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Messages - hszp

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Suggestions / Re: Remember active base when in Geoscape
« on: March 12, 2014, 04:31:44 pm »
How about using F1-F6 as shortcuts?
And/Or dedicated icons on the left of the globe, something like this:

Fan-Stuff / Re: Random build
« on: March 11, 2014, 01:54:58 pm »
I think it's the LayoutManager which is not prepared for all clean, just out of the box conditions, I'm not sure though.

Fan-Stuff / Re: Random build
« on: March 11, 2014, 12:39:48 am »
Never mind. Tried it on a different machine and it crashed as soon as I tried to save.

Suggestions / Re: Setting music to specific maps?
« on: March 10, 2014, 10:30:06 pm »
Thanks, Fenyő!
Yes, the specified files are absolutely mandatory. If any of them are missing, you get a nice error message right after loading the rules. But if you override the standard rules, the original music files are not needed and not loaded.

Fan-Stuff / Random build
« on: March 10, 2014, 08:01:08 pm »
I've taken 4 branches from github and compiled a custom version for myself.
Then I thought why not share it: (3.6MB) last updated 2014-03-25
The merged source is at

* Shoes01/alpha_release = Soldier Diaries

* cfailde/stoRAGE

* fenyo1/LayoutManager

* me/MusicRules

Suggestions / Re: Setting music to specific maps?
« on: March 10, 2014, 03:36:18 pm »
Here is the windows binary: (3.54MB)

Suggestions / Re: Setting music to specific maps?
« on: March 09, 2014, 06:17:30 pm »
Test data (Music files from
Code: [Select]
# Lorcán - Cydonia's Fall OST
  - type: GMDEFEND
    files: [ UFOCF-OST/Defend Base - Lorcan ]
  - type: GMENBASE
    files: [ UFOCF-OST/Lightning War - Lorcan ]
  - type: GMGEO1
    files: [ UFOCF-OST/Geoscape (Part I) - Lorcan ]
  - type: GMGEO
      - UFOCF-OST/Geoscape (Part I) - Lorcan
      - UFOCF-OST/Geoscape (Part II) - Lorcan
      - UFOCF-OST/UFOpedia - Lorcan
      - UFOCF-OST/Waiting - Lorcan
  - type: GMINTER
    files: [ UFOCF-OST/Interception - Lorcan ]
  - type: GMINTRO1
    files: [ UFOCF-OST/Intro (Part I) - Lorcan ]
  - type: GMINTRO2
    files: [ UFOCF-OST/Intro (Part II) - Lorcan ]
  - type: GMINTRO3
    files: [ UFOCF-OST/Intro (Part III) - Lorcan ]
  - type: GMLOSE
    files: [ UFOCF-OST/Lose Game - Lorcan ]
  - type: GMMARS
    files: [ UFOCF-OST/Debriefing - Lorcan ]
  - type: GMNEWMAR
    files: [ UFOCF-OST/Mars Briefing - Lorcan ]
  - type: GMSTORY
    files: [ UFOCF-OST/The Story - Lorcan ]
  - type: GMTACTIC
    files: [ UFOCF-OST/Tactical Battle - Lorcan ]
  - type: GMTACTIC
    terrain: [MARS, XBASE]
    files: [ UFOCF-OST/Far From Earth - Lorcan ]
  - type: GMWIN
    files: [ UFOCF-OST/Win Game - Lorcan ]
  - type: GMGRAVES
    files: [ UFOCF-OST/Nightbird Theme - Lorcan ]

Suggestions / Re: Setting music to specific maps?
« on: March 09, 2014, 09:30:44 am »
Well, there have been a few minor changes in the end as to how the ruleset looks like, but the idea has been 'materialized' into code in the end:
What I plan to do before submitting the pull request:
  • Compile a win32 version so that you don't have to compile if you want to give it a try
  • Testing with alternative rules
  • Code cleanup

Offtopic / Re: Xcom on steam
« on: March 07, 2014, 08:23:35 pm »
There is a sale this weekend on if there was still anyone out there without a few copies of the original.
The usual 5-pack for €3.74:

Open Feedback / Re: openxcom - bad remake
« on: March 07, 2014, 03:37:36 pm »
Hm. He is right actually. OpenXcom is no more just a reimplementation and just the necessary fixes, it's an improved, extended X-COM game. To most readers of this forum (including me) that is probably something positive. However, if somebody just wants to play the original without the bugs but also without higher resolution, modding possibilities and stuff, he does not need all the advanced options. No matter how simple the implementation to any added feature is, each and every line of code increases the probability of additional bugs. So if anyone would take up the task and create a fork without all the extras, that would be nice. I'd most likely never play that version but at least viktorcech would  ;) The funny thing is, that this alternative fork might get less testing and achieve inferior quality in the end because of moderate popularity.

Offtopic / Re: XCOM Intro Remix
« on: March 04, 2014, 10:31:09 am »

Open Feedback / Re: Member Map
« on: March 04, 2014, 10:18:44 am »
Firefox 27.0.1 on windows: works
Chrome or IE: does not work
In the chrome console I see the following:
Code: [Select]
Refused to execute script from ';sa=.js;count=98' because its MIME type ('text/html') is not executable, and strict MIME type checking is enabled.

Suggestions / Re: Setting music to specific maps?
« on: March 04, 2014, 10:01:19 am »
I had some second thoughts on this topic. Now I want to move the basic music definitions to the rulesets not just hack in the additional music files.
So a part of Xcom1Ruleset.rul will look something like
Code: [Select]
  - type: GMDEFEND
    midipack: 3
  - type: GMENBASE
    midipack: 6
  - type: GMGEO
      GMGEO1: 0
      GMGEO2: 18
  - type: GMINTER
    midipack: 2
  - type: GMINTRO1
    midipack: 19
  - type: GMINTRO2
    midipack: 20
  - type: GMINTRO3
    midipack: 21
  - type: GMLOSE
    midipack: 10
  - type: GMMARS
    midipack: 9
  - type: GMNEWMAR
    midipack: 8
  - type: GMSTORY
    midipack: 12
  - type: GMTACTIC
      - GMTACTIC: 17
      - GMTACTIC2
  - type: GMWIN
    midipack: 11

And a mod could have something like this in its ruleset:
Code: [Select]
  - type: GMTACTIC
    mode: replace
    terrain: [FOREST, JUNGLE]
      - WILDFIRE
  - type: GMTACTIC
    mode: extend
    terrain: [DESERT]
      - DUSTBITE

This way you could either replace or just extend the list from which the engine randomly chooses a track.

One more idea: the damage capacity of a laser gun could decrease from usage. Heating up or whatever.
With each shot, the damage capacity would decrease by say 20%. In a whole turn, you could regain like 30%. So if you keep constantly shooting, you hit 0% quite quickly.
A sniper shooting a single aimed shot should be near its top damage capacity when firing his next shot (so if you need 50% TU for an aimed shot, the weapon would recover 15% during aiming!) I can come up with funky formulas if anyone is interested (like 0%->50% should happen more quickly than 50%->100%)
You get the idea.

Interesting idea.
It reminds me of the beat-up weapons in Jagged Alliance: the more you used your weapons their condition degraded causing them to become less accurate and reliable.
However I feel that anything like these don't really fit in the imagined worlds in seasoned x-com players' minds. I mean, many of us like laser weapons for the very reason that they have unlimited ammo :)

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