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Messages - Yankes

Pages: [1] 2 3 ... 134
1
Work In Progress / Re: Heavy Plasma Blaster
« on: Today at 02:09:02 am »
I do not check this part of code. Overall my change do not touch AI, if previous version work then it work now, if not, then do not work.

2
Work In Progress / Re: Heavy Plasma Blaster
« on: Today at 01:54:11 am »
They will use it only as launcher

3
Offtopic / Re: need some tips
« on: March 10, 2019, 05:50:21 pm »
Tip: prefer `unique_ptr` for managing dynamic memory in C++

4
Offtopic / Re: XCOM Inspired Fantasy Game
« on: March 09, 2019, 07:26:31 pm »
This is too insane :D

5
Offtopic / Re: spritestack
« on: March 07, 2019, 11:09:05 pm »
Interesting

6
The X-Com Files / Re: Fear and berserk sounds wanted
« on: February 24, 2019, 03:30:07 pm »
Thanks in advance.
I have a few already, I think I'm fine on the fear side, but quality, convincing berserk is surprisingly hard to find, specially female.
Use some clip with feminist rage :D

7
Offtopic / Re: XCOM Inspired Fantasy Game
« on: February 16, 2019, 01:40:01 am »
You did not get exactly my point. I fine with transparency and special effects on graphic, some thing I did:

https://openxcom.org/forum/index.php/topic,1532.30.html
https://openxcom.org/forum/index.php/topic,322.msg4504.html#msg4504
https://openxcom.org/forum/index.php/topic,2059.0.html

I once made default fire semi-transparent in some old branch of OpenXcom.

My point was that graphic used for this effect was too much blurred compare to rest of graphic. Transparency can have impact on this but I do not think this main reason.

8
Offtopic / Re: XCOM Inspired Fantasy Game
« on: February 14, 2019, 09:28:03 pm »
Some thoughts about mist and fire. Overall I think its look bit out of place and do not fit good rest of graphic. It look bit too much diffused compared to rest of sprites.
Overall graphic is nice looking pixel art and this effect look like from some 3D game.

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 07, 2019, 07:34:48 pm »
This is not bug but feature, AFAIK this "halo" is used to hide hairs that could extend helmet graphic.
Right now only solution is to change background of this screen to back.
For real solution could be add support for script recolors that could easy handle things like this.

10
It sill wait for more free time when I can test it and fix all possible bugs and multiple corner cases.

Right now I slowly working on adding script for execution odds of enemy missions.

11
OpenXcom Extended / Re: [SUGGESTION] flySound - only when unit is flying
« on: February 02, 2019, 01:45:35 am »
Small update, I added info if unit is strafing or running:

Code: [Select]

    selectMoveSoundUnit:
      - offset: 5
        code: |
          var int temp;
          if ge sound_index 0;
            set sound_index walking_phase; #some random noises based on walking_phase, usually 0 - start, 7- end (diagonal move make two full cycles)
            set temp move; #type of move like `move_normal` equal 0, `move_run` equal 1 or `move_strafe` equal 2
            mul temp 5;
            add sound_index temp;
          end;
          return sound_index;

12
OpenXcom Extended / Re: [DONE] [Suggestion] Random manufacturing
« on: February 01, 2019, 11:10:35 pm »
This should be map not vector, this mean empty is `{}` not `[]`.

Clue should be this part:
Code: [Select]
    producedItems:               # empty
      {}
where previously was:

Code: [Select]
    producedItems:
      SOME_ITEM: 3

13
Work In Progress / Re: [OXCE] Crewed Weapons Testing
« on: January 30, 2019, 08:28:05 pm »
One solution could be allowing to change movement type of unit by scripts (and new one "NO_MOVE"). This could have other uses too (like net to catch flying ethereals). Only tricky part is to apply gravity after change.

14
OpenXcom Extended / Re: [Request] lit / not lit indicator
« on: January 29, 2019, 09:20:24 pm »
If someone is really determined he could use scripts to change sprites to show this illumination threshold. Current shade is available for scripts.

15
OpenXcom Extended / Re: [SUGGESTION] flySound - only when unit is flying
« on: January 28, 2019, 02:07:40 am »
You can look for old readme in https://openxcom.org/forum/index.php/topic,2915.0.html
There are some basic of script usage.

Example of global script for this is:
Code: [Select]
extended:
  scripts:
    selectMoveSoundUnit:
      - offset: 5
        code: |
          if ge sound_index 0;
            set sound_index 14;
          end;
          return sound_index;
This will globally change all move sounds to sound 14.

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