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Messages - ohartenstein23

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1636
Fan-Stuff / Re: Haiku
« on: November 04, 2016, 04:00:52 am »
Skyranger lifts off
No one even disembarked
Leaving us to burn

1637
Fan-Stuff / Re: Haiku
« on: November 04, 2016, 03:01:20 am »
Three smoke grenades bloom
Safety until hot plasma rains
Cyberdisk from above

1638
Fan-Stuff / Re: Haiku
« on: November 04, 2016, 01:58:21 am »
Sprinting down the ramp
That move was sub-optimal
Need a new rookie

1639
XPiratez / Re: Bugs & Crash Reports
« on: November 04, 2016, 12:22:43 am »
Fairy outfit is missing text for the ufopaedia article for the sea version; the ruleset calls for the text STR_MAGICAL_GIRL_OUTFIT_SEA_UC_UFOPEDIA, but the lang.rul file has it under STR_MAGICAL_GIRL_OUTFIT_SEA_UFOPEDIA.

Another missing string: STR_DISASSEMBLY_ELITE_PLASMA_PISTOL

1640
XPiratez / Re: Ideas for better aircombat?
« on: November 03, 2016, 11:24:27 pm »
You can already attack one UFO with up to four craft, this has always been the case.

As for UFOs being able to attack your craft, that is, start the interception themselves, I thought Stoddard was working on it.

1641
Offtopic / Re: First Exposure
« on: November 03, 2016, 01:37:25 pm »
I'm a relative newcomer to the series, first stumbled across the demo for EU2012 shortly before release and was instantly hooked.  The full game just happened to come out on my birthday, so hey, present to me from me.  I spent the next break home from the university not really interacting with my parents, then proceeded to get my roommate hooked on it when break was over.  Then about two years ago I found Long War and thought it was the best thing ever because all the extra managing of materials and troops was exactly what I thought the game could have needed... until I found openxcom.  Blitzed through that, picked up FMP after seeing Meridian's LP, and now my gaming box sits dormant in favor of my laptop loaded with Piratez, Xeno Ops, and TFTD.

Oh yeah, and since the modding is pretty easy, my hard drive is finding more room for sprites, half-baked rulesets, and way too many different compiled versions of the engine.

1642
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 02, 2016, 11:19:28 pm »
Hey Meridian, I've got some tweaks for the interception window, detailed here.  I'm creating a pull request to 3.3-plus-proto on GitHub if you want to take a look at it.

Edit: Is this the way you prefer to get code suggestions, or should I do it differently?  I don't have much experience contributing to a shared repository, so I don't want these things to be just an annoyance.

1643
XPiratez / Re: Ideas for better aircombat?
« on: November 02, 2016, 07:35:55 pm »
And one more message for some spam, but here's a prototype of the width of the ufo's beam weapon changing with power, based on the ruleset parameter ufoBeamWidthParameter:

Using an Envoy (weapon power 90), the first image shows what happens with ufoBeamWidthParameter: 50, and the second with ufoBeamWidthParameter: 25.  To draw the beam, it takes the weapon power, divides by ufoBeamWidthParameter, and rounds down.  This result is added to the width of the beam, so in the first case, it's an extra 1 (90 / 50 = 1.8 => 1)  pixel on each side, and in the second it's 3 (90 / 25 = 3.6 => 3) pixels.  The extra width is capped at 3, but the color will be more intense if the result is greater than 3.

The default ufoBeamWidthParameter is 1000, which will return to the vanilla case of a one-pixel-wide beam unless you modded in a UFO to kill fun.

1644
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 02, 2016, 05:36:36 pm »
That was the point I was trying to make - his idea, but now with no busywork for him, so he can get on to spriting other things!  Ivan, maybe you can release the red crosses and z's sprites you used for the AltCorpses mod as an alternative to the ones in the built-in functionality?

1645
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 02, 2016, 04:38:51 pm »
Hey Ivan, you're back!  I quite like the built-in functionality, both using it myself and seeing it in the LPs, and it's surely less work to maintain for you than making new sprites for Alt-Corpses...

1646
XPiratez / Re: Ideas for better aircombat?
« on: November 02, 2016, 04:03:13 pm »
Okay, got something for y'all - the basic hit indicator is implemented, with a globally-defined threshold.  Here are two examples of it in action, both with the damage threshold for glancing defined at 5% of the damage required to crash land the ship (2.5% of total damage capacity):

The first image is against an Envoy, 1000 HP, going up against a Gatling Lascannon, which can do 3-6 damage per hit, less than the threshold of 25 (1000 / 2 * 5%) - all hits should be glancing, so the gat doesn't tell you much information about the ship's total health.  If you used something that does 30-40 damage, some hits would be glancing, some not, so you can guess at the total HP if you didn't know it before.

The second image is against a Gov't Fusion Cruiser, 30 armor, so my craft's Bulldog Cannon does nothing - we see the message for no damage.

Here are the necessary items defined in the ruleset:
Code: [Select]
ufoGlancingHitThreshold: 5
extraStrings:
  - type: en-US
    strings:
      STR_UFO_HIT_NO_DAMAGE: "BOUNCED OFF THE HULL!"
      STR_UFO_HIT_GLANCING: "GLANCING HIT!"

Edit: I've successfully exposed firing sound per ufo to ruleset, only need to define fireSound: on a ufo based on what you've added through extraSounds to GEO.CAT.  It defaults to the original sound, so the vanilla compatibility is preserved.  Looking at the beam size comes next!  Source can be found here.

1647
XPiratez / Re: Ideas for better aircombat?
« on: November 02, 2016, 02:44:14 pm »
I'd prefer machine-drawn beam, based on damage - the width and brightness are so simple variables that human input is needless (except for defining the scale).

'Aight, I can add it to the list of interception window tweaks that I'll be trying, starting with the glancing hit indication.  Shouldn't be too difficult...

Edit:  Okay, I'm having trouble with the firing sound thing - I'm trying to copy the same method for loading the firing sounds from RuleCraftWeapon.cpp into RuleUfo.cpp, and it compiles just fine, but then crashes on startup - I think it has something to do with including Mod.h in the includes for RuleUfo.cpp, but I can't figure it out.  Can I get some help on this one?

More Edit:  Including Mod.h isn't the problem, I can add it in just fine without the stuff to load the sounds.  The problem is I get a memory allocation error on startup when the code tries to load in the sounds' integer id with the proper offset for the mod, even though it follows the exact same method as in RuleCraftWeapon.cpp and RuleItem.cpp.

Even More Edit:  What in the what? Apparently it was just the order I was defining things in RuleUfo.h.  Why the crap does that matter?  Anyways, it loads properly and I'm testing it out, but I have no sound on this computer, so I just have to go by what I put in the log whether it's using the modified sounds or not.

1648
XPiratez / Re: Ideas for better aircombat?
« on: November 02, 2016, 02:15:59 pm »
Thinking about it, something as simple as a possibility to define UFO weapon sound on UFO-per-UFO basis would help enormously (so when you hear WHOOOSH you'll know that your Jetbike is probably not the best craft to engage this target, but if you hear pew-pew, it's fine).

I like that idea! Maybe draw a beam or something too for the UFO's weapon that can have width/intensity scaling on damage or also defined per ship, for those who have sound muted or turned down.

1649
XPiratez / Re: Ideas for better aircombat?
« on: November 02, 2016, 02:01:52 pm »
So for the glancing/solid hit indication, should the HP threshold between damage being glancing vs. good hit be defined as a global parameter, per UFO, or per UFO but defaulting to a global parameter if not defined on the UFO?  If I have time today, I'll be making a prototype to try out, and we can see if Meridian and Dioxine like it.

1650
Suggestions / Re: some more suggestions
« on: November 02, 2016, 01:59:14 am »
I saw in your other thread that you aren't interested in OXCE+, but these are all things already implemented there.  Yankes and Meridian are working on merging it with the latest nightly, but if you're looking for new features like this, the nightly probably isn't your best bet.

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