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Messages - AndO3131

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121
Offtopic / Re: 1st Jan, 1999
« on: January 08, 2013, 05:45:26 pm »
I've decided to join in. Had to catch up a few days ;)
First base in Europe. Initial startup - new base in North America, Laser Technology research, few scientists purchased.
Destroyed small ufo on 6th January.
Laser Pistol researched on 9th January, 3 under production.

122
Suggestions / Re: The unused? PSI button
« on: January 04, 2013, 04:20:44 pm »
Quote
think about it like this:
if you want to make somebody do something, you have to act out all his actions in your mind and project them into his brain. simple commands like "run forward" would probably take next to no time.
but reacting on the environment? you'd have to be in the victim's mind in real-time, so you would need at least as much time for mind-controlling him as he would need for doing that stuff himself.
@Moriarty has a point here. We could make it work like this - soldier A succesfully mind controlled alien B. Selecting alien B allows to issue commands to that alien. Until soldier A "turns off" mind control, selecting soldier A allows to issue commands to alien B (soldier A is unable to do anything else). PSI button could be used to cancel mind control.

123
Offtopic / Re: Spellcross - TBS from 90s
« on: November 19, 2012, 05:26:36 pm »
I've played it also. It had quite good story. Gameplay was very similar to Xcom - turn-based tactical game with short periods of strategy. It was fun :)

124
Work In Progress / Re: OpenXcom - War
« on: October 30, 2012, 09:55:05 am »
I have a question for you @Warboy1982 - will you merge fixes from SupSuper's branch?

125
Work In Progress / Re: The X-COM Stargate Community Mod... Get in here!
« on: October 24, 2012, 10:29:31 am »
It's a very interesting suggestion. If Stargates would be airborne, we would need special crafts to cross through it (that would closely resemble Apocalypse). It is a LOT of work though (preparing new maps, designing the plot, maybe even designing new planets), but after OpenXcom 1.0... Who knows :)

126
Work In Progress / Re: XcoumUtil feature(s)
« on: October 19, 2012, 06:07:48 pm »
Here are screenshots of another crafts in action  :)

Colours are off because Terror uses different palette, but they generally work well both on missions and in geoscape (only tried Triton, though - in geoscape doesn't have unique icon). There is a slight problem with placement of troops. They seem to apear on the nortern side of craft, insted of near the entrance. Was placing behaviour fixed in the original game, or written in a file?

127
Open Feedback / Re: Youtube videos
« on: October 17, 2012, 09:25:25 pm »
i use Audacity for audio editing. It's pretty good, but I don't know if it works on video files.

128
Work In Progress / Re: XcoumUtil feature(s)
« on: October 17, 2012, 07:49:18 pm »
I've used the guidelines from here and made ruleset for Firestorm.

Code: [Select]
crafts:
  - type: STR_FIRESTORM
    soldiers: 10
    battlescapeTerrainData:
      name: FIRES
      mapDataSets:
        - BLANKS
        - FIRES
      mapBlocks:
        - name: FIRES
          width: 10
          length: 10

This one works with no problems. Maybe there's an error in the XcomUtil files for Interceptor?

129
Work In Progress / Re: XcoumUtil feature(s)
« on: October 17, 2012, 05:18:40 pm »
Quote
This is strange, what happened if you put INTERC in mapDataSets instead of PLANE? It should normally pick up the interc.mcd/interc.pck file. If you put PLANE there it will use plane.mcd/plane.pck

When I put INTERC I get

Code: [Select]
Program received signal SIGSEGV, Segmentation fault.
0x082d018c in OpenXcom::Tile::setUnit(OpenXcom::BattleUnit*) ()
(gdb) backtrace
#0  0x082d018c in OpenXcom::Tile::setUnit(OpenXcom::BattleUnit*) ()
#1  0x081d52dc in OpenXcom::BattlescapeGenerator::run() ()
#2  0x0826eed2 in OpenXcom::NewBattleState::btnOkClick(OpenXcom::Action*) ()
#3  0x0821aeab in OpenXcom::InteractiveSurface::mouseClick(OpenXcom::Action*, OpenXcom::State*) ()
#4  0x0821ac03 in OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*) ()
#5  0x08211ab1 in OpenXcom::State::handle(OpenXcom::Action*) ()
#6  0x08216ea9 in OpenXcom::Game::run() ()
#7  0x0816a44c in main ()
(gdb)

130
Work In Progress / XcoumUtil feature(s)
« on: October 17, 2012, 03:57:49 pm »
It may not be exactly battlescape development, but here it goes :).

If you played with XcomUtil, you probably will recognise it - that's Interceptor on a mission. To get it working you only need to copy these files to OpenXcom data directory (they come from XcomUtil):

maps\interc.xcu
maps\interc.map
routes\interc.xcu
routes\interc.rmp
terrain\interc.mcd
terrain\interc.pck
terrain\interc.tab
terrain\interc.xcm
terrain\interc.xcp
terrain\interc.xct


Also you would need to include these lines in Xcom1Rulest.rul in the str_interceptor entry
Code: [Select]
    soldiers: 6
    vehicles: 1
    battlescapeTerrainData:
      name: INTERC
      mapDataSets:
        - BLANKS
        - PLANE
      mapBlocks:
        - name: INTERC
          width: 10
          length: 10

It seems to work with NewBattle option, too.
Compared to XcomUtil scary batch file, that's a leap forward. Good job, @SupSuper ;D.
And a question: in mapDataSets section I had to use plane, rather than interc. Can it trigger some unexpected behaviors?

131
Open Feedback / Re: Youtube videos
« on: October 17, 2012, 09:07:30 am »
It might be related to using virtual machine - it uses some part of machine resources. You might want to try OpenXcom version compiled for linux. I can send you one.

132
Suggestions / Re: User Interface (UI) suggestions
« on: October 13, 2012, 12:22:02 pm »
It's been a while since  last compilation of OpenXcom source code. I'm very glad there's so mouch stuff going on around here. Keep up the good work :)

My suggestion is about "New battle" feature. When you start new battle, you can make various adjustment: mission, terrain, etc (left click -> next option). It's an excelent idea. I would suggest adding 'right click -> previous option' functionality.

133
Offtopic / Re: Open Source X-Com Apocalypse !!!
« on: December 17, 2011, 09:46:59 am »
Someone can fork it from github and push it further.

BTW, does anybody know if Github removes project without activity?

134
Programming / Re: Terror from the Deep implementation
« on: October 07, 2011, 05:03:31 pm »
I have thought about getting OpenXcom closer to Terror from the Deep. I suggest moving file names to external file, eg. 'filenames.dat'. It could look like:
palettes:
  GEODATA/PALLETES.DAT
backpalettes:
  GEODATA/BACKPALS.DAT
....
and so on. If this is something you want in project, let me know. I'll put these changes in github.

135
Programming / Re: Terror from the Deep implementation
« on: September 30, 2011, 11:44:12 am »
Okay, I'll put it on hold. Here are problems I've encountered so far:

First problem - in the patch I specified every file to be loaded. Will you change algorithm reading files in XcomResourcePack.cpp?

Second problem - palettes in Terror from the Deep are different from the ones in Enemy Unknown: colours for various things have different numbers than in Enemy Unknown.

Third problem - only the first palette in Terror from the Deep has colours for mouse pointer. Maybe it should be drawn once, not after every palette change?

Fourth problem - backpals.dat also use different colour numbers.

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