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Topics - Warboy1982

Pages: 1 [2]
16
Released Mods / [ARMOR] Combat Armor
« on: May 27, 2013, 07:21:03 am »
INCOMING COUNCIL TRANSMISSION!

Message decoded: playback commencing.

=======/@$8 Attention Commanders 4&^@/===========

military manufacturers have recently completed testing on some much needed new protection for our troops,
and we have approved them for purchase by your organization.

please find enclosed details and specifications, as well as a standard issue requisition form.



all credit goes to Ryskeliini for the sprites.

17
Released Mods / [CRAFT] Sentinel class interceptor.
« on: May 26, 2013, 11:06:20 am »
good day commanders.

the top brass has been working on a new project, and it has finally yielded effective results.

allow me to present you with the Sentinel class interception craft.



DOWNLOAD

18
Programming / Advanced Options Menu
« on: April 19, 2013, 09:08:17 am »
i know a feature lockdown is currently in place, but i'd really like to get this in before the next release if possible. i guess i'm just posting this here as a way of asking permission while i go ahead and code it anyway, seeing as there aren't really any left bugs to fix, and i think i got like a week before we hit the launch button.

for the record, i mean an "advanced" options menu with most if not all of the gameplay-related stuff from the options.cfg (death notifications, instant grenades, custom initial base, etc.)

edit: i think some sort of "advanced graphics options" menu may also be in order, for all the filters/scalers/FPS/openGL stuff.

19
Programming / release schedule.
« on: March 17, 2013, 12:57:47 pm »
my personal bug list is now empty.
give it a day or two for any remaining bugs to pop up, but it looks like we are green for release?

edit - disregard that, found a few more hiding in a corner.

20
Fan-Stuff / the master race.
« on: March 04, 2013, 03:47:43 pm »
The snakemen are truly the master race.
they came to mars through time and space.
to wage their war, they built a base.
and hooked a brain up to the place.

the brain cried out with a voice like thunder.
"I AM ALIVE, AND NOW I HUNGER...
WE MUST NOW CONQUER, DEVOUR, PLUNDER!"

the brain then told them what to do;
gather humans, livestock too,
convert their bodies into goo.

store them in some shiny jars,
and bring the bodies back to mars.

place them in the great machine,
and wait until the light turns green.

and when the machine has fallen silent,
within shall lie creatures most violent.

the machine was constructed, the war could begin.
the brain's plan was followed, they were certain they'd win.

the snakemen all rallied, and were ready to fight,
then one voice was heard just before they took flight.

to be continued...

21
Programming / adding dependency
« on: December 03, 2012, 06:20:43 am »
i'm intending to add the SDL_image library in my next addition, which is probably going to require a lot more work than i think.
for starters, the wiki pages will need updating, as will the pre-compiled dependencies, but i'm not sure what else needs updating.
can someone please give me a list of where these changes need to be documented?
and if anyone has the power to do so, could they please take appropriate action?

in case anyone wonders, the reason for the inclusion is for loading the .LBM images for the end sequence screens.

22
Programming / Github Auto-Compile Failed?
« on: November 24, 2012, 08:00:22 am »
as foretold in THIS POST, the github auto-compile seems to have failed?
i'm not sure why, and i'm not sure how to fix it, so i'm posting this in hopes that someone who DOES know wtf is going on can do something about it.
i don't think it's the code that's at fault, but i'm prepared to be proven wrong.

for the time being, i've thrown up a pre-compiled win32 exceutable HERE.

this is built using revision 36710bc, the most up-to-date at time of writing.

23
Programming / Implemented: Funding nations and activity scores
« on: November 22, 2012, 10:09:06 am »
just when you thought i couldn't break savegames between versions any more, i went and refactored activity and funding levels to vectors.
i'm still fiddling with some of the calculations, but it's at a complete enough state now where people can bug test it.

 - countries now have defined zones that we can check if targets are inside of (as per original x-com) similar to regional zones in implementation (read: copy pasted).
 - countries and regions will now store 12 months worth of activity data, and countries will keep track of the last 12 month's funding levels.
 - countries will now make both individual and group based decisions regarding your performance level and subsequently your funding level, based on activity levels.
 - countries that have had 2 consecutive months of sufficiently low score based on difficulty, will sign a pact with the aliens, terminate funding permanently and generate an alien base somewhere within their borders.
 - activity scores are based on the exact same triggers as in the original, and with the same numbers of points awarded.
 - the monthly report screen (and funding window) now accurately show changes and relevant information, just like in the original.

LINK TO GITHUB BRANCH

LINK TO PRE-COMPILED WIN32 EXE

24
Programming / Country Zones
« on: November 19, 2012, 11:38:38 am »
i want to start adding alien/xcom activity scores and graphs,  but i've hit a brick wall.

Does anybody have the values of the country zones (as shown here) on hand either in raw (hex) form with region zones for comparison or in OpenXcom lon/lat values (if there's even a difference) like the regions? or is anyone able to look them up? or tell me expressly where to look? the ufopedia article talk page wasn't quite... complete enough for me to even really begin to work with, not to mention it doesn't seem to be written in anything i can understand. none of the addresses in the static disassembly dump seem to correspond to relevant hex offsets or values, so i'd be stabbing in the dark at best.

25
Programming / Implemented: Missing Tanks
« on: November 18, 2012, 09:10:29 pm »
can't you just feel the heat from the wrath i'm incurring by now?

ok, this one WON'T break your saves.

the missing tanks have been added in, as well as the corresponding UFOpaedia articles being made available.
this one took all of about ten minutes to do, and almost seemed to easy, so i'm sure i've introduced a horrible hard drive corrupting bug.

Github Link

Pre-Compiled  Win32 Link

26
Programming / Implemented: Psionic Training
« on: November 18, 2012, 09:01:40 pm »
got another savegame breaker for you guys!

this one adds the missing psi-lab training screens, and proper psi-training that's exactly as it was in vanilla, minus the bug that allowed skills to go over 100.

 - screens will pop-up at month's end after the funding screen
 - soldiers will gain skill at the end of each month, based on their current skill level if they were assigned training in the previous month.
 - transferring a soldier ends his training for that month
 - psi labs cannot be destroyed if they are in use
 - psi lab capacity correctly changed to 10 (was 50)
 - training state will be saved, this will break savedgames, add "psiTraining: false" (or true ;)) to each soldier in your saved game to make it compatible.
 - soldiers who have been screened will have their appropriate stats shown on the unit info screens.

as usual, here's a pre-compiled test build for you guys to mess around with (win32)

HERE

and the fork on github so you can see what i've done.

HERE

if you find any bugs, or if you think i left something out or got something wrong, please let me know so i can fix it asap.

27
Programming / Implemented: Live alien capture and interrogation.
« on: November 16, 2012, 07:01:40 am »
after a few days hard coding, i've finally put together a working and complete
(and hopefully bug-free) implementation of live alien recovery and interrogation.

Github Link

as far as i can tell, it's all in there, and works as it did in the original, including the requirements for the martian solution and cydonia or bust (ie: must have the one below it and THEN interrogate a leader/commander for it to unlock)

Download Link

please feel free to test it and let me know if i forgot anything/messed something up.

PLEASE NOTE: this is built on the latest version of OpenXcom available on github, and as such will invalidate old saved games. to use an old saved game with this version you must edit it using a text editor (i suggest notepad++) and add the following line to each UFO entry in your game:

Code: [Select]
    hyperDetected: false

28
Programming / Implemented: Alien Bases
« on: November 12, 2012, 07:52:13 pm »
i've implemented alien bases in my Alien Bases branch on github.
it implements a new class called "AlienBase" containing all the variables (that i could think of) that an alien base would need. as well as a class "AlienBaseState" which is the popup that CAN happen at the end of each month to alert you of an unknown base. this should be a pixel-perfect reproduction of the original.

currently alien bases generate randomly on the geoscape within a certain distance of cities, but this at least puts them on the map until proper alien mission control is implemented.

please note that these bases spawn in UNDETECTED and require patrolling (or savegame manipulation) to discover, as per the original. locating them probably won't be easy, as they won't generate supply missions. they spawn NEAR cities in this implementation, so patrolling areas with high concentrations of cities (ie europe) would probably be your best bet.

detection SHOULD be at least similar to the original, with factors like distance and time spent patrolling taken into account, but i couldn't find hard numbers, so i can't be sure.

if anyone wants to try it out i have a pre-compiled copy of the executable

HERE

any feedback/bug reports would be appreciated. :)

29
Work In Progress / OpenXcom - War
« on: October 29, 2012, 06:20:56 pm »
I Guess i should start an official thread for this, so i can keep people informed of what i'm up to, and also have a convenient place to keep track of feature requests.

small preamble to what i'm doing:

you see all this awesome content here on the forums?
i'm putting it all together in one big centralized mod.
while i'm at it, i'm adding any feature i can think of, and then some.

here's a short feature list to whet your appetite:
new armor (additional, not a replacer)
new weapons (flamethrowers, shotguns, grenade launchers, knives, more!)
new tanks (build your own sectopods!)
new alien weapons (disruptors and gauss rifles)
new units (police and soldiers, who will show up on terror missions and help fight the aliens)
FLASHBANGS! (instant-detonation, reduces target's reactions, accuracy, and view distance)
and much, much more.

for a full feature list of what i'm up to, click the following link:
List Of Things.txt

please excuse the random nature of this document, i am not a sane person.

to download the latest build, that is, the latest one i got around to uploading, click this one:
OpenXcomWar.rar

if you don't want me to use your sprites/artwork/maps/whatever, then please let me know and i'll remove it and question your sanity for having uploaded it in the first place if you didn't want people to use it.

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