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Messages - Ethereal

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16
OpenXcom Extended / Re: Time to clean up user options
« on: February 07, 2019, 07:51:41 pm »
Okay, fine. Only one thing I ask-do not remove "Automatic Night Vision" from the options menu.

17
OpenXcom Extended / Re: Time to clean up user options
« on: February 07, 2019, 07:30:38 pm »
If visibilityAtDark = 10 and visibilityAtDay = 20 and you turn on night vision, you will still only see 10 tiles. Night vision does not change your vision to 20.

That's what I'm saying. In the scenario described by you, Night Vision should not be activated. The highlight itself must be available when visibilityAtDark = visibilityAtDay.

So I propose to make automatic activation of Night vision mode focusing not on "generate enough light", but on the equality of visibility indicators.

18
OpenXcom Extended / Re: Time to clean up user options
« on: February 07, 2019, 06:39:34 pm »
Usually the soldiers of the player "visibilityAtDay" greater than "visibilityAtDark". Equality of indicators "visibilityAtDay" and "visibilityAtDark" in the settings of the armor, it is a night vision system. And I would like to see units with night vision activate night vision automatically, and units without night vision - no.

I just thought that since you're working on this feature, it might be possible to improve it.

19
OpenXcom Extended / Re: Time to clean up user options
« on: February 07, 2019, 01:02:47 pm »
Xcom(1994)... is a game using personal light... and a game voted several times as "the best game of all times".
Do I need to say more?

In the original, it turns out, and automatic night vision is not needed, as all units of the player generate light. Yes, and the aliens see by night and by day alike.

In modifications, the situation is different. There were opponents who saw worse at night than during the day, night camouflage and so on. This compels disable the generation of light in player units, because:

Quote
Yes, if you generate light the "*Day" attributes apply.
https://openxcom.org/forum/index.php/topic,4187.msg102014.html#msg102014

I just don't want to have night vision automatically activated when the squad doesn't have night vision systems.

20
OpenXcom Extended / Re: Time to clean up user options
« on: February 07, 2019, 03:42:01 am »
1/ No worries, I will check the light level of tiles where soldiers spawn too... if there is any external light, NV won't be triggered.
As I said, only if you don't see fucking anything when the battle starts and you think the game crashed... then NV will activate to tell you that the game didn't actually crash.

2/ Yes, NV is always available, there is nothing to define on the armor.

Please leave this function alone. Personally, even in this form, do not need automatic night vision.

But if you really want to redo this function so much, then you do not need to check for "personal Light" at all. It is better to make a test for the equality of indicators "visibilityAtDay" and "visibilityAtDark", which determines the presence of night vision systems in the armor.
And the darkness only creates additional complexity. Not to mention the presence of incendiary ammunition, which in the original nothing but lighting areas are not suitable. And the Electro-flare in the game has not been canceled. Must be a complete idiot to go without them on a night mission with no means of night vision.

IMO personal light is at least equally good, arguably much better.

No better. In the "personal Light", not working "camouflageAtDark" and all opponents use the "visibilityAtDay" for detection targets with a personal light.

21
OpenXcom Extended / Re: Time to clean up user options
« on: February 06, 2019, 08:25:34 pm »
What I can not understand, "Maximized Night Display" is "fullNightVision"? I turned this option ON and OFF - no difference was found. Maybe because it is disabled "Automatic Night Vision" and night Vision activate the key"space"?

The option intentionally only removes from martial training.
I don't want to interrupt a whole month of psi training, just because someone is wounded for 1-2 days.
Also it would not be vanilla compatible.

Doesn't" Martial training at any time " fix that?

22
OpenXcom Extended / Re: Time to clean up user options
« on: February 06, 2019, 05:59:10 pm »
Remove wounded soldiers from training - remove them, but remember if they want to return to training after recovery (automatically)

By the way, a wounded soldier, in this function, can be removed with only a normal training. Training in the psionic laboratory is saved. It would be necessary to removed psionic training too, with wounded.

Play Briefing music longer - default NO

Default  YES please.

23
OpenXcom Extended / Re: Time to clean up user options
« on: February 05, 2019, 10:27:45 pm »
They disappear completely, as if they never existed.

Well, then I am totally against such changes. Deleting content is a dead end.

24
OpenXcom Extended / Re: Time to clean up user options
« on: February 05, 2019, 10:08:11 pm »
No, they will disappear from options.cfg too.

And if they are fixed in the "vars.ru"?

25
OpenXcom Extended / Re: Time to clean up user options
« on: February 05, 2019, 09:57:52 pm »
If I'm not misunderstood, whether the people do not understand... This, as far as I understand it is about the options menu, from which the items will be removed. However, the functions themselves will remain and they can be enabled/disabled in options.cfg.

26
OpenXcom Extended / Re: Time to clean up user options
« on: February 03, 2019, 10:15:27 pm »
I use the following settings:

Wounded fight if base attacked - use YES
Remove wounded soldiers from training - use YES
Maximized Night Display - use YES
UFO landing alert - use YES

These options are best not to remove from the menu. Let it remain as it is.

27
OpenXcom Extended / Re: [Suggestion] Inventory slots per armor
« on: January 21, 2019, 02:32:06 am »
You know better. And then "for lack of interest.", and how does he emerge - at once in refusal. Do not want to enter - do not enter. Implement can a separate mod that can be installed and removed at will without touching the rest. It will not be superfluous.

28
OpenXcom Extended / Re: [Suggestion] Inventory slots per armor
« on: January 20, 2019, 06:26:01 pm »
For now, it's not going to be merged into the main branch... for lack of interest.

No matter how it was implemented - i support such innovations. Moreover... Since the script is, what prevents the introduction of this option in OXCE? Additional features for modding - it's always good.

29
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 16, 2019, 08:58:08 pm »
Got it! Wow self destruct, this is something new and funny. :) Thanks for fast fix and reply. By the way, new question regardless dog fight phase - when it starts there is no more option to minimize window and go to world map. Is it possible to add this in case if you forgot send you escort from nearest base? But I guess this is will break game algorithm and mechanics. Just a question, anyway ;)

Self-destruction is active only if there is no way to escape from an overly aggressive UFO - hunter-killer. In a normal intercept all remained as before.

30
OpenXcom Extended / Re: OXCE Future plans
« on: January 14, 2019, 11:56:24 pm »
This is again a return to the topic of the Extender. And to OpenXcom. I've offered to investigate it many times, but it was the voice of a screaming man in the desert.

Meridian, I've always asked you to explore old mods. There many interesting things. What's in the https://www.ufopaedia.org/index.php/UFOextender, what's here. A lot of small amenities that create overall comfort. Most of the options you have already been implemented, but not all.

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