantly see unloaded weapons in Ufopedia (without a clip or black and white without energy).


Here's something else I want to say.
How do you modify a globe? What kind of programs? Maybe you can share these programs with me and I will also start updating the globe?
You haven't made one step forward in updating the globe to the new NUG quality standard, eternal excuses and reluctance to translate other people's ideas into reality.
Give me all the necessary programs and don’t be lazy to create a video instruction on how to use all the functions of the program and I myself will complete my ideal and universal globe, and also don’t be lazy to add the necessary functions to the game so that there are no problems with restoring a UFO from the bottom of the sea, so this UFO was considered destroyed, as in the original globe.


That's all I wanted to say for now. Do something already, because I don’t remember the last time OXCE-v7.12.apk was updated
I live in a war, hostages and poverty, and without electricity, and still actively updating the game, you have to admire how I manage to work in such difficult conditions in which you all would have given up and stopped working on the game, but you don’t even provide me with any help (except for links to information), shame on those who don’t help those in need!

10
OXCE Wishlists / Re: _Raven_'s wishlist
« on: July 20, 2024, 12:48:02 pm »
I haven't proposed new ideas for a long time due to very difficult circumstances in my country, it's time to fix that.

Now for the good stuff. It's time to offer new ideas, pay attention to at least some of them, otherwise what's the point of offering you ideas and what are you even doing there.

Suggestions (or requirements):

1) Update the items.rul file - I made changes to the file structure and reassigned all the sounds and animations of weapon shots to clips, since all this should be assigned to bullets, especially if you need to use a 2in1 weapon such as a sawn-off rifle, so that when shooting from different clip slots (ammo 0 ammo 1), all animations and sounds are different.
Why don't you update your files as well (original and modifications like FMP):
###items:
###  - type: STR_RIFLE_CLIP
###    bulletSprite: 20
###    fireSound: 75
###    reloadSound: 325
###    hitSound: 324
###    hitAnimation: 136

2) Bullet speed - I can change the speed of the shot animation for some weapons or clips (for example, make laser bullets faster), but I cannot do this separately for one type of shot, (for example, speed up the animation only for the automatic shooting mode).
Why don't you add this feature so that the animation acceleration function can work separately for the type of shot or add something else to make the automatic shot faster and more realistic:
###items:
###    type: STR_RIFLE
###    confAuto:
###      followProjectiles: false
$$$      explosionSpeed: 50
$$$      bulletSpeed: 15

3) New cutscene format - I use the FLC format, but this format is very bulky and all cutscenes take up 2GB of memory, if this doesn’t seem like a lot of weight to you, then for me it’s a lot of weight (1 minute of animation at 30 fps is equal to 90MB).
Add a new MP4 format to the game, make sure that instead of FLI or FLC files you can assign MP4 files because i'm are already tired of using such heavy cutscenes, the MP4 format is tens of times lighter than FLC. Be human and do something with these cutscenes, teach the game to play MP4 video files in 320x200 quality.

4) New game graphics - Yes, you don’t want to leave the original in favor of improved graphics (even in the modifications no one uses the new visual upgrade or vigilo configo or xeno operations sprites, well, in vain), but I insist on a complete overhaul of the game’s graphics, unnecessary to use these huge and blurry pixels, you can use new stylish pixels, increase the size of all the sprites and re-draw them in a pixel style called pixel art.
Here are examples of modern games in the pixel art style that look both high-quality and classic, not like openxcom is classic and old.
For the love of God, find the artists already and completely update all the game sprites and picture resolution, as I’m already tired of not having enough space for pixels to beautifully draw a bigob weapon or some other indicator, it always turns out to be a blurry misunderstanding. The pixel style of the game and the old washed-out graphics are two different things, you can make a high-quality picture and still leave the pixel style, if you don’t know how, ask the indie company that created the game of the year Sea of ​​Stars on Aseprite. You are also an indie company and also work for Aseprite, so why not try to increase the size of the sprites, overcome the microscopic proportions of 32x40 and make a beautiful game.


You haven’t made global updates for a long time, find fans of the xcom genre and pixel art, invite artists, create new high-quality pixel graphics in high resolution. First, ask the authors of graphic modifications to present several new sprites in pixel art with increased sprite proportions, so that you have something to compare with and decide whether to do it or not (if I could draw, I would present you with comparisons and you yourself would see the difference in pixel quality ).
And for the love of God, finally add the new MP4 cutscene format (I used cutscenes and will continue to use them; if you don’t like them, use slides).

11
OXCE Wishlists / Re: _Raven_'s wishlist
« on: June 22, 2024, 11:20:15 am »
Well, it was worth mentioning this function once and then it was found among the lost data, why did I forget about it and didn’t remember earlier, I should have named this function right away.

Well, what can I do? I’ll try to use your scripts for all the weapons in the game, although I don’t really like them, I prefer ready-made functions like in the example above, I just indicated the required sprite for clip and that’s it.

How many other interesting functions are hidden in scripts and only those who know how to work with game code and know what script to create know about them. Find time to turn a few interesting scripted functions into simpler functions, the more functions are converted from a scripted system to a regular one, the better for everyone, there is not enough time for everything, find more people who can add new functions to the game or turn such scripts into functions and it will be easier.

Thanks for the info.

12
OXCE Wishlists / Re: _Raven_'s wishlist
« on: June 21, 2024, 11:24:17 pm »
Another new revolutionary idea (or rather an old idea).
I came up with this a long time ago, but no one is able to translate this idea into reality, all even the best modders give up and cannot do it, and I decided to publish this idea here so that someone will finally do it, sometime after many centuries when there is a hero capable of adding my brilliant ideas to the game.

So the idea is to make weapon sprites not static, but dynamic. Here's what I came up with:
items:
bigSprite: 1947
bigSpriteAmmo1: 1974
bigSpriteAmmo2: 2012
extraSprites:
bigob:
1947: bigob_AK12_Zero.png
1974: bigob_AK12.png
2012: bigob_AK12_Sniper.png
When the weapon is unloaded, the first sprite is used, when loaded with clip 1 then the second sprite, and so on. Thanks to this idea, it is possible to create one weapon that will use different clips and by the appearance of the weapon it will be clear whether it is loaded or unloaded and what type of clip it is loaded with.

Another brilliant idea that will have a positive effect on the appearance of the weapon, more external information (or in the real world in the army, to find out whether the clip is inserted into the rifle or not, you take it and press some buttons, in reality, if a soldier’s clip falls out of rifle, then everyone will see it, and not just the one who will twirl this weapon in his hands for an hour, study it and eventually realize that it is unloaded). How this weapon will look in ufopedia, you can add a new function to ufopedia so that you can change the appearance of the weapon by clicking on the picture (like changing the picture of aviation in a hangar), or simply use the first sprite.

The idea is brilliant, like all other ideas, so I don't know anything, no excuses, just do it all and add it to the game. You need to give me money for these ideas, carry me in your arms for the fact that I offer them to you completely free of charge for the development of the game.

13
OXCE Wishlists / Re: _Raven_'s wishlist
« on: May 30, 2024, 12:01:58 pm »
Skreenshots.
For some reason the zip file cannot be uploaded to the site. Well, to hell with him.

14
OXCE Wishlists / Re: _Raven_'s wishlist
« on: May 30, 2024, 11:55:51 am »
I was already thinking about stopping giving advice, but you won’t be able to do it without me.
I suggest defeating windowed mode and switching to full screen mode.

The fact is that you programmed the function of changing the size and resolution of the screen in such a way that with the original size of 6x everything is huge like on ps1 (but it’s cool that it’s in full screen) and the inscriptions on the globe are huge and the view in battle is small, but when I switch to 3x then everything is perfect (or almost perfect, even on a small phone), except for the size of the game windows.
In this resolution (1920x1080 3x) the globe looks good (many cities easily fit on the globe and, thanks to small letters, do not block the view), the battlefield is also clearly visible (the game panel is reduced and does not cover a quarter of the screen, the viewing range also increases), but the windows themselves just microscopic, that nothing is visible on the base, that in the settings on the battlefield nothing is visible in a small window (especially on small phones), it’s good that at least the window with the inventory is still on the full screen (they thought of making a separate function so that the inventory would be forced full screen size 6x even if the size of the battlefield is specified as 3x).

I suggest making a separate setting for the size of game windows:
Size Geo mode 3x
Size Battle mode 2x
Size Window mode 6x
Now not only will the soldier’s inventory be full-screen standard 6x, but all windows will be the same as in the original with the same size as the inventory (if desired, you can reduce the size of the windows or even specify the same size as the main 3x or 2x) and the game will work fully in full screen mode.

You can’t think of anything without me, this function should have been added to the game a long time ago, because it will significantly increase the comfort of the game both on computers and on phones (especially on phones, because they have small screens and it costs pay more attention to interface and window size settings).

I suggest starting to create this function now, because all the interface settings are inconvenient (that 6x is too huge, that 3x windows are too small to appear on the screen).

Here's a look at what it looks like on your phone and why you need to do it.
There are more screenshots in the file.

15
OXCE Wishlists / Re: _Raven_'s wishlist
« on: May 04, 2024, 09:39:32 pm »
One day I downloaded this mod and looked at who was adding what to their mods. Apparently an interesting mod, but I like light mods like FMP. To be honest, I have already made my choice, FMP suits me, it is easy to edit and I can easily edit its files.

I have only one problem, mods like FMP use a standard globe, it is impossible to use a hybrid globe for two reasons:
1) Third-party globes are not suitable, you need to create a new globe specifically for FMP (I don’t know how create a globe);
2) You can land in the ocean, while there is no function that can block this, turn individual regions of the globe into empty fields (fakeEmpty: true);
3) I’m not yet ready to turn FMP into a hybrid mod (it’s difficult to program everything correctly, and there are also no special functions yet that make it easier to create hybrid mods and prohibit UFO from invading TFTD).

I updated the textures of the hybrid globe (the ocean already looks good, the land also looks great by the way, you just need to change the id number on some fragments of the globe to change the texture), now from all this you can make a universal globe if the developers want it.

This globe can already be used in hybrid mods, you can give them my work if you want.

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