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Messages - kkmic

Pages: 1 ... 31 32 [33]
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(;

@-moz-document domain(''){
  /* top nav menu padding so that links do not show over the rounded corners*/
    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 */
    height: 0 !important;
    width: 0 !important;
    padding-left: 30px !important;
    padding-top: 30px !important;
    background: url( 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.

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".

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...

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 ;)

Offtopic / Re: Xenonauts
« on: September 28, 2011, 03:28:22 pm »
Daiky, great preview :)
I second that. And I'm waiting for part #2  ;D

Work In Progress / Re: Some thoughts for after version 1.0
« on: September 26, 2011, 03:10:16 pm »
Well, if a country has signed a pact with the aliens, would make sense that attacking a downed/landed UFO on that country's territory would mean encountering armed humans that will fight for the alines? Aliens are included on the battlescape too ;D

Suggestions / Re: Extended debriefing screen - soldier stats progression
« on: September 26, 2011, 03:06:41 pm »
Yes, this is something that should be optional.

- Yasuaki Okamoto's Snap Shot hits Sectoid Soldier for 16.
Someone tossed an idea around on showing the exact details only when the alien is researched (or similar, I don't remember the exact discussion)

Suggestions / Re: Extended debriefing screen - soldier stats progression
« on: September 22, 2011, 01:57:56 pm »
I suppose that is not too hard to implement a option that will show in the soldier's name a shorthand of it's stats.

Suggestions / Re: Extended debriefing screen - soldier stats progression
« on: September 22, 2011, 12:46:34 pm »
Yeah, a "Best of" page would be nice.

Here is a quick list:
  • Most medals
  • Most kills (total and per mission)
  • Distance traveled :p
  • Most kills per race(total and per mission)
  • Most soldiers lost in one mission
  • Total soldiers lost
  • Most aliens captured in one mission
  • Most melee kills (TFTD only?)
  • Most quickdraw (reaction fire) kills (total and per mission)
  • Most UFOs downed in one month
  • Most colonies destroyed in one month
  • ... and the show goes on...

Names, dates, region and some other information for each category would be nice.

Translations / Re: Linguistics and style discussion station
« on: September 22, 2011, 12:29:27 pm »
Is it possible to "overflow" the text container for those glyphs?

Or add a special symbol (for the diacritics) on top of the original text? (there should be a finite number of character cases... and some can may be approximated with others)

This is a technical restriction because the uppercase letters take up the whole font space with no room for glyphs on top (as you can see in the "custom font" thread), so the original developers had to skew the letters to fit and I maintained the tradition. :P It's a tough situation, the only solutions would be:

- Increase the font size to accomodate upper glyphs, but this would probably make text not fit in the UI anymore because it's too tightly designed for the current font size (so the glyphs would kinda pop out).

- Decrease all the letters so they can fit upper glyphs without looking uneven, but then the text would probably look weird with all the "blank space" on top.

I would like to see a build with the #2 option, for reference, if possible.

Offtopic / Re: Open Source X-Com Apocalypse !!!
« on: September 22, 2011, 12:21:20 pm »
Cool :) It's a nice start :) There are two programmers already, maybe more will join and project will develop faster.
Let's hope so.

Looks like the cityscape has some transparency issues, but that's an easy fix compared to the rest :)

Offtopic / Re: Open Source X-Com Apocalypse !!!
« on: September 20, 2011, 04:03:19 pm »
* Checks the calendar - nope, it's not April 1st

* Scratches head

* Clicks on the link with care

Suggestions / Re: "grey" fog of war
« on: September 16, 2011, 12:13:38 pm »
I like the idea of highlighting paths too.

And indeed, various overlays are something that would be nice to have. How about having options for them and/or hotkeys to enable/disable (or maybe "this overlay is active when while X key is pressed" approach)

I believe this is a non-modifying gameplay alteration. After all, I want to see OpenXcom as faithful to the original as possible.

Suggestions / Re: "grey" fog of war
« on: September 15, 2011, 02:19:34 pm »
No, I have no example to give for that particular "feature" in a turn-based game.

The fog of war you find in most (every?) RTS games these days behaves pretty much in the manner I described - except it is in real-time.

Extending on my previous post, that would mean that you will have to have two battlescape "versions":
  • The "true" battlescape - this is where the actions happens
  • The "visible" battlescape that is constructed/updated as your troops discover terrain features/revisit previous visited locations

This would mean that a grenade going out on a previously discovered patch of terrain (but not currently in any soldier's LOS) won't have it's effects shown unless someone goes back and takes another look at that spot.

Hope my two cents make sense  ;D

Suggestions / Re: "grey" fog of war
« on: September 15, 2011, 11:08:17 am »
Regarding the fog of war / line of sight:

How about coloring only the tiles that have been seen in that turn? Since aliens do not move on your turn, you can always see where you looked at in that turn. When the turn ends, everything turns gray again, except what is in the soldier's LOS at that moment.

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