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Messages - darkestaxe

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91
Suggestions / [Suggestion]Model for supporting HWP weapon switching.
« on: June 21, 2014, 08:09:20 am »
I know the suggestion that we allow tanks to switch their weapons has been coming up almost as often as the TFTD and combined requests but I'm thinking about how to do it from a coding/data perspective without breaking everything.

First off tanks and hover tanks already have their gun turret graphics separated right? (If not that could be a problem)

I would make the tank weapons into an item. The tank should only ever be a tank w/ nothing until you get to the battlescape. This way the only thing that the battlescape and geoscape need to communicate is how many STR_HWP_CANNONGUN, STR_HWP_CANNONSHELL and STR_HWP_TANK are either on the craft at the start of battle or recovered at the end of battle.

This also means that we're only adding some new items to the list of things you can purchase/research/manufacture/load on a craft/sell etc to the geoscape, thus we don't need to add a new screen. I haven't tried it but I'm currently under the impression that you can do that already by just adding a new entry to the ruleset.

The battlescape is somewhat less fortunate, although if I understand correctly HWPs are already treated as carrying a weapon in their right hand.

Obviously we don't want to just have tanks appear as Dolph Lundgren and trust players to only give HWP guns to blonde dudes named Tank or Hovertank. We already added alien dolls to the equip screen and we should be able to do the same with tank dolls, though I don't know if they're the same dimensions.

Next there's the possibility of separating tanks from soldiers, such that they would have a different inventory, or preventing tanks and humans from equipping each others equipment.

Finally there's the reality of coding all this. The result would be that modders could add new tanks or new tank weapons, rather then having to add tank/weapon combos, and you would be able to get hovertanks without plasma or plasmatanks without hover.

Personally I've thought long and hard about making a total rebalance mod with added weapons etc. I can't really do much about tanks as long as their weapons are welded to the frame.

92
Edit: Some of the responses in this thread turned out to be useful to others like me who don't get/use motion scanners.
_______________________________________________________________________________________________
Hmmm... lets see what is moving

OMG there's stuff! Things that moved!

Spoiler"OK lets count how many soldiers I have in range.":
1... 2... is she in range, let me count the tiles 1 2 3 4 5 6 7, that's 3... 4... is he in range? lets count the tiles 1 2 3 4 5 6 7 8 9 10 no so thats 4... is she in range? lets count the tiles 1 2 3 4 5 6 7 8 yes thats 6 7 wait did I already count her? SHIT!

1 2 3 she was in range 4 5 he wasn't 6 was she in range, lets count 1 2 3 4 5 6 7 8 ya.

ok was that 6 or 5? Shit 1 2 3 4 5 6 wait I double counted I think

1 2 3 4 5 6 nope. 6

ok how many blobs are there. 1 2 3 4 5 6 7 8 9 -- 9? There's 3 aliens in there? Oh I wasn't counting the guys in flying suits! FUCK!

7 8 is she in range? 1 2 4 5 6 7 8 9 no. wait 1 2 3 4 5 6 7 8 ya. OK so that's ...

1 2 3 4 5 6 7 8 9 right! and nine bloobs. Good, no movement, building is clear.

*PSHEEW* *AAARGH* Oh i guess there was an alien, he just didn't move.
Spoiler"Building is clear, move to the next one.":

OK how many soldiers are in range? Fuckit, lets just look.

I liked how they did it in UFO:TTS where the movement was marked in the main battlescape, but then that might be just too easy and a bit OP.

I've heard some people have found the motion scanner useful though. How? and how many?

93
Open Feedback / Re: Mission frequency?
« on: June 21, 2014, 06:52:00 am »
Terror sites are very rare early in the first month and can't really happen before the twentieth in vanilla. Also you can't have 3 in the first month in vanilla. It's different in OXC but I haven't been playing the more recent builds.

A terror mission has to be completed for the terrorsite to happen and that takes at least a few weeks in vanilla. The aliens only start with one terror mission in vanilla and I've never seen them start another until they complete the first one. I have seen that a few times in OXC so it's a difference, though I don't know if it's intentional.

If you go through the entire first month without detecting a single UFO in vanilla then your radar glitched. The game will send UFOs to fly around your base until you detect them at first and the odds of going 10-14 hours without detecting an in range UFO are extremely low. Since the vanilla game will send multiple UFOs on missions around your base in the first month the odds of not detecting any are negligible.

Suppose there's only 4 UFOs and each is only in range of your base for 10 hours total and you have 1 small radar.  The chances of not detecting it in vanilla X-COM are 95% each hour. 0.95^240 = 00.00045% or 45/10,000,000.

94
Open Feedback / Re: playing Xenonauts
« on: June 21, 2014, 06:22:30 am »
Personally I had the general impression that Xenonauts would be like X-COM with added functionality in an earlier time period. I thought it would mostly be a clone except for the stuff they added.

Generally I'm not a fan of clones because they tend to lack creativity, however when it comes to attempting to follow x-com every dev does the same thing. They clone half of it and substitute very little for the other half.

They usually all clone the same half too. They always keep the battlescape and throw away the geoscape, why?!?

If all they want is X-COM minus the geoscape then it's not x-com based it's just a generic squad tactics game. It's not like I have something against squad tactics games, but there's a reason X-COM was the #1 single player PC game of all time and it's not just because it had cool music and 3d squad tactics.

IMO Xenonauts will appeal to the same demographic as the EU2012. To be fair there does appear to be a more developed geoscape aspect.

There is Xenocide, though it's not that much more complete either. Oh well, we still have OXC.

95
I find it highly unlikely that 2k did not consider it when the annual steam sale came around.

I'm pretty sure they were already planning to include the X-COM bundle and UFO+TFTD in the steam-sale already but It's highly unlikely that they didn't consider the impacts of Xenonauts and OXC when they decided the %off.

It's difficult to say whether they increased, decreased, or stuck with the same price, but you can bet they thought about it at some point. I wouldn't be surprised if traditional X-COM has been pulling almost as much revenue as Enemy Within DLC lately.

In all fairness, 2k should pay ninex's bills for hosting the OXC team. We're doing a lot to redirect the attention of disgruntled hardcore fans and keep X-COM relevant. Of course that goes both ways but OXC isn't getting paid.

96
Open Feedback / Re: Yaay 1.0 %cough% TFTD %cough yaaay woooo 1.0
« on: June 20, 2014, 08:07:14 am »
If we're still talking about Lovecraftian porn flicks I don't really want to know what that might mean!

I learned from reddit that "I don't want to know" means "please violate my innocence!": Lovecraftian Romance

Unfortunately everyone's favorite racist was too politically correct to actually sexualize blasphemic perversions.

97
Open Feedback / Re: Realms of Arkania remake?
« on: June 20, 2014, 12:32:37 am »
I think this would go under general discussion. It's not really OXC or even quite X-COM related.

98
Open Feedback / Re: OpenXCom TFTD MT-32 Music Pack?
« on: June 20, 2014, 12:25:36 am »
gmsig.mid - Intro
gmtacdry.mid - Battlescape: land
gmtacwet.mid - Battlescape: underwater
gmwaitlo.mid  - Main Menu
gmattbas.mid Alien base assault (first and second part)
gmbigmar.mid T-Leth music (I think)
gmdebgoo.mid Mission Debriefing screen win
gmdebpor.mid Mission debriefing screen loose
gmdefbas.mid X-COM base defense mission briefing
GMGeo1.mid - geoscape 1
GMGeo2.mid - youll never guess...
GMGeo3.mid
GMGeo4.mid
GMGeo5.mid
GMGeo6.mid
GMInter1.mid - Interception (TFTD has 3 intercept options, very nice)
gminter2.mid
gminter3.mid
gmisposh.mid - Aliens win, cthulhu ftagn to all.
gmnewint.mid - Xcom wins, Tleth destroyed.

If you replace each .mid with the captured .mp3/.ogg, OXC/openTFTD should know what to do with them anyway.

99
Open Feedback / Re: OpenTFTD?
« on: June 18, 2014, 08:36:35 pm »
Ya, it's already underway.

100
I don't have any screen caps but I've had multiple soldiers with 0 psy strength.

A common playstyle for me is to buy 10 psy-labs, train 100 soldiers and select the top 10-15 psy-strength graduates for my super psy-squad.

101
Offtopic / Re: X-com's tactical inferiority
« on: June 18, 2014, 10:40:52 am »
So here's a list of things we had in 1994 that x-com somehow lacks in 1999

1. Flares that costed less then $60.
2. First-Aid
3. Long Range surface to air missles
4. handcuffs
5. bayonets
6. Sniper Rifles
7. Shotguns
8. Anti-Materiel Rifles (that don't care if there's a wooden wall between you and the alien)
9. Browning 50c Heavy Machine Guns  (that don't care what is between you and all the aliens)
10. Grenades that went BOOOM not puff.
11. CS tear gas
12. Flash-bangs
13. Grenade Launchers
14. And yes, the ability to call in an airstrike

Here's a list that even the most unrealistically optimistic futurists would never have hoped to have achieved by 2000 in 1994 and yet X-COM managed to do by 1999.
1. Mach 3.2
2. hand-held laser guns with unlimited ammo
3. A global range .5 mach VTOL troop and tank carrier that's too lightweight to mount a frikkin minigun (or Mavericks)


Oh, and they do have shoulder/forehead lights in X-COM. Why do you think it's lighter around your soldier then farther away? It's just that in a 1994 video game a high fidelity implementation of a head lamp in a realtime rendered 3d environment is a round lit area instead of a square lit area. X-COM went the full extra mile and even tapered the light off with distance to the light sources. Rendering directional lighting on top of all that would have been downright silly and would have alienated 80286 users like me.



102
Open Feedback / Re: Yaay 1.0 %cough% TFTD %cough yaaay woooo 1.0
« on: June 18, 2014, 09:21:34 am »
I'm also impatiently waiting for TFTD. Not exactly because of the game itself, since I never liked it much (it looked awful and was annoying in design), but because of some of its functionalities I'd like to see in OpenXCom (like making aliens able to have natural weapons AND normal weapons).

Perhaps there's been some confusion here, I think you underestimate what openxcom already can and does do. In fact I can't think of one thing that TFTDs engine has that's not currently fully functional in openxcom.

-AI can use melee weapons, both carried weapons and racial abilities. Ever heard of a chrysalid?
-Doors can be look-opened
-I think there's support for custom damage types from mods (like freeze, drill, or lightsaber if you want)
-Manufacture can create multiple items an hour
-can view stats from equip screen
-multistage missions are supported for cydonia, I think that's available to modders too.
-modders can add new mission types, I'm not sure if anyones done it yet.
-I never saw it in tftd but we have a TU bleed button in OXC now... I can't think of anything else and I've been playing TFTD all week.

OH, there's no under-water in OXC, and as such there might not be any functionality in place to run the second audio track. Or maybe it's in the code but not connected to anything in the ruleset. Also I don't know if OXC currently supports alternate color indexes - I'm pretty sure TFTD uses different color indexes for light levels underwater and above water.

103
Open Feedback / Re: Fuel Percentage
« on: June 15, 2014, 09:14:59 am »
I'm quite certain that a Skyranger that can't fit one more soldier isn't going to have a harder time bringing back 50 aliens and 2 supply ships then it will have bringing back 25 aliens and 1 supply ship. There is no lore reason I can see for not going to the next mission site.

As for healing - if you are able to survive the 18 hour flight back to base at all, then you're not going to bleed out. As for the skyranger having non-portable medkits: All military transports have full medical kits, and all soldiers in combat have first aid kits. This has been true for at least a hundred years. However, in X-COM portable bandages are a groundbreaking technology prototyped in 1999 by an international crack team of scientists in a secret underground laboratory that specialized in ray-guns, psionics, cold fusion and non terrestrial alloys.

Any decisions about whether you should be able to go from site to site should be about game mechanics, not medikit lore. At least until you start with medikits and can purchase more, and they fit in one tile instead of two.


104
Open Feedback / Yaay 1.0 %cough% TFTD %cough yaaay woooo 1.0
« on: June 14, 2014, 12:57:40 pm »
So um, about that other true X-COM? The one with all the game-breaking bugs, techtree dead-ends, Lovecraftian themes, dark music, flying chrysalids, and extremely long 2-stage missions?

I was lead to understand that:
1. "After 1.0"
2. TFTD is almost identical from an engine perspective with the exception of some extra functionality and a few hard to crack alien weirdness's
3. Almost all of the TFTD specific functionality and most of the new race weirdness has already been replicated in Openxcom either in enhancements or mods.

So, where do we start?

The last time I tried to turn OpenXcom into OpenTFTD I found that I was able to get the game to run by renaming TFTD files to their EU equivelants, but I quickly ran into issues with parts of the engine expecting the exact data from EU.

I don't remember the details. I got tired of renaming files but more importantly a lot of important info was coming from the ruleset. I started converting things in the ruleset but I quickly ran into the problem that I couldn't figure out what half the stuff in the ruleset was.

Questions:
1. Should I start building a TFTD ruleset by changing everything I do understand so someone else can continue from there? Has anyone already started doing this? Do I have to use the GIT versioning repo stuff to be helpful?
2. Has anyone gotten a recent version of openTFTD running?
3. Aside from the drudgery tasks like strings/translation, converting the basic stuff in the ruleset etc; what stands between what we have now and openTFTD?
4. Did u devs want a break first? Cause you damn well earned it. Not as if you needed to but you F-ing did!

105
Open Feedback / Re: openxcom - bad remake
« on: May 26, 2014, 04:07:57 am »
I don't think he is a troll, I think he's frustrated and confused and has very poor english skills. Also I suspect he's running into lots of errors and other issues as he tries to update from 1.0 to 1.4.

For example, here's an earlier post:
Quote
hello, i have europe version UFO from here:

edit: no abandonware links please

how i can install?
i run openxcom and alert: GMDEFEND not found.. i copy game data to DATA folder and c:/program files/steam/..etc

He got xcom from an abandonware site and was following instructions he didn't understand and found himself putting the xcom data into his steam folder? A very creative and funny troll or confused and frustrated?


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