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 ... 5 6 [7] 8
Thank you!

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?: (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)

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).

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.

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.).

Open Feedback / Re: Animation speeds
« on: April 11, 2014, 09:58:16 pm »
As you said, many are used to "Hyper" speed, and popups being faster than sound is not that weird, kind of like of (real-life) lighting.

Open Feedback / Re: Animation speeds
« on: April 11, 2014, 03:05:52 pm »
Would it be possible to have a speed slider for pop-up screens?

Open Feedback / Re: "Official" Minimum resolution
« on: April 11, 2014, 03:04:01 pm »
I see, thanks for clarification.

Open Feedback / "Official" Minimum resolution
« on: April 11, 2014, 02:37:14 pm »
Since installing 0.9 I only changed resolutions to see how it is was like in higher res before changing back to 640x400 and left it like that for a whole year, and then after a latest nightly build I had an urge to change resolutions again and then discovered that you can't change it back to 640x400 without editing the options.cfg (which was my first though) or clicking on res numbers in video options and typing your own custom res (which I didn't know was possible until today);

The current apparent minimum is 640x480 (which IMHO is too vertically stretched), can we lower it back to 640x400?

EDIT: Corrected the numbers.

Not a coder, but how about instead of separate project that Engineers can work on, instead the Plane Repairing gets a bonus from the amount of Idle Engineers you have.

Open Feedback / Re: Animation speeds
« on: April 02, 2014, 09:22:00 pm »
With the max Geoscape clock speed it looks smooth except for the Interception Transitions (The UFO combat itself is also smooth).

The only thing missing for maximum Vanilla experience for me is the Loading-Times-Masking-Transitions; There is nothing like killing an alien, ending the turn and hearing change in music that says that, yes, you just killed the last alien.

Suggestions / Re: Pilots... for interceptors?
« on: March 25, 2014, 08:38:30 pm »
At the most simplest, we can have two stats: Piloting and Gunnery, for dodging enemy fire and for hitting UFOs respectively.

Suggestions / Re: Some things i expect in an OpenXcom for TFTD
« on: March 16, 2014, 04:18:27 pm »
Just found out that in TFTD's PlayStation version the Soldier inventory screen has a neat background image:

Would it be possible to include it?

Work In Progress / Re: Hybrid game
« on: February 05, 2014, 06:47:11 pm »
On the contrary, the Avenger did came back, and was used a few more times in the failed attempts to find Elerium on Mars before being mothballed as a museum piece.

As for the soldiers, well, 40 years will take its toll on anyone even with the improvements in medicine, and personally I think that whatever was left of X-COM after the First Alien War neither had the influence or the resources to arrange for soldiers to be put into the cold sleep.

Offtopic / Master of Orion races as enemies
« on: January 24, 2014, 08:28:26 pm »
The Antarans conquered all other races in the Galaxy and are using them as battle thralls for their next conquest, Earth (note: assume that it is like NuXCOM where every race is present on the battlefield):

Alkari: Floaters equivalent;
Bulrathi: Mutons equivalent;
Darlocks: Shapeshifters, posing as civilians or other aliens to fool you into sending too many or not enough soldiers against an unknown threat.
Elerians: Psi-combat ladies;
Gnolams: Cannon Fodder, their only saving grace is that their rolls have higher chances to succeed, and negatively effect X-COM rolls just by existing;
Klackons: Hive-mind buffs depending on the number of Klackons in sight;
Meklar: MEC troopers;
Mrrshan: Agile snipers;
Psilons: Sectoids with a different name;
Sakkras: Numerical superiority;
Silicoids: Naturally High Armor and Resistances;
Trialarians: Teleportation;

and the Antarans themselves are the masters of everything.

Pages: 1 ... 5 6 [7] 8