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Messages - Falko

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16
Work In Progress / Re: remove dependency to something
« on: July 06, 2015, 10:08:31 pm »
this
Code: [Select]
  - name: STR_LASER_PISTOL
    dependencies: []
did not work?

17
Programming / Re: Region labels
« on: May 31, 2015, 07:01:22 pm »
you can add borders with more polylines but they are indistinguishable from country borders (only one color) and for the current regions they are frequently in water

18
yeah
above ground buildings will crush into the 255 limit
but xbase alone needs ~180 mcd entries and farm needs ~70 that was the only default terrain that worked within mcd limit
so  to make it possible/useful in the same approach above we need to "fix" this limit first

19
i remember an idea like this
"if height>128 use 2 bytes , height-=128 ; else use 1 byte"
i think i wrote a bit of code in regard to that month ago - it should be somewhere on my harddisk
but it was less than an hour (not sure how much work it would be for mcd edit)
Edit:
my testcase was something like this 4 layer base+3layer ground base
https://openxcom.org/forum/index.php/topic,3036.msg34798.html#msg34798
i could only add the farm mcd on top of the xbase mcd with the 255 limit
so i made a small codechange that used above rule and made python script that combined the 1 byte maps to 2 bytes maps
so i could add polar/city or other stuff on top of the xcombuildings

20
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: April 02, 2015, 08:51:58 am »
i know of people that use
https://falkooxc2.pythonanywhere.com/spritepalette
to fix their palette
(if the colors are correct the fix command sets the order right)
for basebits drop your gif/png/bmp on the red rectangle
and select fix-palette (ufi-basescape)
convert
download

for a different approach we would need to know the applications you use
not every application can work well with pallettes

21
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 18, 2015, 11:02:15 pm »
the rulcheck is currently noct fullt compatible with the nightly
also the online rulchecker cant check filenames because he does not have the images/zipfile anymore
i remember i have a half done script here somewhere that could check and fix most of the issues perhaps i should add a gui to it and publish it

22
Tools / Re: OpenXCom Modding Tools
« on: March 18, 2015, 08:33:31 am »
will take a lookk within the month

23
Work In Progress / Re: [ALPHA][WIP] Rise of the New Order
« on: March 15, 2015, 02:17:44 pm »
use this tool to make your own world https://falkooxc2.pythonanywhere.com/worldeditor also i think volutar made and program as well. the online one you can view mission zones as well (or change them not sure)
there was /will be? changes inregard to missinzones so thispart likely will not work for now i hope to find time thjs month to bring my tools up to date

24
Work In Progress / Re: Upcoming mission changes
« on: March 03, 2015, 12:23:29 am »
if there is no city entry anymore
we need something like this
Code: [Select]
- [3.125, 3.125, -6.5, -6.5, -1, STR_LAGOS, 3](3 - default zoomvalue) right?

25
Work In Progress / Re: Upcoming mission changes
« on: March 02, 2015, 11:58:58 pm »
wasnt there a zoomfactor for cities?
ist that not in the new ruleset anymore?
or can we sort the cities into big/medium/small cities and declare on what zoomlevel what marker shows up?

26
Tools / Re: OpenXCom Modding Tools
« on: February 19, 2015, 10:40:30 pm »
fix palette uses the colors in the palette supsuper/warboy provided for openxcom
if there is no exact match to the color value the pixel is replaced with color0
if the images work fine there is no need for fixpallette
if youhave an armor try setpalette (battlescape) that resets the colors of the image pallete to the ones provided

27
in aliendeployment you have
      noRetreat:        true/false
      finalDestination: true/false
      finalMission:     true/false
i found that in the source and put it in the modtester so here my untested guesses
the no retreat option should be what you looking for
final destination is what "cydonia button" flies to
and final mission is a mission that after finishing delivers win/loose screens

28
there is only one "final" mission
but you an create a mission you have to win (or you loose)
making it unique (only once) could be accomplished by adding the missiontype to just one region - thats predictable  (and the mission can still repeat after 1-2 years)
i wouklf wait for further tftd geoscape changes in regard to missioncreation

29
and you get incompatible with everymany ufo mods out there

30
Offtopic / Re: Quick question about the ufopaedia wiki
« on: January 26, 2015, 12:53:31 pm »
the answer is in the ufopedia :)
https://www.ufopaedia.org/index.php?title=Alien_Stats_%28TFTD%29#Equation
Quote
The core values are multiplied by 0.4 for Beginner, 0.7 for Experienced, 1 for Veteran, 1.1 for Genius, and 1.2 for Superhuman.
0.4*20=8; 1.2*22=~26

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