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Messages - Finnik

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16
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: January 08, 2024, 10:57:30 am »
Thank you so much!
I'm using your map editor extensive, may I provide some more feedback?

Route editor shows the number of the node as one of three numbers on it. But the number itself is really pointless info to me. Instead, I would like to see patrol priority right on the node, not in its property only. Sometimes on making ufo-like map I miss route node with patrol priority 0, and when alien hit it, it runs away from ufo; this is unwanted behavior.

I'm really looking for new features - saving and file browsing looks promising (found it in test build), playtesting the map would be super useful. Also, I looked at your globe editor - it would be a mind blower once done.

And again, I love your tool, using it a lot.


17
If anything, I'm only inspired to improve myself.
When I started multi-craft hangar implementation, I was like "it won't be that big anyway" until I found out how much related files I need to update to support craft slot iterator instead of base facility iterator and standard crafts number value. And it indeed turned into something massive.

After taking some time to develop my branch, I have to say, that every feature I want to implement will take 3-5 more time to be finished, than I estimate =)

18
From the Ashes / Re: From the Ashes - initial release!
« on: January 07, 2024, 08:58:27 pm »
Finally, engine for Alpha 2 release considered as done, with feature freeze (only bug fixing), so a few mission and polishing with mod part left before the next huge release!

Dev streams and testing new version on Twitch https://www.twitch.tv/finnik723studio

19
Thank you for honoring forks, it is very appreciated. I do have specific settings in my fork.

20
From the Ashes / Re: From the Ashes - initial release!
« on: January 03, 2024, 12:32:33 pm »
Thank you, Finnik.
A great initiative. I have just learned about it and certainly like to try it out. Would you mind to create more comprehensive game guide somewhere in README?
You are the one with ultimate knowledge - don't be shy to share it!
😀

I mean a few more words on how game is and how it is played, what player can do, new options, etc.
Like expanding "The game has an alternative start" point into whole section. So people like me could have at least a generic understanding what they are dealing with.

Unless, of course, you embed a whole comprehensive guide into the game itself.

Well, I dont feel like creating a game guide other than making an original game-like manual book with boxed game version as an ultimate patreon reward or something like that. As for more common style of internet player guide, I would rather let the players themselves create such a content.
However, I do make a complete developer guide for the engine, so people can use it for content creation.
I think it would be much better to make a video preview with new features.
I also feel like at some point I would like to make an in-game tutorial, as when new people try my game, they are lost with tons of controls in battlescape. I think the tutorial from the original Master of Orion would fit it.

21
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.11.0
« on: December 02, 2023, 11:37:47 am »
@Ximli it seems you have a lot of new stuff in your fork? Do you have some kind of documentation, how it is different to OXCE? Like wiki page on GitHub, for example

22
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.10.1
« on: December 01, 2023, 12:25:59 pm »


Next step proposal for OpenXCOM community will be something like:
- what do you think of some sort of interface (see below) that helps to operate with intelligence balancing?
Not actually necessary, there is a Linker VS Code extension by Pedro, that inherits yaml to csv conversion. Thus you can edit ruleset data (each unit in this case) as a line in the table with sheet tools, like MS Excel. Linker can convert csv back to ruleset.
I use it to butch edit or update some data with formulas (like updating weapons power) or calculate some analysis data from rulesets.

23
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 11, 2023, 12:48:43 pm »
I like that craft art. Any plans to make that turret playable on battlescape like one we have in W40?

24
OXCE Suggestions OK / Re: Health Bar Over Soldiers' Heads
« on: September 14, 2023, 07:39:25 am »
For such requests, start with drawing a prototype respecting pixel size for original scale respecting pixel size. You will see you end up with a mess.

25
Tools / Re: UnitSprite Studio
« on: September 02, 2023, 12:39:26 am »
The next stop! =)
Can we have this process automated?
  ;)

26
From the Ashes / Re: From the Ashes - initial release!
« on: September 01, 2023, 07:14:46 pm »
I'm not dead! =)
Sorry for such a huge gap, the work on the next release took me a long time. It will be huge with much more changes than the first one. Engine is almost ready, so I am making the content right now.
While you are waiting, here is a short video with a demo of one of the many new features:
https://youtu.be/7w18DqvTXwA

27
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: August 26, 2023, 12:58:30 pm »
Hope the project will continue to develop. I've got a feature request - filter in MCDs list when selecting what to place by tile type (floor, n wall, w wall, object or no filter) based on what we select for placement (top right corner). I know there are some rare cases when you need to place an object in the slot of the wall, so this filtering should be enabled with option.
Is it hard to do? For now, I don't see much trouble.
That would greatly help with working with huge (close to the limit) terrains.

28
Suggestions / Re: SCP foundation mod to openxcom
« on: August 22, 2023, 07:58:20 pm »
10/ Indeed hard, but with some "corner cutting" in some way we could add some thing like this, minimal version would limit crafts/ufos landing to specific textures
Minimal solution is trivial and does not solve the problem. From our previous discussion via discord PM I can remember, that very special handling has to be done to check if we still have enough fuel to get back home. I thought it over and I think from modding perspective at least I can accept restriction, that such crafts (limited to specific texture) does not use fuel at all (or its usage is incompatible to aircraft jetfuel consumption). So if I would cut this feature to reduce complexity, that would be the first to go.

As for lift specific, again, via PM Discord with Osobist and after reading disdoc I think he needs very different class to be seen on globe, that does not use base code mostly, but has own special logic for new gameplayechanics...

29
OXCE Support / Re: [Solved] Multiple craft maps
« on: August 19, 2023, 04:34:52 pm »
I am trying to make an X-Com craft with multiple maps (to be selected at random - same as with UFOs), but the game doesn't cooperate.

Code: [Select]
crafts:
  - type: STR_MY_STARTING_BUILDING
    (...)
    battlescapeTerrainData:
      name: ATRIUM_DEFENSE
      mapDataSets:
        - BLANKS
        - ROADS
        - URBITS
        - URBAN
        - FRNITURE
        - BATHBITZ_HT
        - TAVERN
        - CAFEENTRY
      mapBlocks:
        - name: D_ATRIUM_DEF
          width: 20
          length: 20
        - name: D_ATRIUM_3_DEF
          width: 20
          length: 20

When I do this, the game doesn't load. When I delete any of these two mapBlocks, it loads fine.

Is my syntax wrong, or is it simply impossible to do so with a craft?

if that's applied with specific craft from mapScripts, I think the best way to play around it - make a several different crafts (if you want very different buildings), and make mapScript to choose one (like we do with addLine commands, for instance).

30
Suggestions / Re: SCP foundation mod to openxcom
« on: August 19, 2023, 11:45:13 am »
Bases and items:
1/ Separate stores for separate item types - ESSENTIAL;
2/ Reappearence of enemies in missions if the player lost base, where they've kept;
3/ Two-layers base builidng;
4/ Removing items from stores via events - ESSENTIAL;
5/ Items with expiration time - ESSENTIAL;
6/ Checking item's storage volume for events triggering - ESSENTIAL;
7/ Interchangeability of items in recipes - ESSENTIAL.

Interception:
8/ Separate craft classes for hangars - ESSENTIAL;
9/ Dependance of crafts maintenance cost from usage frequency;
10/ Restriction of UFOs trajectories by land-only or sea-only.

Reputation - ESSENTIAL:
11/ A variable that could change depend of player's actions, blocking and unblocking something in dependance of it's value;
12/ Dynamic relations between factions when they're able to fight with each other or make an alliances against other factions or player.

Global variables:
13/ Tension - this variable reprsesnts global worry, concern and anxiety among the people. The more weird stuff happens in the world - the more people start to think that something wrong is going on, which could trigger events, missions etc. - ESSENTIAL;
14/ Influence - in-game currency that spends of various recipes, events and generally helps player gain benefits or simply keep situation under control - ESSENTIAL.

Geoscape:
15/ Ability to place FOBs - mini-bases on globe with one or two unique fuctions and a custom markers for those - ESSENTIAL;


Battelscape:
16/ Enemy-less missions where you should find and retrive something before times up or complete any other task not tied to enemies killing..

Ui:
17/ Text scrolling in common Pedia articles (without scroll UI). This will help not only to the SCP mod but generally in localization of mods. You wouldn't crop translation text to fit it into screen if you can scroll it down a bit - ESSENTIAL;
18/ Hyperlinks for Pedia articles. Link is not shown until topic is opened.

I would say for FtA fork:
1/ I would never do anything like that personally, the whole game code architecture is against it. To do so, it should be done like in nucom (xcom2 for instance), but then modding would be more a coding, like it is there...
2/ Not interested
3/ bah, that's tempting. I'm not quite sure if I will manage, but I dislike the current game design. Stay tune =)
4/ doable, I want it too, but if it's in OXCE backlog, I'll wait, as I'm quite sure it will be done there in a different way than mine, so it will be a mess to merge...
5/ same, as items do not exist on their own in geoscape...
6/ ugh, more event triggers... =)
7/ same as Meridian answer
8/  :-X
9/ not interested unless you can show me how it helps FtA gameplay
10/ Actually, @Meridian, I would not say it is IMPOSSIBLE, although I quite understand that it is extremely hard compared to just usual messing with existing classes - RTS pathfinding do the job, for instance. I kinda tried to look at the math part, but my brain is too small for that =) But I feel there were tasks compared to this, like globe rendering or voxel calculations. I think, if TFTD devs would not be so lazy to do that in the first place, it then would be a part of OXC project too...
11/ easy and quite possible already - with custom counters. But I think for SCP it has to be done with some own UI, like it is done in Phoenix Point or XCOM 2, and it's kida not fit OXCE project philosophy (at my point, but it's not me who decide that).
12/ not interested
13/ done for FtA =)
14/ not interested. Also, @Meridian - why "Absolutely not if it has any influence on Battlescape"? We take stuff from geoscape in briefing to define it in BattlescapeGame, like shade and depth, what's wrong with that? Just curious.
15/ I think, you mean not something like bases, so, say, WH40k mod solution would not fit your ideas. I have pretty same vision for FtA, so I will do something like you want for FtA lategame.
16/ done in FtA with a lot of examples  ;)
17/ was not @SupSuper done something like that before? I also hate frame sizes from time to time because Russian text takes like 20% more space. Although, other games suffer it also quite often...
18/ also no

I'm merging OXCE new stuff to my fork, so it might help you =)

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