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Messages - mutantlord

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16
OXCE Wishlists / Re: _Raven_'s wishlist
« on: May 01, 2024, 05:10:23 pm »
Raven, Since you are new to this forum, I will give you some hints. You have the skills and the will to be a modder, then be one. Create a mod that stands out. OR, in the process of creating one, shows what you are expecting, perhaps the OXCE devs are impressed enough to help you.  If you are passionate about a Hybrid mod then create one. Creating a mod needs a lot of time, the mod has to benefit others.

Don’t expect those features you want to be available immediately.  You have to wait for it, can be a week or years. Research the history of Hybrid modding on this forum, a lot of the features you want might have been already available. Hope you find your purpose and passion here. Golden rule is, demanding things won’t get you a lot of head way here. Having respect does.

17
Oh, I forgot, in the process of updating my mod. Hope the inclusion of a few bad events

18
I have a useful suggestion. Items from base inventory get removed due to an event. Can result a lot of Bad Events ideas.

19
Help / Help with fuses
« on: April 30, 2024, 02:28:16 am »
In the items, I am trying to make a grenade explode on hand. Got most of the code right except for one.

How do you make the grenade explode instantly with out waiting of it to end of the turn or drop in the ground?

20
OXCE Support / Re: [Suggestion] item trigger for manufacturing.
« on: April 25, 2024, 08:30:40 pm »
Thanks for the feedback will check it out.

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Like Missionscript has researchTrigger, I wish to suggest  itemsTrigger for manufacturing. Quality of life visual for mods with huge manufacturing list. The manufacturing only show if player has the require items in base inventory. Please give feedback for suggestion.

22
Work In Progress / Coral Reef Terrain.
« on: February 24, 2024, 02:53:06 pm »
Coral Reef Terrain. Similar to the great barrier reef.

23
Suggestions / Re: "Zero cash and minimum base" challenge
« on: February 17, 2024, 11:25:36 am »
Can you actually start a game and progress with 0 engineer and scientist, if you can’t hire them? As a challenge?

24
Sample ruleset please?

25
Nice implementation, been looking forward to this, next stop the Hanger feature? One can hope and dream!

26
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 09, 2024, 05:32:23 pm »
V7.11.0.. a bit of a mouthful,why not 8.0 instead? ;D

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All are doable, with a lot of work.

- Xcom crafts don't have any altitude at the moment... they just show UFO altitude if they follow a UFO or "very low" otherwise

- Showing a warning when crossing the texture boundaries is pointless:
* first if it's just a warning everybody will ignore it and it will pop-up so often it will become unplayable
* second, if it's an error then people will have to manually steer all craft like crazy around coast lines, which will also become super annoying after initial 15 minutes of fun (PS: the request to "pathfind" around coast lines automatically was already rejected)

Hi, I wish to thank you very much for replying and the time spent in considering of my suggestion.

I understand it is a lot of work required. So, the possibility of its implementation is remote. If you are considering in allowing Daev's feature request a possibility, like giving terrain a min and max altitude. Then my feature request is just an extension, perhaps to a complete solution instead of a partial one that Daev is asking?

For the sake of a hypothetical outcome, should this feature is considered. For the amount of hard work is needed, I understand completely, if the suggestion is abandon. However, for the sake of wanting a complete solution, for crafts able to behave in a hybrid response, when it arrived to a texture boundary. Eg. The craft knowing it is a sea, land or air terrain. Since the pathfind solution is rejected (E.g. even more absurd amount of work to make it happen) , this is the best solution I can think off to make it happen. Unless the Dev has a better one.

A Hybrid mod is more complete with this feature. I am requesting for the sake of a craft is more convincing and believing, should a land craft is behaving like a land craft, instead of a Hybrid Craft. Eg. Taxi in Xcomfiles able to traverse ocean terrain for example.

Usually, a mod author should consider all existing options available before resorting to a feature request. However, there are other options like craft transformation. Yet, some craft can't be transformed. Like Cars, bikes, for the purist..who want such a craft. Also there might be future mods which are locked to land or sea terrains, that might use this feature.

- Showing a warning when crossing the texture boundaries is pointless:
* first if it's just a warning everybody will ignore it and it will pop-up so often it will become unplayable


How about the pop up is to stay, it can't be dismissed or ignored, until the player steer the craft back to its legal usable terrain? If the player is intelligent, which I hope they are, they will steer the craft away from the boundaries to illegal terrain. So to avoid pop-ups all the time. 

* second, if it's an error then people will have to manually steer all craft like crazy around coast lines, which will also become super annoying after initial 15 minutes of fun (PS: the request to "pathfind" around coast lines automatically was already rejected)

If the craft is slow, like a land vehicle or submersible, then it takes time to traverse through a terrain, unlike an air craft. The player should have plenty of warning and space to make adjustment, should the craft is going at 30km per hours, oppose to mach 2, before hitting a boundary.

The whole point of this feature request, is to make player believe that the craft they are using is what it is, a car is a car, not a hybrid craft or air craft on wheels.

It create limitations unless a better vehicle with better terrain transverse is available.

Thank you for reading and considering my request. It means a lot to any Hybrid mod, should this feature is enable. I understand it is not the best, unless someone can think of a better one. It is a more feasible one. 

28
OXCE Suggestions NEW / Re: nooblord's wishlist
« on: January 02, 2024, 09:58:01 pm »
This is a thread for Daev's suggestion.

If you have a different suggestion, open your own thread please.

EDIT: extracted into a separate thread

Hi, thanks for replying, much appreciated.

Like most feature requests made, we as modders should have no expectation that such suggestions could be made possible one day.

However, I do wish seek to understand that if it is remotely possible, for these features can be done.

1) Crafts crossing boundaries of different global texture IDs with varying altitudes and depth, could trigger warning menu if craft exceed its maximum altitude or depth allowed, instead of warning menu trigger during interception phase.

A) The suggest feature is feasible 

B) Not possible, would break engine.

C) feasible, but a lot of work required. 

2) Can globe texture id be given Max and min, for both altitude and depth? (Similar or Compatible to Daev's suggestion, and if part 1 is feasible )

A) The suggest feature is feasible 

B) Not possible, would break engine.

C) feasible, but a lot of work required. 

3) Craft are allowed Max and min, for both altitude and depth. For true separation of their role as land, sea, air and Hybrid vehicle.

A) The suggest feature is feasible 

B) Not possible, would break engine.

C) feasible, but a lot of work required. 

I understand the absurdity of this suggestion and the ridiculous amount of work might be involved in making it possible. So I have no hope for them can be done one day. In the remote possibility that it can be one day. I just wish to understand from the Dev's understanding of the engine, are they feasible?

Regards


29
OXCE Suggestions NEW / Re: nooblord's wishlist
« on: January 02, 2024, 05:30:22 pm »

Anyway, I checked the code vs your requirements, it is going to be tricky to implement, but should be possible.
It will take a while though (optimistically in January 2024).

Hi, the suggestion of improvement I described in a few message prior.

A warning menu would trigger if a craft crosses the boundary of one texture to another that has altitude exceed of the max of the craft, instead of the menu only trigger during ufo interception phase.

Is this feasible, not possible or too hard?

And the other suggestion with maxAltitude and maxDepth for globe texture Id, is this feasible, not possible or too hard?

Please if possible, give a few worded reply, like feasible, not possible, too hard.

Regards

30
Work In Progress / Re: Winter Marshes Terrain.
« on: December 30, 2023, 07:38:46 am »
Niiiice. Hope to see it integrated into megamods.

Still work in progress. Need more maps. Might publish it in a terrain pack one day.

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