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Messages - AndO3131

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76
Work In Progress / Re: Terror from the Deep support
« on: July 22, 2013, 10:53:15 am »
You could try to compile and run it, check colour of the screens in geoscape and battlescape. You could also make 'GUIstyle' an option in 'advanced' options menu.

https://github.com/AndO3131/OpenXcom/tree/TFTD_Support

I've attached files I use. Currently I'm slowly doing geoscape.

P.S. Added better UFO2_openxcom.zip

77
Work In Progress / Re: Terror from the Deep support
« on: July 16, 2013, 12:09:07 am »
Thanks to @Warboy1982 help, there's a progress in combined geoscape - there are no holes in it.

And one combined arms screenshot :)

78
Work In Progress / Re: Terror from the Deep support
« on: July 15, 2013, 09:02:52 pm »
I only saw Calcinites in terror on passanger ship on higher difficulty (one was always in the centre room on first stage). They happened in second-third month in higher difficulties. Unfortunately, I don't have any save :(

79
Work In Progress / Re: Terror from the Deep support
« on: July 14, 2013, 08:40:24 pm »
Thanks to @Warboy1982 advice, I've made aquanauts and aquatoids working.

Looking forward to new ruleset ;D

80
Work In Progress / Re: Terror from the Deep support
« on: July 12, 2013, 11:55:01 pm »
@Bluedrake42, in this hybrid mode UI is selectable.

Final battlescape screens. Unfortunately, battle with only TFTD files loaded can't start yet - there has to be done some extra coding with aquanauts.

P.S. Some colors can be wrong (haven't played in TFTD for a long time).

81
Work In Progress / Re: Terror from the Deep support
« on: July 11, 2013, 10:58:53 pm »
New screenshots incoming - combined battlescape map.

82
Work In Progress / Re: Terror from the Deep support
« on: July 10, 2013, 04:06:46 pm »
Thanks, @Warboy1982.

I put up some files to run this terror-like environment. options.cfg goes in place of the old one (I suggest a backup ;)).

The rest is unzipped in Data folder. According to this particular options.cfg, you also need folder Data/UFO1 with Ufo:enemy Unknown copy and Data/Terror from the Deep with TFTD copy (I think mine was 2.1, but there's a good chance it will work with other version). Of course, folders are customizable, but Windows shortcuts don't work (symlinks in Linux work great).

P.S. TFTD ruleset is quite far from being complete ;D

83
Work In Progress / Re: Terror from the Deep support
« on: July 10, 2013, 01:10:58 am »
I've managed to get bullets and explosions for terror-based weapons work with different images over and under the water. There are more screens in terror-like fashion in battlescape, but also some new issues I need help with.

1. I can't get image buttons on main menu to work properly - they don't display correct colors when pressed.

2. I would need help with drawing routines for aquanouts and those underwater monsters, especially humanoid ones (aquatoid, gillman, tasoth, etc.). These graphic sets are just too much for me to handle.

3. Since bullets work, I would like to take a look at infamous bubble trails after bullets. I need a piece of animation describing various stages of trail dissipating. If someone has it, please post it here.

Hoping for some help from dev team ;)
Here's the code: https://github.com/AndO3131/OpenXcom/commits/TFTD_Support

84
Work In Progress / Re: Terror from the Deep support
« on: July 09, 2013, 12:08:37 am »
Ok. I'm waiting for it, but I think I got the hold of current shader. It works fine with multiple palettes - hasn't let me down yet. Learning new one scares me :o.

In the meantime, some new things.

85
Work In Progress / Re: Terror from the Deep support
« on: July 07, 2013, 03:10:27 pm »
Ok. Projectile loading solved (no trails, tho). Turns out new surfaces also don't get indexed. Some progres has been made regardless.

86
Work In Progress / Re: Terror from the Deep support
« on: July 06, 2013, 03:30:21 pm »
@Warboy1982 It turns out I did nothing wrong in making the projectile file, the problem is in 'modindex' variable. Weapons can access projectile, if I define it in the same ruleset file, but they won't shoot it, if it's defined in different ruleset. Is it correct behaviour, or did I mess something up while merging the code?

87
Work In Progress / Re: Terror from the Deep support
« on: July 05, 2013, 11:01:21 pm »
I tried to get these images work, but I've stumbled in two problems I need some help with.

1 problem: I couldn't get right colors to appear on screen. In Gimp I tried paletted image, gave one of Terror palettes and it looks good. When I load this image in game - colors are different. I've attached image in rgb palette (I think it will be enough for projectiles, contains one ground and one underwater set) and four battlescape palettes I got from 'lbm' files - they are in Gimp palette format (gpl), but i couldn't load that extension. There has to be somebody around here who can fix this projectile image ;).

2 problem: @Warboy1982, I tried loading additional projectiles file with extrasprites, but I seem to have acces only to first row of the file (first projectile). Can extrasprites combine larger files? I also have problem with 'bulletSprite' option in rulesets - how does it work?

88
Work In Progress / Re: Terror from the Deep support
« on: July 04, 2013, 11:27:33 am »
Quote
I mean bubble trails after projectiles.
We won't know until we try. Does anyone know where can we find them inside data files? Or maybe that's a hardcoded feature? If so, we would need some equivalent.

Quote
They won't work in this "hybrid palette" mode.
I'm not sure what do you mean. I already wrote that every surface in battlescape can have it's own palette. As you can see on screenshots around this thread, all soldiers use Ufo:Enemy Unknown palette, map uses Terror from the Deep palette, bubble trails can have it's own, that's not a problem. However, I'm not sure if current code has enough features to get trails working as expected. If so, someone would have to write apropriate code, but that's not colliding with "hybrid palette" concept.

89
Work In Progress / Re: Terror from the Deep support
« on: July 04, 2013, 09:53:13 am »
Some more info. @Volutar, you can see bubbles in first screenshot.

Weapons and grenades work, but I don't have projectiles. How did you guys get projectiles currently in use by the game (those in Resources/BulletSprites)?

90
Work In Progress / Re: Terror from the Deep support
« on: July 04, 2013, 06:04:12 am »
Bubbles coming from terrain do work - I think they are included in map files. This is an example ruleset entry for terrains, based on ufopaedia.org found here - bubbles are in UFOBITS section:

==========
  - name: SEABED
    mapDataSets:
      - BLANKS
      - SAND
      - ROCKS
      - WEEDS
      - DEBRIS
      - UFOBITS
    largeBlockLimit: 3
    textures: [13]
    mapBlocks:
      - name: SEABED00
        width: 10
        length: 10
        type: 1
        subType: 0
        maxCount: 3
      - name: SEABED01
        width: 10
        length: 10
        maxCount: 3
      - name: SEABED02
        width: 10
        length: 10
        maxCount: 3
      - name: SEABED03
        width: 10
        length: 10
        maxCount: 3
      - name: SEABED04
        width: 10
        length: 10
        maxCount: 3
      - name: SEABED05
        width: 10
        length: 10
        maxCount: 3
      - name: SEABED06
        width: 10
        length: 10
        maxCount: 3
      - name: SEABED07
        width: 10
        length: 10
        maxCount: 3
      - name: SEABED08
        width: 10
        length: 10
        maxCount: 3
      - name: SEABED09
        width: 10
        length: 10
        maxCount: 3
      - name: SEABED10
        width: 20
        length: 20
      - name: SEABED11
        width: 20
        length: 20
      - name: SEABED12
        width: 20
        length: 20
==========

Bubbles coming from operatives of course don't work, but I think they are hidden somewhere in terror files, just like other animation frames.

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