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Messages - Stoddard

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31
OXCE Suggestions DONE / Re: Instant Battle - Hide entries
« on: December 15, 2019, 10:19:18 am »
This hiding sort of defeats the use of quick battle as a testing tool I'm afraid.

And heaping another setting to disable the hiding setting for the purposes of testing (ha, try to define when it's testing and when it's not...) on top of everything, well, it just complicates things more, not less.

my 2c

Entirely possible that QB UI gets too cluttered. But I think something other has to be done, not crippling it.

32
Offtopic / Re: Footage of real XCom ufo interception.
« on: December 14, 2019, 08:42:21 pm »
Yeah, well. Don't forget the BBA-14


33
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 14, 2019, 08:29:44 pm »
Pathfinding is at its core  a problem of minimizing an path integral over 2 or 3d space. Things that define a landscape (elevation map, more likely) - erosion and its cause - water and its effects on rock - are the same thing. And the results of this erosion is what we perceive as a 'natural' landscape.

So it's no coincidence that the solutions to the same problem produce essentially same results.

You might find useful to read some papers on pathfinding from 1998-2005 period. The theory is all there, including minimizing stored information about the environment. Seriously, there are tons of insight there.

34
Open Feedback / Re: create a "facility" ?
« on: December 14, 2019, 08:07:02 pm »
Everything is possible and bases beyound 6x6 were done twice IIRC.


12x12 base is stupid - consider how many turns it would  take for a unit to get from one corner of it to its center.

As it is, even 6x6 has this unfortunate effect that units placed in corners have no time to get to the action before invaders are shot to hell.

If anything, multilevel bases are a better idea.


I'm also in favor of the idea of turning scientists and engineers loose as civilians.  That would be much fun.




35
OXCE Builds & Ports / Re: OXCE v6.2 for Android
« on: December 07, 2019, 12:54:27 pm »
Does this have external sd card support (via the storage access framework) and if not would it be possible to add it to the next version?

Sorry, we're not exactly Android devs here.

Can you please write why is this needed, what problems does it solve, wtf is storage access framework and how you see it working?


36
OXCE Suggestions OK / Re: [Suggestion]Beams
« on: December 06, 2019, 11:11:15 pm »
I like how it was done in the first Syndicate - flash, pew, and a distinct [over]kill animation.

https://youtu.be/m4jQ2ZFvPVg?t=7149


I don't exactly like current state of things wrt lasers, but drawing red lines all over the battlescape doesn't seem a solution either.


edit: I also like carrying 3-4 miniguns

37
OXCE Suggestions OK / Re: [Suggestion] More types of smoke
« on: April 07, 2019, 04:47:48 am »
Well thank you, mumble, I didn't realise that after three years digging in the code I'd misjudge the effort that a feature would take that badly.

In case you still don't get it I didn't ask for anything. I only outlined how what efrenespartano asked could be implemented with minimal effort, in my opinion.

38
OXCE Suggestions OK / Re: [Suggestion] More types of smoke
« on: April 07, 2019, 02:33:40 am »
i'd say any smoke/gas is smoke and displayed as such. You want to know the composition - use relevant hardware, just like the motion scanner. Also invisible smoke so you can have some surprise deaths.

Only thing I'd change is that so smoke does not extinguish fire or vice versa. If that's still a concern.


39
That should be all we need I would think.

Send me an rsa ssh pub key then.

Quote
Will it automatically show the builds in a list once we do that?

Yes, just like with the other builds at https://lxnt.wtf/oxem/#/Extended for example.

The file name form would have to be followed. It's all in the cmakefiles.

Whatever gets to the forum posts is another question.

Quote
Also, I've got a copy of this https://www.araelium.com/dmgcanvas so we can sign and build a custom DMG to make it all "mac like".

No opinion, since I have no idea how it's done on macs.

40
Well then. I can only provide scp/sftp access to upload the builds.

41
OXCE Builds & Ports / Re: OXCE v5.3 for Android
« on: March 25, 2019, 12:25:29 am »
i have trouble with 5.3.2's music output. no matter what files i put into sdcard/openxcom/TFTD/SOUND, ogg or flac, the music settings gets stuck at adlib. no matter what i choose, it states that it's currently on adlib, e.g. no music.
i tried with ufo 1, too; same result.
i'm using the gold version's files, if that matters.

also, i really really really hate recaptcha. is it necessary for admin approved, registered users to check for fire hydrants, crosswalks and buses for posting? just wondering.

What's your phone and android version?

And where do you see the captcha?

42
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: March 24, 2019, 10:31:06 pm »
FWIFF I always thought it was by design.

43
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 22, 2019, 12:40:20 am »


It all boils down to computer hacking. Now how the subjects perceive it, well,  that's moddable .

44
I'll sign the mac builds if you need someone to do that.

Thank you, but manual signing doesn't make much sense. It has to be automated. There were three releases this month and many more intermediate builds.

45
XPiratez / Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: March 20, 2019, 01:39:09 am »
Favourite quote from FM 23-90:

Quote
2. In case of a hangfire, kick the cannon several times to dislodge the round.

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