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Messages - aceshigh

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16
Fan-Stuff / Re: Graphics from Ufo:TTS and Source Files
« on: July 18, 2014, 02:06:27 pm »
a few or this graphics are far too close to the original and to prevent the issue of possible copyright i think we will never see it in the official branch.

HOWEVER :)
other people (myself) included are working towards making the game with a little improved resolution and as such this sprites could be used.

No this is not the start of a copyright argument, i think we all had enough of them already :S


one year later (but this thread is a sticky, so it´s not a bump or grave-digging), any info on that?

17
Offtopic / Re: How "disposable" are Xcom troops to you?
« on: July 17, 2014, 08:22:58 pm »
they are not disposable at all. Meaning that you will hate me, but I am a save-load freak. I play the game since the 90s doing everything possible (meaning loading and trying different tactics) to end the game without any casualty at all.


really, I have no patience to have to wait for new soldiers to grow their TU stats again!

18
Offtopic / Re: Introduce yourself
« on: July 17, 2014, 08:17:37 pm »
Hello all, I am 34 (35 in 9 days  :o :o) from southern Brazil... you know, that country that was raped 7-1 by Germany while hosting the World Cup. But since I am from a city called Novo Hamburgo, there were quite a few people celebrating here haha.

Anyway, I work with architecture visualization in 3D and I started playing Xcom on DOS around 1995 or 1996, and never stopped.

As some of you may have guessed from my name, I am a fan of Iron Maiden, but I also love Rush, Blind Guardian, ACDC, etc, etc.

19
The maximum height are 4 blocks so maximum height you can jump down are 3 blocks and that's about 20 feet. I think it's okay if you jump from that height  especially soldier who ready to die defending the earth. ;)

I think that alien's just survive from that explosion as simple as that. Maybe that because explosion damage reduce from floor to floor if the building are still okay (no hole on the floor).

the question is not "being ready to die for defending Earth". The question is: the consequences of being ready to die for defending Earth. It´s all fine is a soldier feels the need to jump from a 4 story building to defend Earth. But he should get severe injuries (actually, he should break his legs and be immobilized, thus stay stationary, only being able to rotate. Falling from the 3rd floor should cause injuries but not immobilize the soldier... just make him have half the TUs, but only for walking (don´t know if that would be possible... make walking spend double TUs, but firing remaining the same amount of TUs...)

20
Offtopic / Re: global coverage
« on: July 17, 2014, 08:04:47 pm »
I always start my first base somewhere near Istambul. It covers all of Europe, plus some of Africa and Middle East and Russia. It´s the best place to cover a lot of countries and almost no sea.

21
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 17, 2014, 06:36:54 pm »
don´t seem to there be much more stuff in the to-do list. The previous version, with the fix for tapping in different resolutions had already made it completely playable. I played it on the bed, before going to sleep, the last two nights, for a total of 6 hours at least.

I will keep my eye on any eventual bug, but so far, it´s awesome! Everything I wanted on Android!


Only thing I miss is opening doors without needing to go through them. Preferably without needing to stay right in front of them too (from the diagonal would be nice)

22
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 16, 2014, 04:15:45 pm »
wow... I am loving it... the precision is very good now!

I wonder if it would be possible to zoom in and out with your fingers (instead of going to video options to change battlefield zoom)

23
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 07:23:31 pm »
  • (Hopefully) fix the touchscreen issues in Battlescape. Please tell me your experience with that!

it worked!!!! It's awesome!

It was incredibly frustating before... I guess people can imagine how frustrating it is to tap somewhere and it recognize the tap half a centimeter to the side!

Thus now when I tried it again, it was just so awesome, just to tap where I wanted and the cursor showing that exact place!

Thanks a lot!

24
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 07:01:02 pm »
Are the Android buttons on your device software ones that are drawn on the screen, or are they physical buttons?

you mean the "home", "return" and "menu" Android buttons? They are software. Like in the image below

25
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 05:50:59 pm »
It felt a bit off for me at first, but I think it was just that you have to get used to tapping where there feet are, especially when you can only see a soldier from the waist up.

I play on a 720p-ish 2012 Nexus 7.

but as I said before, it´s way off-target for me. If I tap where their feet are, I won´t be able to select them. I have to tap LEFT of them.

So basically you confirmed me the inverse of what I asked. If you must tap at their feet, then the problem is NOT happening on all Android devices. I will try to take a photo showing where I have to tap...

26
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 03:01:48 pm »
can anybody else confirm the touchscreen imprecision at BattleScape on their Android devices, as reported by me and Syrion?

I was wondering if by any chance if might be caused by hi-resolution devides, or unusual resolutions?

The display resolution of Open XCom on my LG G Pad is showing as 1920 x 1114. But real display resolution of the device is 1920 x 1200.

27
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 12, 2014, 04:53:59 pm »
[edit]
I've disabled "drag scrolling" in the options, which enables you to just move the cursor by dragging on the screen. This shows that indeed the cursor works exactly as on the PC, but since you can actually see and move the cursor box, making precise inputs is much easier. I think it would greatly improve the controls if normal dragging with one finger would only move the cursor like that, whereas dragging with two fingers would move the camera. This way I think you could easily combine precise with quick controls without the need for additional buttons or functions :)
The only problem would be the "long press tile to turn soldier" function, since it often triggers accidentally when dragging the cursor.



this is a good idea Syrion. I am sure people will be able to think on more solutions. My guess is that the cursor is a bit way off from where you tap, because you can´t always see the feet of the soldiers (where you should be tapping). Like inside the skyranger... soldier on the near wall have only their heads visible. Your solution would be good... move the cursor around like with a mouse. But you did not explain how did you select the soldiers or where they should go. I mean, you move the cursor around until it´s exactly over the soldier you want. Fine. But how to select him?

I noticed no Android only menu exists yet. The menus are all exactly like the PC version. I wonder if in future versions we can have some 2-3 Android only (touch screen) movement/selecting configurations and select which one we prefer from the menu...

28
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 12, 2014, 02:45:10 am »
Made more tests, and I discovered what is the problem that is afflicting me.

For some reason, only at the battlescape, the tapping point is not calibrated. That means, the game is recognizing the touch about one/one and a half squares from where you click. Meaning that if I try to move a soldier, I tap in a place but the game will show the path ending in a square about 1 or 2 squares "southeast" of where I tapped. Same thing when selecting a soldier. I must tap a bit left of the soldiers head, instead of tapping his feet, to select him.

29
Open Feedback / Re: playing Xenonauts
« on: July 11, 2014, 05:58:28 am »
it has it´s problems, but the graphics are lovely, everything I wanted OpenXCom to have. Don´t know if that will ever happen. Even if OpenXCom sometime allow higher resolution graphical replacements, we can see graphical features in Xenonauts that are not "simply" higher res graphics... like tall grass from grass blocks in front of blocks behind it, or ships casting shadows, as well as soldiers and aliens...

30
Released Mods / Re: [GLOBE] Improved Nations Mod
« on: July 11, 2014, 04:17:08 am »
Poor tiny Uruguay, always forgotten. Too bad, we could have a soldier based on Suarez, who would bite the aliens  ;D ;D

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