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Messages - chronocide_commando

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16
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 22, 2020, 06:57:16 am »
Could you enable bug hunt and maybe have more units be capable of surrendering? Some of the maps are huge and complex, and finding that one last panicking aquatoid running around unarmed can take quite a few turns, which is kinda pointless.

17
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 20, 2020, 04:58:38 pm »
Shard Rifle and Laser SMG still have increased one-handed penalty.

Other guns still have 20% penalty, not 50%.

This is because oneHandedPenaltyGlobal isn't set anywhere, and the default value is 80, not 50.
Was this intended? You just said it's supposed to be 50%.

Sorry for nagging.

18
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« on: March 19, 2020, 06:38:51 pm »
No, oneHandedPenalty: 25 means 25% accuracy. See the ruleset reference or just check it in-game.

https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Accuracy
Quote
20% penalty would be encoded as "80" (i.e. 100 minus 20), meaning you will use the weapon at 80% of its usual accuracy.

Normal guns have 80% accuracy when used one-handed.
The default value of oneHandedPenaltyGlobal is 80, not 50. And it isn't set to 50 anywhere in TWoTS. You can plainly see it in Stats for Nerds that it uses the default value of 80.
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Battlescape

Just try holding a Gas Cannon in one hand and a Dart Autogun in the other, then check their accuracy.

19
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« on: March 18, 2020, 11:47:19 pm »
Dart Autogun has increased (instead of reduced) one-handed penalty.
Penalty works like a multiplier, so 25% means sharply reduced accuracy, while the default value of 80% means you can effectively dual-wield Gas Cannons.

Suggestion: set oneHandedPenaltyGlobal to 50 or less, fix oneHandedPenalty value for weapons that use it.

20
which one of the two is better/why did you make two versions?
Just a matter of taste.

the Roland Sound Canvas one is about half as loud as the original though (at least in the main menu.
Probably because instrument loudness varies depending on the synthesizer. Main menu theme actually does sound quieter than, for example, GMGeo4, and the difference is more noticeable on the Roland.

21
Export AKs chambered in 5.56 are about as accurate as M4, but they're uncommon. And those extra accurate custom AKs used by Murican gun nuts like the one in the video are literally one of a kind, so they don't matter at all.
Normal AKs are usually not very accurate because they normally use cheap ammo.

22
GMWIN and GMLOSE MIDI files, in case anyone needs them.

23
Released Mods / [TFTD][MUSIC] Sound Canvas VA and S-YXG50 music packs
« on: March 18, 2020, 01:07:11 am »
Made a couple of music packs for TFTD.
Those were recorded from TFTD Collector's Edition MIDI files. GMWIN (floppy version Victory music) and GMLOSE (floppy version Game Over music) were captured with DOSBox, since they are absent from Collector's Edition.

One of the packs was recorded with Roland Sound Canvas VA (basically a software version of SC-55), the other with Yamaha S-YXG50 VST plugin. Both sound much better than the built-in Adlib emulator.

https://openxcom.mod.io/roland-sound-canvas-va-soundtrack
https://openxcom.mod.io/yamaha-s-yxg50-soundtrack

I haven't tested them much, so any feedback is welcome.

See also:
https://openxcom.mod.io/tftd-mt-32-musics — MT-32 music pack
https://openxcom.org/forum/index.php/topic,6032 — Playstation music pack

24
OpenXcom Extended / Re: [Suggestion] UI improvements
« on: April 23, 2019, 03:25:32 pm »
After reading this topic and getting into the game for a bit, I realized that there's one thing that's not mentioned here but is definitely creating a lot of extra clicks for me: it's the fact that ground inventory resets to first page when I switch units.

I think that not resetting it would reduce the amount of clicks you have to make to equip your team - especially if there's a lot of pages.
Oh yes, forgot to mention that one. Sure, you can get around it by using search (since search results don't get reset when switching units and usually fit on one page), but searching doesn't save much time compared to clicking.

I wonder why you have several pages of objects to equip your agents.  8)
If I have half a page I think I have too many...  :)
I think everything is perfect....
Depends on the mod. Half a page means you have, like, five different weapons. This is perfectly fine in vanilla, TWoTS or XOps, but in Piratez with its hundreds of weapons it would be insane (and, more importantly, inefficient and boring).

25
OpenXcom Extended / Re: [Suggestion] UI improvements
« on: April 23, 2019, 03:16:03 am »
1.1 I almost never click "scroll right" even in biggest mods, saying it's the most clicked button is... subjective. I either have only the needed stuff (one screen is more than enough), or I use search/filter, or I do the equipment via pre-saved shortcuts
The other buttons in inventory screen are "Next Unit", "Previous Unit", "OK", "Unload", "Create a template" and "Apply template", and there's little reason to actually click them since they have shortcuts. So it isn't much of a stretch to assume that "Scroll right" is the most clicked one.
With two or three screens of equipment wheel scrolling would be way faster and more convenient than searching IMHO.

3.1 no thank you, I don't want items appearing/disappearing and changing positions each time I press a key, distracting as heck!
What if there were a small delay? If items would appear/disappear 200-600 ms after you finished typing (instead of refreshing on every keypress) it wouldn't be distracting.

4.1 right click is already taken (prime); and shift+left click is also taken (quick unload)
Sorry, I forgot about that. What about some other shortcut, like Alt + Left Click or Shift + Right Click?

4.2 ctrl+alt+X moves everything unequipped back to base
Wow. This is really helpful, thanks. Still, being able to remove search results could be useful.

26
OpenXcom Extended / [Suggestion] UI improvements
« on: April 22, 2019, 06:47:30 pm »
I have a few ideas of small UI improvements that could save a lot of time and frustration, especially in larger mods with a lot of micro.

1.1 Scroll wheel in inventory.
"Scroll Right" is currently the most clicked button in the inventory screen, and it doesn't even have a keyboard shortcut.
Wheel scrolling would be a huge improvement, if only because you can flip inventory pages without moving the cursor.

1.2. Shift + Scroll wheel for next/previous unit.
There are hotkeys for Next/Previous unit, but scrolling would be much faster and more convenient, especially with 15+ units. It could work both in inventory screen and in Battlescape.

2. Remember the last selected unit in inventory screen (after going back to craft equipment).
Right now when you press the "Inventory" button in craft equipment, you always start from the first unit. This makes going back and forth between craft equipment and inventory inconvenient. It would be great if inventory screen "remembered" the last selected character.

3.1. Live filter.
Quick Search is great, but it could be even better as live search, searching as you type without having to confirm it with Enter.

3.2. A user option to make the search box always on.
There's no reason not to have the search box always visible and selectable, other than preserving vanilla look.

3.3. Clear the search field with Right Click.

4.1 Remove item from craft loadout via inventory screen (Shift + Left Click).
Craft equipment screen doesn't show how many items your units already have equipped.
Being able to remove items from a craft straight from inventory (with Right Click or Shift + Left Click, for example) would make getting rid of unnecessary stuff a lot easier.

4.2 Remove every item currently displayed on the ground from craft loadout via inventory screen (Shift + Clear inventory).
Used together with quick search it can be used to remove a specific weapon and its ammo, weapons with certain damage type, or everything that is not equipped.

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