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Messages - pmprog

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Suggestions / Re: Couple of (mostly) gameplay related ideas
« on: June 25, 2010, 12:48:33 pm »
1.) An option to have firing modes of weapons cost a fixed amount of TUs.
While this might be somewhat of a problem to implement, balancing would probably be even more difficult.
Can't see why you'd need this. You'd want to reflect your aiming time (or movement in case of melee weapons)

[minor] It would be great to have an option which, when enables, forces you to confirm any movement command.
Or if you could at least interrupt one of your soldiers while moving by pressing the right mouse button.
Might lessen the frequency of "wanted-to-select-soldier-but-made-other-move-instead" mistakes.
Hmmm, I don't like that idea, for the times I make a wrong move, I've made dozens, if not hundreds of right moves, and this would just become an annoyance.

How about just a "Undo/Rewind" move button?

Open Feedback / Re: SVN path
« on: June 18, 2010, 09:01:16 pm »
Yeah, I used the sourceforge page links, that full URL one worked tho. Thanks  :)

Suggestions / Re: Selling soliders
« on: June 18, 2010, 04:35:48 pm »
My understanding is that they are hired by you, not your property! :P
Of course they are. I pwns them!  :D

Seriously though, I meant a "Sack" button. I just wanted to get rid of the bad ones from the stats screen and not have to go into the Sell/Sack screen

Untested, but I think you need something like

z = sqrt( radius2 - x2 - y2 )
lon = arccos( z / radius )
lat = atan2( y, x )

Used quotes, cos I couldn't superscript in code  ;D


Edit: Hmmm, just thinking, this might actually be expecting an (X, Y, Z) in 3D cartesian space, not on the 2D map...

Edit 2: But then again, your original equations were from the same page, and you don't calculate z (hence why I added the reverse calculation)

Not had chance to look at the code properly yet, but it looks like you draw the world (Globe.cpp) in polygons after adjusting them on world rotation and zoom, could you not simply perform your mouse check against this polygon set, rather than the initial globe set?

They must be accurate, because you draw them, and you'll know which ones are visible by the backFace variable.

And to save recalculating these, you could create a visibleWorldPolygon list as you're drawing the globe with the real polygon they tie up to, their calculated draw polygon, and any other information

I appreciate that's not exactly what you asked for, so here's another solution:
Let's assume you have coordinate (X, Y) to check, as I'm processing each polygon, I would use this to identify if the polygon crossed the "edge"
Code: [Select]
HasLeft5PC = False
HasRight5PC = False
For Each Point in Polygon
  If Point.X < (Map.Width / 20) Then HasLeft5PC = True
  If Point.X > Map.Width - (Map.Width / 20) Then HasRight5PC = True

If so, I would check if X > Map.Width - (Map.Width / 20) and X = X - Map.Width (Making X a negative value on the map)

In my Polygon test, I would then do the same and check if it's in the right 5% of the map, and subtract the map width to make it negative.

This means your polygon will all be based around zero, going negative as well as positive, and you're standard checks would work fine.

If you're using unsigned variables, you could always push it the other way, to add the map width to those points in the left half of the map.

Open Feedback / Re: SVN path
« on: June 18, 2010, 08:23:26 am »
I'll post here in case anybody knows.

I'm getting
<Repository moved temporarily to '', please relocate>

Putting said address in I get
<The OPTIONS response did not include the requested activity-collection-set; this means that the URL is not WebDAV-enabled>

Prior to this I was getting something like
<OPTIONS '': 200 OK '(something else)'>

Is this just my SVN client, or is anybody else getting these problems?


Suggestions / Re: the simple things...
« on: June 15, 2010, 09:32:45 pm »
Following on from the psi-screening, I'd like to swap who's in the lab during the month too. Apocalypse allowed assigning training at will... In fact, some other training options (for accuracy, stamina, etc.) would be great!

Offtopic / Re: X-com Apocalypse
« on: June 13, 2010, 02:03:29 am »
Clearly, it isn't as popular as x-com 1&2 - for example no one is trying to remake it.

You know, that sounds like a challenge. If I've not thought of my next project after finishing Cyborg Cop. I might look into this!

The problem is figuring out what features are too major to be able to change mid-game
Easiest to start with, don't allow any to be changed once the game is started. You'll already have the toggling code written for the New Game menu, so when somebody requests the ability to change in-game, just have a second Option menu and put the option in  ;)

Suggestions / Re: Scripting access to the engine for modding
« on: June 13, 2010, 01:56:17 am »
I haven't looked at stuff like Lua and external scripting though. I know it's all the rage but I imagine it's a lot more work than it looks, and I'm not sure of the advantage of softcoding everything and turning it into a generic game engine just for moddability's sake.

For mods for such things like new craft etc. You wouldn't need scripting, you could just read in the data like you do with the current UFO data.

The only thing I could think you'd need scripting for is for things like building a non-standard weapons (like the Blaster Launcher), or a teleporting device (like Unreal Tornament's Translocator)

Suggestions / Re: Selling soliders
« on: June 12, 2010, 07:24:25 pm »
Yeah, I remember reading that page going "Whoa..."

I definately think you should also be able to continue the game even if all governments have crossed over if you can sustain your own income.

Offtopic / Re: X-com Apocalypse
« on: June 12, 2010, 07:07:46 pm »
The thing that also affected how much I played it was the immense difficulty.

I remember the first mission, coming across a multiworm, after killing it, and instantly under attack from 4 hyperworms, I was pretty stuffed. At least in your first XCOM (1&2) missions you only had 1 or 2 aliens to deal with.

Suggestions / Selling soliders
« on: June 12, 2010, 10:50:34 am »
Hi all,

 Looking good so far.

Here's a couple of suggestions you may or may not have tthought about:
1. The ability to sell a solider from their stats screen
2. When selling craft, adjust their price to recover some of the armament costs, or provide a way to disarm craft

Also some interesting reading.

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