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Messages - Daiky

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31
Suggestions / Re: Hole in UFO using Blaster Launcher
« on: May 20, 2013, 03:32:35 pm »
and it's fixed :)

32
Programming / Re: Battlescape development
« on: May 19, 2013, 01:17:09 pm »
The terrain selection part of the battlescape generation is now unhardcoded and moved to the ruleset. Finally.

It works like this:
It will first look for a terrain linked to the mission type and use that one if found.
Otherwise it will take the globe texture and looks up a terrain that has that globe texture in it's list of textures. If hemisphere is defined on the terrain (-1:northern +1:southern) that will have to match the hemisphere taken from the latitude of the UFO.
Next it will look for "shade" defined on mission type, if not found it will use shade from globe position.

So you can now make your own bananafarm terrain which is the farm terrain for the southern hemisphere with matching crops taken from the JUNGLE dataset... or so. Anyway, it's another small step towards TFTD and more moddability. Let me know if any issues appear as a result of this change

33
Suggestions / Re: Formula of the Perfect explosion.
« on: May 17, 2013, 11:55:58 am »
Regarding to point 3: I don't get it why you want to multiply the armor of the original tile by two?

Example:
desert floortile armor: 5
damaged desert floortile armor: 20
grenade maximum damage power at center: 25

you did 5*2. 10 damage would destroy both the desert floortile and damaged desert floortile?
while in the original game you need more than 5+20 to destroy both the desert floortile and damaged desert floortile.

I don't know why you changed this... I thought the purpose was to get close to how the original works?


ok, I get it, the power/2 is confusing, I guess I'll fix that bit then. Commit incoming.

35
Open Feedback / Re: A Few Questions Regarding The Rulesets
« on: May 08, 2013, 10:53:55 pm »
When a unit of rank terrorist is spawned, it will automatically get a weapon from the ruleset of type <race name>+_WEAPON. The race name is the link.

when fixedWeapon = true, it can not be thrown (if you control the unit, you don't see throw in the menu), it will not be dropped when you die or get stunned. It's also used in the drawing code and also when equipping a craft, ammo stuff, battlescape generation and debriefing... basically to make a weapon be part of a unit, but have the functionality of a weapon.

spawnUnit/zombieUnit with other units, I would say: try and see :)

specab is an enum in the code: enum SpecialAbility { SPECAB_NONE = 0, SPECAB_EXPLODEONDEATH, SPECAB_BURNFLOOR, SPECAB_RESPAWN };
so 1 = explode on death , 2 = burn floor.
You can add them to other units if you want.



36
Offtopic / Re: XCOM Post Mortem
« on: April 04, 2013, 03:38:05 pm »
Julian Gollop seems to be really in love with the new xcom - "the phoenix rising from the ashes"

37
Offtopic / Re: XCOM Post Mortem
« on: March 30, 2013, 02:15:46 am »
Very interesting video.

"Dynamic difficulty adjustment" - I didn't even know this was in x-com?

38
Open Feedback / Re: You know you're addicted to OpenXCom when...
« on: March 22, 2013, 09:33:26 pm »
It's meant to be humorous.
Obviously Volutar doesn't like humor, and thanks for the reply Super :)

I think we're in the wrong thread anyway, the OP was talking about addicted openxcom users, not devs :)

39
Open Feedback / Re: You know you're addicted to OpenXCom when...
« on: March 22, 2013, 11:00:44 am »
There is still hope Warboy... look at how I managed to get my life back. I go outside with my family and do non-openxcom things :) I'm clean for almost a year now! While in the early days I was probably as addicted as you are :) I can ignore bugreports and keep away from IRC.... it's not easy, but it is possible.

40
Offtopic / Re: Anyone still got the original XCOM games?
« on: March 09, 2013, 08:50:21 pm »
The weird fly like cyborg alien (as in my avatar pic) on the UFO Enemy Unknown box was from the european release.

This is how the original game released in the US looks like:
https://www.elisoftware.org/index.php?title=X-COM:_UFO_Defense_(PC,_1.44MB_3_1/2%22_Disk)_Microprose_-_1994_USA,_Canada_Release


Danny Flynn, an artist who probably was told: "do some box cover art for aliens invading the earth":
https://www.artweb.com/artwork/296123_ufo-enemy-unknown
For the real fans, it seems you can order it and hang it on your bedroom wall :D

41
Suggestions / Re: New version of battleRangeBasedAccuracy
« on: March 08, 2013, 11:43:26 am »
battleRangeBasedAccuracy comes from UFOextender -  I decided not to fiddle with it myself and implement it as it was (it might be other people recently messed with it recently, I'm not really following the code anymore)
https://www.ufopaedia.org/index.php?title=UFOextender

1.unit always have a change to hit and a change to miss... this is already the case.
Chance to hit depend on range to target is exactly what the option does.
Chance to hit depend on lighting doesn't seem to fit in the scope of "rangebasedaccuracy" I would make a new option "lightingbasedaccuracy"
Small units are harder to hit and large units easier... this is already the case (loftemps)
7. is exactly what the option already does. 8. this is not the case, because of the damage system (contradicts with your point 2 by the way) 9. I don't see the logic in that.

2cts from the grumpy ol developer  ;)

42
Fan-Stuff / Re: what happened to "The Two Sides" art work?
« on: February 26, 2013, 01:51:31 pm »
as far as I know nobody's heard from them since they shut down their site. Maybe ninex knows something but I think they're gone.
Not gone, they are here on the forum :) they posted this last month: https://openxcom.org/forum/index.php/topic,892.0.html

43
Open Feedback / Re: Ranged Based Accuracy
« on: February 22, 2013, 03:11:34 pm »
Applies to both sides.
"The accuracy decreases linearly (2% per tile or 0.125% per voxel) when shooting beyond the limit of the firing mode: auto shot: 7 tiles or 112 voxels, snap shot: 15 tiles or 240 voxels, aimed shot: no penalty"

It's the same range penalty in day or night. Could be an interesting mod to make the long range penalty even bigger at night... Another interesting mod would be that the accuracy is shown on your cursor, so you actually see what the real accuracy after the calculation is.

44
Suggestions / Re: Autosave
« on: February 16, 2013, 11:45:32 pm »
Probably not too hard to implement, but it need to be optional. One savegame called "autosave" that's overwritten every time and that also saves in the battlescape every turn. It could even help finding crashes I guess, if at least the crash occurs again after loading the savegame and repeating the same actions.

45
Programming / Re: Battlescape development
« on: February 14, 2013, 01:12:51 pm »
Volutar, thanks for clarify that one up :) It must have been something like that.
We probably have to make the discussion of openxcom providing patches to data files active again.

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