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Messages - kkmic

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466
Open Feedback / Re: New forum
« on: October 28, 2011, 10:22:29 am »
I always use the wheel, so I cannot quite comment on this...

467
Offtopic / Re: Open Source X-Com Apocalypse !!!
« on: October 20, 2011, 03:42:30 pm »
I'm looking at github everyday and i'm happy to see steady commit rate :)

+1

468
Suggestions / Re: another idea - radar range on geoscape
« on: October 20, 2011, 03:41:46 pm »
How about this:

Yankes will attempt to make a proof of concept build/video, and if it's feasible then it would be implemented in OpenXCom in the "UFO Extender" category as an optional feature?

:D

469
Suggestions / Re: Pathfinder
« on: October 19, 2011, 01:54:33 pm »
"Half walk"? Meaning that opening the door without passing was supposed to cost 2 TUs?

How about sticking with the intended (but not implemented) functionality for opening without passing?

But then, how should "open and pass" be considered? "Half walk" (4+2 TUs)? Or "full walk" (4+4TUs)?

470
Suggestions / Re: Pathfinder
« on: October 19, 2011, 11:20:05 am »
True, this might be a "convenient" bug. I always considered to be a little bit weird to be able to open the door at no cost, but pay a "open door TUs cost" when passing through, but since I always stop in front of a door to avoid some of the reaction fire, it was, as I said, convenient.

Well, then set the cost of door opening at 4 TUs, as for simplicity's sake we should consider opening the door has the same cost regardless of the intention: open only or pass through

471
Suggestions / Re: Pathfinder
« on: October 19, 2011, 09:28:35 am »
I'd like to stick with the TFTD approach, of no TUs cost when manually opening the door.

I agree that in RL it's faster to open the door (open, not crash through it) while walking through it in one continuous action than stopping in front of it, opening it wide and only then passing through  8)

But then, XCom soldiers are in full battle gear and when encountering a door they open it instead of just kicking it wide open (the door is not damaged, it just opens) so I suppose It's a little bit faster to open then pass instead on opening and passing it in one move  :D (they might hit the door with the weapon or backpack, or worse: https://www.youtube.com/watch?v=NvAvuJxk3w0)

My two cents   ;)

472
Work In Progress / Re: Some thoughts for after version 1.0
« on: October 07, 2011, 04:17:33 pm »
So basically what have you done so far is to "reskin" the soldiers, right?

Can we expect to see civilians with guns instead of only scared civilians on a terror mission?

473
Suggestions / Re: Latest changes (05-10-2011): Falling and targeting
« on: October 07, 2011, 09:41:48 am »
Well, it's actually very easy to switch to non-distance related accuracy - it's just that I will need to add an option for that somewhere and then decide which one should be default.

Yeah, basically an IF and a entry in the config file ;)
I hereby volunteer to implement the latter  8)

474
Suggestions / Re: Latest changes (05-10-2011): Falling and targeting
« on: October 06, 2011, 10:51:35 am »
There is no on screen indication - yet. But it is a good idea, because you might not always be aware of how much your hitchances are. I would vote for the percentage indication.

I've played TFTD quite a few times and UFO twice or so. When the flying armor beamed available, the overall strategy was to leave a sniper or two on a elevated location (above the craft or on the top layer of the battlescape) and use several scouts to look for aliens and shoot them using the snipers.

I'm sure that mostly everyone used this strategy at least now and then during their game run.

Obviously, this led to to some extreme range shots, that had 100+ accuracy across the entire battlescape. Not realistic, but the scream of the falling alien was SO MUCH fun! :D

The basic idea is that you knew all the time your real chance of hitting that target (rounded down :D), so I'm glad that I'm not the only one who thinks that the right approach is to show the (true) hitting chances for every shot, even if the accuracy formula is changed a little bit.

475
Suggestions / Latest changes (05-10-2011): Falling and targeting
« on: October 05, 2011, 05:59:50 pm »
The latest changes pushed in today add two new changes:
  • Falling TUs costs
  • Accuracy depends on distance

I'm just curious about several aspects regarding these changes:

  •   Regarding falling time units cost:
     
    • The vanilla UFO had TU costs when falling (ignore the other point bellow if this is true)?
    • From a quick glance at the code I saw that falling costs 6 TUs per battlescape "layer" (correct me if I'm wrong)
    • What will happen if your soldier only have enough TUs to walk over the ledge but not enough to fall to the ground?
         
      • Will the soldier be prevented to move?
      • Will the soldier be "stuck" in the air for the remaining of the turn? :D
      • Will the soldier be able to use the remaining TUs to turn around if stuck in mid air? :D (Look like bullet time to me :p)
         
  •   Regarding distance-dependent accuracy:
     
    • In vanilla UFO distance is not a factor when calculating accuracy
    • I agree that in RL is easier to hit a close target compared to hitting a distant one, but adding this won't change the one of the important mechanics of the game?
    • Would one be able to turn this "feature" off?
    • Will there be an on-screen indicator on if you have a bonus or a penalty when aiming at a specific target?
           
      • Change crosshair color, perhaps to something like this:
                 
        • Blue for "accuracy normal"
        • Green for "accuracy bonus"
        • Yellow for "accuracy penalty"
        • And maybe red for "very low chance of hitting" - when accuracy is under 10%, regardless of contributing factors
               
      • Show a numerical indicator/percentage next to the crosshair when aiming at a tile/object?
         

To be clear, I'm not against any of these changes. I am just curious on how will they integrate in the long run with OpenXcom.

476
Open Feedback / Re: GitHub ?
« on: October 03, 2011, 03:51:55 pm »
I see that manufacture is ready (or at least that what the author said ;)).

Since is not in the trunk, I have to ask if there are problems with it. Or some RL issues maybe? :D

477
Open Feedback / Re: New forum
« on: September 30, 2011, 03:26:32 pm »
I just use the "Show unread posts since last visit." link on top, saves me a lot of clicking. :P
Good tip. I forgot about them.

Anyway, in the mean time  I decided to roll out my own small Stylish script to fix the board to fit my needs desires:
Code: [Select]
@namespace url(https://www.w3.org/1999/xhtml);

@-moz-document domain('openxcom.org'){
  /* top nav menu padding so that links do not show over the rounded corners*/
  div#topnav{
    padding: 0px 0px 0px 10px !important;
  }
  /* topnav menu link border to avoid elements "jumping" when the mouse gets over the menu items */
  div#topnav a{
    border-left: solid 1px #292929 !important;
    border-right: solid 1px #292929 !important;
  } 
  div#topnav li:hover a, div#topnav li.sfhover a{
    border-left: solid 1px #000 !important;
    border-right: solid 1px #000 !important;
  }
  /* change the images used for "no new posts" on the main page */
  img[src="https://openxcom.org/forum/Themes/Insidius2/images/off.png"]{
    height: 0 !important;
    width: 0 !important;
    padding-left: 30px !important;
    padding-top: 30px !important;
    background: url(https://sdn.ro/silviu/openxcom/off.png) no-repeat !important;
  }
}

Copy and paste if you want it. It's a bit rough on the edges, but it does it's job for me.

478
Programming / Re: Terror from the Deep implementation
« on: September 30, 2011, 01:39:47 pm »
@AndO3131: AFAIK, OpenXCOM is intended to be able to run both games at some point in the future. I'm not sure if this will happen at 1.0, or 1.0 will be only an 100% implementation of UFO, but since SupSuper (our "LazyLead" :p) IS a TFTD fan, I have full confidence in the fact that TFTD will surface through OpenXCOM, and your help will be more than welcomed once the core features are implemented "the right way".

479
Open Feedback / Re: New forum
« on: September 30, 2011, 12:22:29 pm »
Is there a skin that has distinct icons for "new post" and  "no new posts" for the sections? The icons you see on the main page...

480
Offtopic / Re: Open Source X-Com Apocalypse !!!
« on: September 29, 2011, 09:56:01 am »
That's great!

Looks like you two make a solid team. Good luck with the project.

Looking forward for screenshots and video clips from the project ;)

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