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Messages - davide

Pages: 1 [2] 3 4 ... 38
16
Released Mods / Re: X-Chronicles resource review
« on: January 16, 2022, 01:08:10 pm »
The main websites about  ufo2000 are closed
Hobbes collect terrain/maps from other owners and develop new original terrain and maps that he publish on this site https://area51.xcomufo.com/ (closed)
NativeUrban is one of them
You can found something here but the site is very old
http://www.xcomufo.com/forums/index.php?s=616dcb762b1298a307d2926a70f8fade&showforum=345

17
Released Mods / Re: X-Chronicles resource review
« on: January 16, 2022, 12:20:22 pm »
I reiterate that while I disagree with Hobbes,
it is deeply wrong to brutally attack him because all the mods you are building in some way are inspired by those of the Ufo2000 community and even earlier by those of the ufoxcom community of which he was a leader.

18
Released Mods / Re: X-Chronicles resource review
« on: January 16, 2022, 11:44:32 am »
So I don't agree with Hobbes because we are basically in an open source environment and therefore everything should be reusable.

And if someone wants to ask for donations, I don't see a problem if they are free

But surely Hobbes deserves to be mentioned in the credits because his work over the years has inspired and guided practically everyone. And he is definitely NOT a Troll

19
Released Mods / Re: X-Chronicles resource review
« on: January 16, 2022, 12:20:46 am »
How much would you sell the rights to your maps for?
If it's not too much, I'll pay them and close this drama.
In case, I would offer them to add them to the community map pack

20
Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 25, 2020, 10:52:36 pm »
Good luck to you and your girlfriend!
 
The covid does not scare, I do not know your age, but it does not only affect old people, I directly know two sportsmen of less than 50 years of age who have been hospitalized with oxygen, helmet and pronated twice a day for two or three weeks and now with a long rehabilitation time ahead

21
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
« on: November 23, 2020, 02:43:37 am »
I like it :P

22
Help / Re: mapscripts, "addLine" and "size: 2" maps
« on: November 15, 2020, 07:37:28 pm »
I tried, and it even worked, but only for straight lines. Dealing with crossing involves much more case handling, I gave up in the end.  :(

As brainstorm:
Addline with crossing allows only 10x10 maps, AddLine2 could add line of maps of different size (but equal) but it does not allow crossing

23
Help / Re: mapscripts, "addLine" and "size: 2" maps
« on: November 15, 2020, 01:21:31 am »
Another option would be to use a normal addLine command with 10x10 blocks, but those blocks are only say one side of the road, then use checkBlock to find the line and fillArea+conditionals+rects to place 10x10 blocks that are the other half of the road.

Actually I was assuming that the addLine function source code could be improved to work with maps larger than 10x10 but homogeneous in the line (20x20 or 10x20 or 20x10)

Code: [Select]
/**
 * draws a line along the map either horizontally, vertically or both.
 * @param direction the direction to draw the line
 * @param rects the positions to allow the line to be drawn in.
 * @return if the blocks were added or not.
 */
bool BattlescapeGenerator::addLine(MapDirection direction, const std::vector<SDL_Rect*> *rects, RuleTerrain *terrain, int verticalGroup, int horizontalGroup, int crossingGroup)
{
if (direction == MD_BOTH)
{
if (addLine(MD_VERTICAL, rects, terrain, verticalGroup, horizontalGroup, crossingGroup))
{
addLine(MD_HORIZONTAL, rects, terrain, verticalGroup, horizontalGroup, crossingGroup);
return true;
}
return false;
}

int tries = 0;
bool placed = false;

int roadX, roadY = 0;
int *iteratorValue = &roadX;
int comparator = verticalGroup;
int typeToAdd = horizontalGroup;
int limit = _mapsize_x / 10;
if (direction == MD_VERTICAL)
{
iteratorValue = &roadY;
comparator = horizontalGroup;
typeToAdd = verticalGroup;
limit = _mapsize_y / 10;
}
while (!placed)
{
placed = selectPosition(rects, roadX, roadY, 10, 10);
for (*iteratorValue = 0; *iteratorValue < limit; *iteratorValue += 1)
{
if (placed && _blocks[roadX][roadY] != 0 && _blocks[roadX][roadY]->isInGroup(comparator) == false)
{
placed = false;
break;
}
}
if (tries++ > 20)
{
return false;
}
}
*iteratorValue = 0;
while (*iteratorValue < limit)
{
if (_blocks[roadX][roadY] == 0)
{
addBlock(roadX, roadY, terrain->getRandomMapBlock(10, 10, typeToAdd), terrain);

SDL_Rect blockRect;
blockRect.x = roadX;
blockRect.y = roadY;
blockRect.w = 1;
blockRect.h = 1;

// Only add unique positions for loading vertical levels
auto it = std::find_if(_placedBlockRects.begin(), _placedBlockRects.end(), [&](const SDL_Rect& rect) { return rect.x == roadX && rect.y == roadY; });
if (it == _placedBlockRects.end())
{
_placedBlockRects.push_back(blockRect);
}
}
else if (_blocks[roadX][roadY]->isInGroup(comparator))
{
_blocks[roadX][roadY] = terrain->getRandomMapBlock(10, 10, crossingGroup);
clearModule(roadX * 10, roadY * 10, 10, 10);
int terrainMapDataSetIDOffset = loadExtraTerrain(terrain);
loadMAP(_blocks[roadX][roadY], roadX * 10, roadY * 10, 0, terrain, terrainMapDataSetIDOffset);

SDL_Rect blockRect;
blockRect.x = roadX;
blockRect.y = roadY;
blockRect.w = 1;
blockRect.h = 1;

// Only add unique positions for loading vertical levels
auto it = std::find_if(_placedBlockRects.begin(), _placedBlockRects.end(), [&](const SDL_Rect& rect) { return rect.x == roadX && rect.y == roadY; });
if (it == _placedBlockRects.end())
{
_placedBlockRects.push_back(blockRect);
}
}
*iteratorValue += 1;
}
return true;
}

24
Help / Re: mapscripts, "addLine" and "size: 2" maps
« on: November 13, 2020, 11:48:19 pm »
no, only 10x10

... BattlescapeGenerator::addLine ... ???

it is difficult ... but perhaps with a great effort it can be done ? ::)


25
Resources / Re: [CRAFT] GMC Vandura van
« on: October 25, 2020, 01:04:52 am »
good! :D

26
Offtopic / Re: Homm fanart :)
« on: August 08, 2020, 01:17:17 pm »
Beautifull! :)

27
Open Feedback / Re: Fighter transport sub mod?
« on: May 31, 2020, 12:12:57 pm »
because there are dozens of mods that do it ;)

28
Resources / Re: Graphic Gallery
« on: May 05, 2020, 03:28:10 pm »
A small update of textures for Power Armor. :)

It could be a new Power Armor Mk II

29
Work In Progress / Re: [WIP][BETA][OXCE] Arc Volter Weapons
« on: April 13, 2020, 12:00:17 pm »
However I must advise my life is in a very difficult place presently.  My wife had an emergency c section for our son and he is in intensive care.  Despite his injuries he is doing much better but we are at the very early stages of treatment and recovery.  In regard, I cannot say I when I will have time to make changes or respond but welcome the input.   Also for those who do, we may not know you but any prayers for our son Bennett are most welcome for his health and recovery.

A brotherly hug for your son and I hope he heals soon

30
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: March 01, 2020, 11:25:15 am »
Do yuo try to shoot to walls ?

in theory an external double cell path would seem to be on the top/right/top/right/right

Do yuo try to move by near step ?

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