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Messages - Daiky

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646
Programming / Re: Battlescape development
« on: October 27, 2010, 02:52:08 pm »
@NeFuRii, thanks for the response.
I kinda get it. But why did they not add the half floor directly to the diagonal wall object? Because I notice that the mask is added to the diagonal wall object. And if I have a look at all the UFO models, it is always the same floor that goes with the diagonal wall. And I don't immediatly see any depth sorting issues that could occur...

I think I would fix it by changing the sprites in memory after U_EXT02.PCK is loaded, adding the half floors to the sprites 5 6 and 7.

647
Programming / Re: Battlescape development
« on: October 27, 2010, 12:25:07 am »
The doors of the UFO are kinda hyperactive, they keep opening and closing by themselves, probably some emergency procedure.(fixed)
Not a trace of any aliens however... the chickens scared away... seeing the skyranger arrive... with no soldiers  8)

The thing that really bothers me atm are the black floortiles in the insides of the UFO... what is different with them that they are not drawn like the others?

648
Programming / Re: Battlescape development
« on: October 25, 2010, 11:34:46 am »
small update on milestone 5:
- functional: XCom Craft placement (done)
- functional: Ufo placement (todo)
- functional: Battlescape starts when landing skyranger at a crash site (todo)
- technical: Move MCD struct to TerrainObject class (in progress)
- technical: review variable names to see they all correspond the conventions
 (conventions: a map origin is on the left side, X-axis runs to bottom right, Y-axis runs to upper right, Z-axis represents the layers, a distance on the X-axis is called width, a distance on the Y-axis is called length, a distance on the Z-axis is called height ) (in progress)
- technical: big code review so this patch can be integrated for the first time in the openxcom SVN repository (in progress)
Expecting patch somewhere this week...

649
Programming / Re: Battlescape development
« on: October 24, 2010, 12:49:05 pm »
Some of the biggest inventions were done by accident...

Because of a coding error, the Skyranger is drawn in a wrong tileset, however this is a really nice example of camouflage of the XCom dropship. Especially useful when doing a UFO Ground Assault mission and you want to land really close to the UFO without them noticing and taking off right away.
(see screenshot attached)

650
Programming / Re: Battlescape development
« on: October 23, 2010, 04:15:00 pm »
SVN is a bit stable. Battlescape builds. Here is the patch file.
Note that it has rightclickdrag scrolling in it atm (will be optional).
Note2: not all terrain mapblocks are defined, only Farm, Jungle and Forest atm. (Default = Forest)

651
Programming / Re: Makefile fix for r165
« on: October 22, 2010, 12:21:26 pm »
I'm sorry but still a little problem in the 2008 vcproj file:

CommandLine="copy /y ..\deps\SDL\lib\*.dll ..\bin\">
needs to change to
CommandLine="copy /y ..\deps\SDL\lib\*.dll ..\bin\"

without the ">" at the end.
There are 2 occurences in the file.

652
Programming / Re: Battlescape development
« on: October 21, 2010, 01:22:21 am »
milestone 4 - done
- scrolling fixed
- buttons: map level up/down
- draw battlescape "selector" cursor
- loading of 20x20 maps works
- animated tiles works

I have included a openxcom.exe build for windows that includes the battlescape when you press the Ufopaedia button, it starts a 50x50 jungle map.
Also included a screenshot.

And be prepared for the next big milestone....
milestone 5 - todo
- bugfixes
- base defense map generation
- adding an xcom craft on the map (exciting !!! - no soldiers yet... but they will come)
- minimap button/minimap screen

653
Troubleshooting / Re: What data files to copy from a steam install?
« on: October 20, 2010, 05:43:50 pm »
If you copy all folders, like the readme says, it should work.
Folders geodata, geograph, maps, missdata, routes, sound, terrain, ufograph, ufointro and units are needed.

654
Programming / Re: Battlescape development
« on: October 18, 2010, 05:10:49 pm »
milestone 3 - done:
- review code of previous milestone
- create SavedBattleGame class (the pointer is held by SavedGame) which  holds a set of Tiles
- using XcomRuleset certain .MAP files are loaded into the set of tiles, (depending on terrain, mapsize, mission,...)
- proper terrain PCKs (tilesheets) are loaded
- the Map is drawn.
- post a screenshot in this thread
- implement edge-of-screen scrolling

I created a svn patch file of the current battlescape code, if you like to have a play with/look at it.

milestone 4 - todo
- review code, bugfix milestone 3
- button: show/hide all map layers
- buttons: map level up/down
- draw battlescape "selector" cursor


edit: patch updated, compilation error fixed

655
Open Feedback / Re: Congratulations for 0.1 release
« on: October 18, 2010, 03:02:30 pm »
It's great to have a little release in between, so there is a reason celebrate :)

But I have a little problem with the latest revision, the visual studio express C++ 9.0 I use does not seem to like the OpenXcom.rc file. More specific the #include "afxres.h" part. I don't have a afxres.h  :-[

PS. a workaround however is to remove everything in the OpenXcom.rc file, except perhaps the #include "resource.h"

656
Programming / Re: Battlescape development
« on: October 17, 2010, 01:49:09 pm »
just want to tease you with a screenshot:

still needs some work before I can post a patch...

657
Programming / Re: Battlescape development
« on: October 16, 2010, 04:23:53 pm »
The XcomResourcePack loads everything in the constructor of the class;
so there's two options here, either I create a function in the XcomResourcePack to load battlescape tilesheets (and unload them at the end) or create a seperate resourcepack with tilesheets, sounds for battlescape and delete the resourcepack when battle ends.

Or just load everything at game start and don't care about memory usage. But on the other side maybe it would be better to keep memory usage lower - for some devices with less memory.
To know what we are talking about I just tested it with one single resourcepack loading at startup. Loading 48 extra battlescape PCK (which is terrain+units) files takes up about 12Mb of extra memory. And maybe 1 second of extra loading time my laptop.
So it is not a big deal after all.

658
Programming / Re: Battlescape development
« on: October 16, 2010, 12:59:06 pm »
I thought you don't need access to any of the battlescape resources (tilesheets) while in geoscape mode + it seemed logical to have them loaded intelligently at battlescape start anyway.
The XcomResourcePack loads everything in the constructor of the class;
so there's two options here, either I create a function in the XcomResourcePack to load battlescape tilesheets (and unload them at the end) or create a seperate resourcepack with tilesheets, sounds for battlescape and delete the resourcepack when battle ends.
I'm not sure bout the rulesets, it could keep the files at a reasonable length, because they may get big.

659
Programming / Re: Battlescape development
« on: October 15, 2010, 02:08:36 pm »
- created new classes:
Tile
SavedBattleGame
BattleRuleset & XcomBattleRuleset
BattleResourcePack & XcomBattleResourcePack

keeping rulesets, resources and game data for battlescape seperate from geoscape stuff did not seem like a bad idea to me, correct me if I'm wrong.

660
Programming / Battlescape development
« on: October 14, 2010, 01:37:59 pm »
Some may know already that I have started battlescape development for openxcom. Independently from SupSuper's geoscape development atm, and not (yet) committing into SVN.
You can always ask me on IRC how this is progressing, but I'm not there all the time, so I decided to post my progress here for these curious people. :)

milestone 1 - done
I started with a design, threw the design far away and started coding.

milestone 2 - done
First new class I created is the BattlescapeState. This is where all the action takes place. It divides in 2 main parts, the "_map" part and the "_icons" part. Map, another new class, is an interactice surface which is the viewport to the battle map. Icons... well, the icons :) And then lots of interactive surfaces, one for each button. The abort button stops the battlescapestate. The battlescape state starts when pressing the ufopaedia button on the geoscape. (just for quickly testing the battlescape state of course)

milestone 3 - todo:
- review code of previous milestone
- create SavedBattleGame class (the pointer is held by SavedGame) which  holds a set of Tiles
- using XcomRuleset certain .MAP files are loaded into the set of tiles, (depending on terrain, mapsize, mission,...)
- proper terrain PCKs (tilesheets) are loaded
- the Map is drawn.
- post a screenshot in this thread

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