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Messages - AndO3131

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46
Troubleshooting / Re: Soldiers pass through the door..
« on: July 04, 2014, 05:29:44 pm »
That's how it bahaves in original, hovewer you could try this mod. It may solve your problem.

47
Programming / Re: Battlescape development
« on: July 04, 2014, 05:08:20 pm »
We can use 32bit images now in battlescape and ufopedia using code from https://github.com/AndO3131/OpenXcom/tree/32bit_Surface_Support.
When new resource structure will be coded in, multiple palette images may also be used with code from this branch (I'll keep it updated).

48
Programming / Re: Battlescape development
« on: July 04, 2014, 12:18:20 pm »
Quote
If you have resolved the multiple pallette problem by code
this work is useless therefore I can address other features that i like.

You can safely address other features. Multiple palette problem has been resolved (for example https://openxcom.org/forum/index.php?topic=1312.msg12223#msg12223, https://openxcom.org/forum/index.php?topic=1312.msg12632#msg12632 or https://openxcom.org/forum/index.php?topic=1312.msg12665#msg12665), although it's not in oficial github branch.

49
This could be another candidate for unhardcoding - 'battlescapeTerrainData' entries
Code: [Select]
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
      mapBlocks:
        - name: UFO_110
          width: 10
          length: 10
could be expanded in future 'resource' entry.

50
I think SupSuper's idea is the go-to, however he have less space than OpenTTD.

52
Work In Progress / Re: Terror from the Deep support
« on: June 25, 2014, 04:47:37 pm »
Together with @Yankes we made some work on the code allowing 32bit images to load into Openxcom https://github.com/AndO3131/OpenXcom/commits/32bit_Surface_Support. It's enough to resurrect this thread: a little off-topic, but the concept is inspired by palettes present everywhere in UFO and TFTD.

WARNING: This is experimental branch, so I make no statements if and/or when it could be included in main branch. It may also produce weird colour effects or crashes.

WARNING 2: Images you can (propably) recognize are just a proof of concept. They are NOT indicating Apocalypse remake or anything like that.

53
Work In Progress / Re: Mockup of 4 weapon aircraft
« on: June 24, 2014, 09:09:22 pm »
I think it's a good idea. It could be used in the future to diversify crafts (more creative space for modders).

54
Yes, it is correct. TFTD zombies and TFTD civilians also use this routine. The difference is
Code: [Select]
  - type: ZOMBIE_ARMOR
    .....
    deathFrames: 18

55
Suggestions / Re: TFTD
« on: June 18, 2014, 10:20:30 am »
It's far, far away yet  :)

56
Suggestions / Re: TFTD
« on: June 18, 2014, 10:12:52 am »

57
Quote
It seems my wheezy repository is limited to libyaml-cpp0.3
You could try compiling it yourself: https://code.google.com/p/yaml-cpp/

58
Open Feedback / Re: Spreading a word about openxcom
« on: June 06, 2014, 09:35:44 pm »

59
Work In Progress / Re: How to define new terrain
« on: May 29, 2014, 06:00:32 pm »
Basic terrain will probably look like this (more details on different terrain types in TFTD https://www.ufopaedia.org/index.php?title=TERRAIN_%28TFTD%29)
Code: [Select]
terrains:
  - name: PIPES
    mapDataSets:
      - BLANKS
      - SEA
      - ISLAND1
      - ISLAND2
      - ISLAND3
    largeBlockLimit: 5
    mapBlocks:
      - name: ISLAND00
        width: 10
        length: 10
        type: 1
        subType: 0
        maxCount: 3
      - name: ISLAND01
        width: 10
        length: 10
        maxCount: 3
      - name: ISLAND02
        width: 20
        length: 20
        maxCount: 3
      - name: ISLAND03
        width: 20
        length: 20
        maxCount: 3
      - name: ISLAND04
        width: 20
        length: 20
        maxCount: 3
      - name: ISLAND05
        width: 20
        length: 20
        maxCount: 3
      - name: ISLAND06
        width: 20
        length: 20
        maxCount: 3
      - name: ISLAND07
        width: 10
        length: 10
        maxCount: 3
      - name: ISLAND08
        width: 10
        length: 10
        maxCount: 3
      - name: ISLAND09
        width: 10
        length: 10
        maxCount: 3
      - name: ISLAND10
        width: 10
        length: 10
        maxCount: 3
      - name: ISLAND11
        width: 10
        length: 10
        maxCount: 3
      - name: ISLAND12
        width: 10
        length: 10
        maxCount: 3
      - name: ISLAND13
        width: 10
        length: 10
        maxCount: 3
      - name: ISLAND14
        width: 10
        length: 10
        maxCount: 3

With ISLAND terrain you need the following files
TERRAIN/SEA.MCD, .PCK and .TAB
TERRAIN/ISLAND01.MCD, .PCK and .TAB (possibly .LBM?)
TERRAIN/ISLAND02.MCD, .PCK and .TAB (possibly .LBM?)
TERRAIN/ISLAND03.MCD, .PCK and .TAB (possibly .LBM?)
MAPS/ISLAND00.MAP - ISLAND14.MAP

60
Work In Progress / Re: Hybrid game
« on: May 22, 2014, 09:44:21 am »
You can also check this thread

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