Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - shinr

Pages: 1 ... 6 7 [8] 9 10
106
For reference, GMGEO1 and GMGEO2 are around 8 and 9 minutes long, respectively, give or take 20 seconds.

107
Yes, I do.

EDIT: If by your question you meant if I have sound effects in the intro at all, then I have them and the AI Lady still says the "Warning! Warning! UFO Detected!", she just says it in a harsher, jarring voice: https://youtu.be/VqKrpGM5OVQ?t=41s


108
Speaking of vision, Ufopaedia says that Soldiers have a vision range of 20 tiles during the day and 9 tiles during the night, and no in-between for dusk/dawn, choosing either the 20 or 9 tile vision depending whatever is closer, the night or the day.

Is it possible to make a vision range of, say, 14/15 tiles for dusk/dawn missions? 

109
As heard here: https://youtu.be/pX0Cm3N_n6k?t=40s (old 2006 YT video), https://youtu.be/4SZRiz3-nl4?t=50s (Higher quality, but extremely low volume)

Before 1.0, I could get that voice using the 1.0 sounds option and/or a 1.0 sounds mod (that doesn't replace files) and/or MIDI option (not sure if only one was needed or all of them, don't remember), but now none of that works.

Other than replacing the sound files with ones from the Sound and Music collection, is there is anything else I can do?

110
Suggestions / Re: Faster Projectile Hit/Impact Animations
« on: June 10, 2014, 12:42:14 am »
Thank You, explosionSpeed: 2 is just what I needed.

EDIT: explosionSpeed doesn't seem to work on the actual explosions (the skull-shaped ones), but that is fine, since their current set speed emphasizes the stuff blowing up.

112
Just asking, since this happened to me often enough in TFTD to be make me worried.

113
Suggestions / Re: Faster Projectile Hit/Impact Animations
« on: May 30, 2014, 01:27:46 am »
Didn't use filters in the first place, and my desktop is an i5-3570 CPU, 3.40Ghz, 8GB, GTX560 GPU.

EDIT: It is 2 AM over here, so I'm signing-off.

114
Suggestions / Re: Faster Projectile Hit/Impact Animations
« on: May 30, 2014, 12:21:11 am »
No, It is not enough;

Lets take a official test video taken last month: https://youtu.be/zGwk5ws21sU?t=49s

At max fire speed, it still takes more than a half second to go through the Hit/Impact animation (and none of the recent nightly builds made it any faster), significantly slower than in the videos I linked earlier, where the hit animation barely takes a fraction of a second.

Sure, the difference in time may not seem that significant, but it adds up, and after years of playing X-COM through DosBox and Extender OpenXcom feels sluggish just because of the hit animations.

EDIT: Lets an earlier official test video: https://youtu.be/UzOfHLDWa40?t=53s

The FPS limit is uncapped for demonstration purposes and everything in Battlescape that scales with CPU speed is ridiculously and unpractically fast. Everything except the projectile hit animations, and they stick out like a sore thumb, and that cannot be changed neither in the in-game options nor in options.cfg.

115
Suggestions / Faster Projectile Hit/Impact Animations
« on: May 29, 2014, 08:03:53 pm »
Can we have at least an option to have faster hitting animations like in these videos:
https://youtu.be/wWAqS11_mOE?t=8s (UFO)
https://youtu.be/TFjkZvRF8zY?t=48s (TFTD)

116
Thank you!

117
The Former (by itself, see below) is more of a vanity, to have more zoom levels than the vanilla six ones we have.

As for the Latter: As far as I can see, the reason that the Interception transition is still kinda choppy while all other Geoscape animation/smoothness issues were fixed with the max clock speed option is that OpenXcom has no other Geoscape zoom levels besides the 6 we have access to, thus OXC awkwardly speeding through them with no in-betweens.

Can those additional zoom levels be added at least just for interception transitions, so it will look as smooth as seen in this video?:
https://www.youtube.com/watch?v=arWwFeYAfu0&feature=youtu.be&t=25m14s (It is at 25:14 just in case, and apologies since it is from TFTD, since in all UFO videos I found the game was set at high enough CPU speed that it made transitions instant, or the videos themselves were too choppy; And besides, it seems that in TFTD the transition speed is not CPU dependent)

118
Suggestions / Re: Changes of Psionics: New Powers and Cooldowns
« on: May 01, 2014, 10:17:32 am »
Transfer: Transfer all remaining Time Units/Stamina to friendly target;

Torment: Halve the target's health (no bleeding).

119
Open Feedback / Re: Animation speeds
« on: April 27, 2014, 11:54:24 pm »
Sorry for double posting:

In vanilla UFO, the fire speed options also change the speed of the "hit-splash" animation (the animation that occurs after a projectile hits something); In OpenXcom, no matter the what speed of projectile is set on, the speed of hit-splash is still the same (Slow IMO), and the only way I found to make it slightly faster is to set the FPS limit to 0 (no limit).

And the same slowness applies to melee, explosions and psi-attacks.

And lastly, a question: You guys said that you used DOSBox as a reference for recreating vanilla speed, but what settings did you use? My own personal sweet spot was at around 40000 and 50000 set cycles for UFO and TFTD, respectively. Sure, some things became way too fast, but it was better than the frame-skipping that happened for cycles below those.

120
Suggestions / Re: Improving on aliens?
« on: April 14, 2014, 08:56:13 am »
How about simplifying the above: The Aliens have their own exclusive weapon tier you cannot use, only research the protection from it.

Another method is a little bit of gameplay asymmetry, with our soldiers behaving normally in the usual X-COM\Jagged Alliance pseudo-realistic way, while the Aliens get "gamey/tabletop" special abilities similar to those of their 2012 counterparts. X-COM soldiers may get perks to balance things out, but they are limited to making better rolls for certain situations (+6 to the To-Hit rolls, re-roll missed shot etc.).

Pages: 1 ... 6 7 [8] 9 10