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Messages - Yankes

Pages: 1 ... 134 135 [136] 137 138 ... 211
2026
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: May 25, 2016, 11:16:44 pm »
Ah so it does need a damage type! Ok got it now. But it still does work through walls, right? :)
yup

2027
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: May 25, 2016, 09:26:47 am »
Its need be defined like as in normal weapons e.g. you need add power, damage type, hit animation. Aside of that you need add name of attack that enable it in action menu.

2028
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: May 24, 2016, 10:01:23 pm »
or compile yaml-cpp as part of exe not external lib. You would need remove references to system yaml lib from `makefile.simple` and direct path to header and sources downloaded manually. Something like that is done in `makefile.mxe`.

2029
XPiratez / Re: [MOD] Torch
« on: May 24, 2016, 07:19:38 pm »

I have ;P In Extended 3.0 you will be able change item graphic on whim. On top of that I added option that items in hands can generate light, this mean by default you would see nothing in night missions until you grab torch and ignite it.

2030
XPiratez / Re: Bugs & Crash Reports
« on: May 15, 2016, 03:39:46 pm »
probably you need something like that:
Code: [Select]
  - type: dogfight
    elements:
      - id: damageRange
        color: 16
        color2: 17
and
Code: [Select]
  - type: dogfight
    elements:
      - id: craftRange
        color: 160
        color2: 176
determine that colors of graphic are part of craft. If you change colors of craft then you need change it too.

2031
XPiratez / Re: Bugs & Crash Reports
« on: May 15, 2016, 01:22:30 pm »
Code: [Select]
  - type: dogfight
    elements:
      - id: damageRange
        color: 13
        color2: 14
        color: 16
This node is broken, sometimes it reads value `16` and breaks damage indicator in dogfight window.

2032
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: May 14, 2016, 06:41:51 pm »
I will check it out.

2033
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: May 14, 2016, 04:14:51 am »
PS: once (if at all) Yankes merges OXC into OXCE, I am really not looking forward to re-implementing half of OXCE+ again because it's gonna be incompatible with both OXC and OXCE :(
I know your pain. I probably do this "fun" around end of this month.

2034
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: May 13, 2016, 07:17:48 pm »
Seems like a lot of work (for a modder) for no real benefit.
I'll put it on the list, should be easy to implement... but hard to test.
I think better way to implement this would be adding scripts that will handle it. With that modder will have lot of freedom on defining how to end mission.
This could be different for each mission (in "assassin mission" you could win after one kill). This could go too in opposite direction, if you loose lot of unit and your team panic, battle could end too. This will all depend on that will be calculate in scripts.

2035
Open Feedback / Re: What can be done with modding?
« on: May 09, 2016, 01:05:20 am »
And which ones of my thee first points would interest you if I was releasing them?
Depending how it will be configurable then it could be useful for modders.

2036
Open Feedback / Re: What can be done with modding?
« on: May 08, 2016, 01:05:52 pm »
To be honest I was afraid when I saw more than 1000 commits late in your build from Supsuper's build, but I do not see them anymore so I wonder if I was not dreaming or in a random branch of something else...
Yes, right now Extended (and Meridian Extended+) is behind couple of months to master, but when I finish what I doing now I will start merging masters again.

2037
Work In Progress / Re: Drawing routine/animation help
« on: May 08, 2016, 12:57:44 pm »
So these draw routine scripts are going to be the only way to have both an animated idle animation and separate walk animations. That could be useful.
Yes but you need remember that this need custom exe, I think you should check out Meridian exe used by xpitarez that is based on my brach.

2038
Work In Progress / Re: Drawing routine/animation help
« on: May 06, 2016, 11:26:14 pm »
Thanks. :P
Do I have an old readme or something? Because I sure can't see anything about this.
Right now I'm working on full documentation. Overall I plan that exe will dump information to log file in debug mode.
Some outdated info: https://openxcom.org/forum/index.php/topic,2059.0.html (this is ancestor of scripts from 2.9)
Some basic info about 2.9 is in txt file: https://openxcom.org/forum/index.php/topic,2915.msg31641.html#msg31641

Overall I considered scripts in 2.9 as preview, because in 3.0 scripts have lot of breaking changes. I making final version that will be capable of handling all new functionality (like unit reaction) and have simpler usage.



2040
Work In Progress / Re: Drawing routine/animation help
« on: May 06, 2016, 06:48:19 pm »
or use Extended, You can create your own drawing routine. :)

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