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Messages - Tarvis

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16
Released Mods / Re: [SOUND] High Quality Sounds
« on: July 04, 2014, 01:01:26 am »
I'm pretty sure all of XCOM's original sounds are from a sound library. The same one Doom uses, I think. Therefore it would be possible if someone got their hands on that library to make a high-quality soundpack of the actual original sounds.

17
Suggestions / Re: What you have done here is a work of art
« on: June 18, 2014, 10:28:31 pm »
Armors already have a weight value, don't they?

And the problem with per-soldier weight is that then you can't bring extra equipment to leave on the Skyranger then, plus it doesn't make much logical sense when ignoring game constraints

18
Suggestions / Re: What you have done here is a work of art
« on: June 18, 2014, 10:00:02 pm »
I disagree, I think the weight should be based on craft. Of course, soldiers would reduce how much weight is available since they also take up space.

19
Suggestions / Re: Some suggestions and ideas
« on: June 18, 2014, 09:58:34 pm »
What I'd like to see is when moving an item in the inventory screen during a battle, if it displayed how many TUs it costs to move to a location, next to its name

20
Suggestions / Re: What you have done here is a work of art
« on: June 18, 2014, 09:32:07 pm »
The 80 item limit was a limitation more than a feature. Here's my rationale behind this conclusion:

  • In the base defense, the game has the same 80-item limit, but there you'd just arbitrarily get the first 80 items in alphabetical order. This behavior should NOT be re-implemented.
  • It was based on number of items, irrespective of their size. This indicates that it was because they had a limited array to store items. It would be much more logical as a game mechanic to base it off of weight or size.
  • This would make all crafts have the same amount of storage space, which doesn't make much sense.

But, I do agree that there should be some limit.
If it was re-implemented, it should be based on weight, because a pistol clip should not take the same amount of space as rocket launchers. I also think each craft should have their own amount of storage (Firestorm < Skyranger < Avenger). Otherwise what's the point of the "Space Available" field if it's infinite?

21
If you pack up the project files and host them, I'll help you cut them properly for looping. A lot of tracks seems to have a bit missing off the beginning, and others like INTRO1/2 are cut wrong.

Here's the tracks that need re-doing:
-GMINTRO1 and 2 (the end of 1 is put into the beginning of 2, you can probably just cut and paste it back over)
-GMINTER (The beginning is moved to the end, could probably just be re-cut)
-GMNEWMAR (Seems to have a lot missing, if you have a longer recording I could just re-cut it)

The following are fine but seem to have a tiny bit cut off the beginning:
-GMENBASE (very slight)
-GMINTRO3
-GMWIN (This isn't meant to loop so it doesn't really matter)

The rest are fine.

22
Do you have "INTRO.CAT" in your Data\Sounds folder?

23
There's two Geoscape tracks, and they don't play sequentially (it loops the same one). The first time the game goes to the Geoscape it will play GMGEO1. Once you do a mission and come back, it should do GMGEO2, and so on.

24
In this case it just looks smooth because it's going through the zoom levels very quickly (because it IS CPU dependent)

Though I agree that it would be nice to make the zooming incremental.

25
Open Feedback / Adlib emulation accoracy?
« on: May 13, 2014, 10:14:53 pm »
While I must say having the emulator built in is awesome, it seems to play certain instruments a lot differently than a real SoundBlaster (and even DOSBOX) does. I know there are differences in general between emulation and real hardware (and even between two copies of the same sound card) but this is pretty blatant

I think it has something to do with the fact that games were able to modify timbres of instruments for Adlib, maybe this functionality isn't being supported?

Here's a comparison for the most obvious example (GMMARS/debrief screen):

Soundblaster recording
DOSBOX recording
OpenXcom recording

The bass/guitar sample in particular is a lot softer and smoother in the SoundBlaster version, and overall the SoundBlaster/DOSBOX version is a lot more pleasant to hear. Other songs really aren't that bad, but this track in particular is way different.

26
Suggestions / Re: Aspect Ratio [letterbox] in options
« on: May 13, 2014, 10:05:57 pm »
maybe we could have something to cover up black bars atleast? wouldn't be the worst idea ever
Like what? a PSX-style background image?

I don't think that will work out, because it would have to work for many different resolutions with different sizes and scaling.

27
Suggestions / Re: Aspect Ratio [letterbox] in options
« on: May 08, 2014, 06:15:17 am »
The resolutions are provided by SDL, which means it's the resolutions reported by your own system.

If pixels are non-square even with aspect ratio scaling on, then it's an issue with your monitor/video card settings.

28
Released Mods / Re: (Release v.1.0) Terrain Addons
« on: May 05, 2014, 04:12:46 am »
Any chance that you could get screenshots of the new map blocks?

29
Open Feedback / Re: First person view
« on: May 02, 2014, 06:30:41 pm »
I really don't think a transition for 3D would be that bad for X-Com. Every tile sprite could just get its own model. The only problem is it might be hardware-intensive to render hundreds and hundreds of models at once.

Otherwise though, I think just having models that stick to X-Com's fairly simplistic object shapes and textures should look fine. For example, the textures for the soldier models could be based off of their inventory paperdoll.

30
Suggestions / Re: [GAME OPTIONS] Remove some "Advanced Options"
« on: May 02, 2014, 06:28:31 pm »
Agreed.

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