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Messages - kevL

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436
Programming / Re: audio: default sample rate (discuss )
« on: September 09, 2013, 04:12:48 am »
ok Sup, i figured there was a reason

but the difference to me is glaring and extremely *annoying* ... it was probly the very first thing I changed in options.cfg


thanks,

437
Programming / audio: default sample rate (discuss )
« on: September 08, 2013, 09:56:57 pm »
Engine/Options.cpp, createDefault(), line 111 sets the default sample rate in options.cfg ...

the value is currently "22050". A problem is that the original files have a rate of 11.025k. The result sounds harsh to this audio-engineer's ears


Suggest: changing the default value to "11025"

caveat, results may be system dependent.

--
difference between oXc and UFO:
oXc, https://www.youtube.com/watch?feature=player_detailpage&v=MMLb7dpO9fE#t=455 - tinny metallic zing (sort of an aftereffect)
UFO, https://www.youtube.com/watch?feature=player_detailpage&v=2W0DnuLQpQ0 - normal (muted slightly due to recording, and the 5.5k cutoff of the lower sample rate)

438
Work In Progress / Re: Balanced Ruleset
« on: September 08, 2013, 07:38:31 am »
uhm i just noticed I put a bug in there: ZOMBIE_ARMOR has "drawingRoutine: 5" which causes a crash.

it should be "4"


anywho, gLuck!

439
Work In Progress / Re: Let me tell you about rulesets
« on: September 08, 2013, 01:15:22 am »
sweet _~

440
Work In Progress / Re: Let me tell you about rulesets
« on: September 07, 2013, 11:58:15 pm »
typo in Ruleset ?

"woundRcovery"

441
Work In Progress / Re: Balanced Ruleset
« on: September 07, 2013, 10:11:33 pm »
i put my not-quite-balanced-for-me ruleset up here

It's not plug & play, tho ( it could be with a few changes ) -- it's for comparison/ideas if you want


ps. i think the ruleset-format has change slightly since that version...

442
Offtopic / Re: Your X-COM base names
« on: September 05, 2013, 12:45:36 am »
I like to think up a scheme, like names of Antarctic exploration ships, or as mentioned greek letters, or Roman emporers. Sometimes i'll do a little pun on the region, like "Americ". Currently when setting a base I boot up google earth and find the nearest 'rinky dink' town, like Dourados...

( no offense to Douradosians!! )

443
Open Feedback / Re: Promotions
« on: September 04, 2013, 05:05:28 am »
here's an opposite case, a rookie with a kill.

The ss has not been doctored; I think the kill was by a proxy grenade

444
Open Feedback / Re: Rifle rounds automatic resupply?
« on: September 04, 2013, 04:38:02 am »
i'm not sure if this is related but i'll mention it.

I was getting fed up with my Heavy Weapons guys getting an extra clip on their belts (when I didn't put it there), so i found this: Battlescape/BattlescapeGenerator.cpp, BattleItem* BattlescapeGenerator::addItem(BattleItem *item, bool secondPass)

and commented out the entire "if (secondPass)" block under "case BT_AMMO:"

This resulted in pleasing behavior for me, but left me wondering why it's really there -- just to make sure everyone's topped up? ( but it typically causes encumberance ) I mean, i can see it on soldiers who've never been equipped into combat, but am thinking there should be a condition to pass-by, on soldiers who've already had equipment assigned ...

445
Programming / deathPirouette
« on: August 19, 2013, 04:05:49 am »
I've been tinkering and niggling with the code. Here's an example of the deathspin animation, which i find amusing! Eventually i'd like to set up git and do small PR's but that won't happen for a month...


inspiration?

446
Suggestions / Re: Soldier salaries?
« on: August 17, 2013, 02:19:51 pm »

447
Programming / Re: How to code the AI
« on: August 13, 2013, 11:46:17 am »
dammit i'm just trying to get them to do a death pirouette, Jim!

/ McCoy


[edit] woohoo!
good luck, Wb. I hope someone else w/ chops dives in...

448
Programming / Re: How to code the AI
« on: August 13, 2013, 12:54:36 am »
well, the thing is there's 4 battlemodes in the original: patrol, attack, ambush, flee...

if those get implemented tightly I'd be hap.

449
Open Feedback / Re: Missions Auto-Succeeding on Landing
« on: August 13, 2013, 12:50:24 am »
agreed. I'd like to see all/most mission types get a major rethink.

I used to scurry underequipped soldiers plus a lame dog off to Rome to take on battleships thinking "can't let them infiltrate..."

until i understood the mechanic. I'd even be okay with giving a %chance of success that rose or lowered depending on how successful (or not) an anti-infiltration mission goes,

ref. UFO Behavior, at the bottom. also, Alien Missions


On the good side I've been getting lots of TeRRoR

450
Suggestions / Re: How about a new points system?
« on: August 12, 2013, 08:08:29 pm »
am getting the impression Promotions are already biased on stats  :)

If not, stats + kills + a pt.system would be welcomed (aliens already have a "value" stat, btw -- it adds into the monthly Score, i believe)

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