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Messages - mutantlord

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31
Work In Progress / Re: Winter Marshes Terrain.
« on: December 30, 2023, 07:31:15 am »
Is it intentional that the water is walkable (or are the screenshots from debug mode and teleport)? That would make no sense compared to the other maps. And so, a challenge with the map could be that it could be difficult (or even impossible) to navigate across the map without flying. That might reduce its usefulness.

Water is walkable, like those in a real marsh. If you want a real challenge, play it with brutal OXCE when it is out there one day. A marsh is something like a maze, with only certain walk path can go through it. As least that is how I design my marshes.

32
OXCE Suggestions NEW / Re: nooblord's wishlist
« on: December 30, 2023, 07:04:11 am »

Adding "fakeUnderwater" was a LOT of effort.

We as modders, had never properly thank you enough for your hardwork spent in enabling it. Thank you for the feature. 

33
If I can input some suggestions.

Currently, I believe the maxAltitude is the range a craft can intercept the ufo. If the craft is beyond the interception parameters, a menu will pop up and alert the player that the interception is impossible. It is during this interception phase that the warning would pop up.

Can this warning menu be improve or re-code to when the craft crosses the boundaries of one texture to another? If the altitude parameters of one texture is beyond the operatiional limits of the craft? The warning will pop up when it crosses one texture to another, eg, land texture to underwater texture? If it does not violate vanila  OXC codes.

This way, maxAltitude is the maximum altitude the craft can operates in, not when interception can or cannot happen.

Two, if the former part of the suggestion is viable.

Can OXCE be upgraded in this manner, should the suggestion above can be improved as suggested?

There is a minAltitude and maxAltitude, PLUS a , minDepth and maxDepth for (Globe) Textures.

minAltitude and maxAltitude is for land or vanila ufo terrain only.

fakeUnderwater terrains has both minAltitude and maxAltitude, plus minDepth and maxDepth

The logic behind this suggestion is the enable of class distinction of land, air and sea vehicles.

craft will also have  both parameters like minDepth and maxDepth, minAltitude and maxAltitude,

Land craft, has minAltitude and maxAltitude of 0, minDepth and maxDepth -1

Sea craft, has minAltitude and maxAltitude of -1, minDepth and maxDepth 0

Underwater craft, has minAltitude and maxAltitude of -1, minDepth and maxDepth 0 to 5 (whichever the highest depth possible)

Aircraft, has minAltitude and maxAltitude of  0 to 5 (whichever the highest altitude possible), minDepth and maxDepth -1

Hybrid craft, has minAltitude and maxAltitude of  0 to 5 (whichever the highest altitude possible), minDepth and maxDepth (whichever the highest altitude possible)

Craft Weapons with underwaterOnly parameter,  Weapons can function like underwater, has default setting of minDepth and maxDepth (hidden from modder) set as greater than 0
 
If this helps and my suggestions are valued.

34
Work In Progress / Winter Marshes Terrain.
« on: December 11, 2023, 03:23:01 pm »
A new Terrain I have recently done.

35
I ask that this feature request of mine have upmost priority over the others I had requested. It is a game changer in a game.

36
Thank you very much for replying. There are a lot of feature requests made here on this forum. Some are a lot harder to implement than others.

I understood a feature request can only be granted depending on your time and the number of other modders voting a yes for it.

I have no expectation that this will ever be granted. It is good enough to know and my only purpose in seeking for a reply, is to understand that it can be done.

For some feature request are not possible due to coding complexity.  In that case, it is futile to request it anyway. However, I have to ask the question because I am not a programmer. I have to understand that it is impossible to make it happen. So I know that it is no point in pushing for something that it is too hard and impossible.

37
Thank you very much for replying. There are a lot of feature requests made here on this forum. Some are a lot harder to implement than others.

I understood a feature request can only be granted depending on your time and the number of other modders voting a yes for it.

I have no expectation that this will ever be granted. It is good enough to know and my only purpose in seeking for a reply, is to understand that it can be done.

For some feature request are not possible due to coding complexity.  In that case, it is futile to request it anyway. However, I have to ask the question because I am not a programmer. I have to understand that it is impossible to make it happen. So I know that it is no point in pushing for something that it is too hard and impossible.

38
Any update on a feedback about this feature request is feasible to implement?

39
Any update on a feedback about this feature request is feasible to implement?

40
Released Mods / Re: xcom1 and xcom2 mod?
« on: November 16, 2023, 12:15:55 pm »
You want ufo shot down by interceptors underwater crash sites? or random monthly generated ufo crash sites? (Similar to terror missions)

41
Released Mods / Re: xcom1 and xcom2 mod?
« on: November 10, 2023, 01:46:30 pm »
i thought it would be a simple list,apparently it isnt

bit vague i was,sorry the only thing i actualy want is when i shoot down a ufo over water to make it crash land and be able to do the mission

Is this what u after?

42
Last feature I want to suggest, please reply if possible.

I had always wanted to allow random encounters for craft while on patrol or intercepting a ufo.

These Encounters are full mission sites, randomly generated each month.

I wonder what are the best (hacked) solution to enable them?

Solutions:
********
1) Hidden (landed) UFOs, modded with large trigger radius, scattered over the globe. Interception
screen is ignored when Craft encounter such ufo and it will go straight into the Battlescape mission.

2) Invisible Alien bases/Terror sites modded with large trigger radius, if the craft fly pass one of these base, it will trigger a mission alert and it will go straight into the Battlescape mission.


Please advise if or which feature is easy to do, reject or allow. Thank you

43
Hi, I have a feature request, if this can be implemented one day.

I believe Finnik was also interested in this feature to also be allowed too.

This feature is to separate out mapBlocks for crash and landing ufos.

The reason for the raising for this feature is to allow human (or aliens) ufos or planes to have multiple different crash maps to select from. To allow more random crash configurations.

Instead of the Engine core explosion to create a crash map.

Please advise if this feature is easy to do, reject or allow. Thank you

Example code.

    battlescapeTerrainData:
      name: SKYSPOTTER
      mapDataSets:
        - BLANKS
        - PLANE
        - LIFTER
      mapBlocks: #Normal landing Map
        - name: FALCONPLANEENEMY
          width: 10
          length: 10   
      mapBlocksCrash: #Crash Maps
        - name: FALCONPLANEENEMYCRASH1
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH2
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH3
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH4
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH5
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH6
          width: 10
          length: 10   

44
If I may add my input, if you have a lot of soldiers in a base with different troop transports. If you want to transfer a craft to another base and want know which of the soldiers are to be transferred. This kind of sort is useful.

Similar request made by some one awhile back https://openxcom.org/forum/index.php/topic,11110.msg134926.html#msg134926

45
If I may add my input, if you have a lot of soldiers in a base with different troop transports. If you want to transfer a craft to another base and want know which of the soldiers are to be transferred. This kind of sort is useful.

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