Author Topic: Terror from the Deep support  (Read 70547 times)

Offline Fox105iwsp

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Re: Terror from the Deep support
« Reply #90 on: February 01, 2014, 11:53:31 am »
Hi, I'm new here  :) I was wondering if anyone here can tell me how to import the SWS into OpenXcom. I got the sprites but the turret appears in the wrong place, any ideas? Has this problem been solved in your project?

Offline AndO3131

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Re: Terror from the Deep support
« Reply #91 on: February 06, 2014, 01:20:21 pm »
Quote
I was wondering if anyone here can tell me how to import the SWS into OpenXcom. I got the sprites but the turret appears in the wrong place, any ideas? Has this problem been solved in your project?
True, sprites appear in different places. They require new drawing routines in UnitSprite.cpp file. After that routines can be used in rulesets.

Offline Fox105iwsp

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Re: Terror from the Deep support
« Reply #92 on: February 06, 2014, 03:34:31 pm »
Thanks..... err, can I get an example on how I'll go about this?  :) I'm still new to the system....
« Last Edit: February 06, 2014, 03:38:19 pm by Fox105iwsp »

Offline AndO3131

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Re: Terror from the Deep support
« Reply #93 on: February 06, 2014, 04:18:36 pm »
Here are routine changes for underwater tanks https://github.com/AndO3131/OpenXcom/blob/32bit_and_TFTD_support/src/Battlescape/UnitSprite.cpp

You can try to compile OpenXcom using this file instead of the standard one. If it succeeds, you would have to add ruleset for the tank, for example
Code: [Select]
items:
  - type: STR_TANK_GAS_CANNON
    size: 6
    costBuy: 420000
    costSell: 340000
    transferTime: 96
    weight: 1
    bigSprite: 40
    floorSprite: 0
    handSprite: 0
    bulletSprite: 4
    fireSound: 2
    compatibleAmmo:
      - STR_SWS_GAS_CANNON_SHELLS
    accuracySnap: 60
    accuracyAimed: 90
    tuSnap: 33
    tuAimed: 80
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    armor: 20
    turretType: 0
  - type: STR_SWS_GAS_CANNON_SHELLS
    size: 0.1
    costBuy: 200
    costSell: 100
    transferTime: 48
    weight: 1
    bigSprite: -1
    floorSprite: 12
    hitSound: 13
    hitAnimation: 26
    power: 60
    damageType: 1
    clipSize: 30
    battleType: 2
    invWidth: 2
    invHeight: 1
    armor: 20
  - type: STR_COELACANTH_CORPSE
    size: 1
    costSell: 20000
    battleType: 11
  - type: COELACANTH_CORPSE_1
    name: STR_COELACANTH_CORPSE
    floorSprite: 68
    invWidth: 0
    invHeight: 0
    battleType: 11
    recoveryPoints: 3
    armor: 20
  - type: COELACANTH_CORPSE_2
    floorSprite: 69
    invWidth: 0
    invHeight: 0
    battleType: 11
    armor: 20
    recover: false
  - type: COELACANTH_CORPSE_3
    name: STR_COELACANTH_CORPSE
    floorSprite: 70
    invWidth: 0
    invHeight: 0
    battleType: 11
    armor: 20
    recover: false
  - type: COELACANTH_CORPSE_4
    name: STR_COELACANTH_CORPSE
    floorSprite: 71
    invWidth: 0
    invHeight: 0
    battleType: 11
    armor: 20
    recover: false
units:
  - type: STR_TANK_GAS_CANNON
    race: STR_TANK_GAS_CANNON
    stats:
      tu: 70
      stamina: 100
      health: 90
      bravery: 110
      reactions: 20
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 70
    armor: COELACANTH_ARMOR
    standHeight: 16
    kneelHeight: 16
    value: 20
    deathSound: 23
    moveSound: 14
armors:
  - type: COELACANTH_ARMOR
    spriteSheet: TFTD_BATTLE_TANK01.PCK
    corpseItem: COELACANTH_CORPSE_
    frontArmor: 90
    sideArmor: 75
    rearArmor: 60
    underArmor: 60
    drawingRoutine: 11
    size: 2
    damageModifier:
      - 1.0
      - 1.0
      - 0.4
      - 0.75
      - 1.0
      - 1.0
      - 0.0
      - 0.9
      - 0.4
      - 0.0
    loftempsSet: [ 92, 89, 90, 91 ]
(it requires apropriate sprite entries) and load it through config file.

Offline Fox105iwsp

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Re: Terror from the Deep support
« Reply #94 on: February 06, 2014, 06:38:08 pm »
Thanks for your help, I'll give it a try  :)

Offline Fox105iwsp

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Re: Terror from the Deep support
« Reply #95 on: February 07, 2014, 02:00:00 pm »
Ugghh, it's beyond me >_< it took me a while to realize that I'm not even using the correct OpenXcom version for this >_< (I wasn't using the GitHub version...)
Thanks, for all your help but I think I might have to install fixed guns on my SWS sprites for now....  ;D
« Last Edit: February 07, 2014, 02:02:30 pm by Fox105iwsp »

Offline B1ackwolf

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Re: Terror from the Deep support
« Reply #96 on: February 07, 2014, 07:24:51 pm »
i used your sws mod and i think its pretty cool idea :D...but i have to question...anybody know how tho make theirs "tracks" animated?(its called that way right? i mean THE WHEELS stuff sorry my english >-<) if that could be implemented...its really posible to make the "wheels" of the normal hwp animated? if i remember the hovertanks has animated blue sprinkles when it moves o.o

Offline moriarty

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Re: Terror from the Deep support
« Reply #97 on: February 08, 2014, 12:29:21 am »
the hovertank actually has blue sprinkles all the time. and that's the problem for animated wheels or tracks: they would turn even while the tank isn't moving. unless somebody introduces code to "only animate when moving"...

Offline B1ackwolf

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Re: Terror from the Deep support
« Reply #98 on: February 08, 2014, 03:04:19 am »
yeah i forget to say that in tftd it actually only animate the tracks when the sws move...so my question was if anyone know how that was possible?? xD...but i get your point :D

Offline Fox105iwsp

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Re: Terror from the Deep support
« Reply #99 on: February 08, 2014, 04:00:43 am »
Thanks for your kind words BlackWolf ^_^

Also thank you for reminding me of the Tracks, I guess I'll have to add Tank Tread covers to my SWS/RWP unit. Still, any help to figure it out the turret and tracks will be great. Does anyone know how to make a hwp use the hovertank sprite section?
The hover Tank's turret is further back, maybe it can work with the SWS turret, but I don't know how to assign the hwp to use the hovertank sprites... >_<

Offline AndO3131

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Re: Terror from the Deep support
« Reply #100 on: February 08, 2014, 03:29:07 pm »
Quote
the hovertank actually has blue sprinkles all the time. and that's the problem for animated wheels or tracks: they would turn even while the tank isn't moving. unless somebody introduces code to "only animate when moving"...
UnitSprite.cpp file I mentioned a few posts back implements "only animate when moving" for coelacanth. Displacer has green stuff moving all the time (like hovertank).

Quote
The hover Tank's turret is further back, maybe it can work with the SWS turret, but I don't know how to assign the hwp to use the hovertank sprites... >_<
That's one of the problems I had while drawing underwater units. It's solved in aforementioned UnitSprite.cpp file. As I recall, tanks in TFTD used a little different sprite structure, so they won't look as you would like them to with current code. Routine drawing those tanks doesn't exist yet in master branch, so either follow hints I gave earlier, or wait for OpenXcom version 1.0 and beyond.

Offline Angelus_EV

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Re: Terror from the Deep support
« Reply #101 on: February 26, 2014, 02:20:24 am »
any update?

Offline Shoes

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Re: Terror from the Deep support
« Reply #102 on: February 26, 2014, 02:53:13 am »
The devs are on a feature freeze to get to 1.0 of OXC, so I doubt they are working on TFTD support at the moment.

Offline AndO3131

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Re: Terror from the Deep support
« Reply #103 on: June 25, 2014, 04:47:37 pm »
Together with @Yankes we made some work on the code allowing 32bit images to load into Openxcom https://github.com/AndO3131/OpenXcom/commits/32bit_Surface_Support. It's enough to resurrect this thread: a little off-topic, but the concept is inspired by palettes present everywhere in UFO and TFTD.

WARNING: This is experimental branch, so I make no statements if and/or when it could be included in main branch. It may also produce weird colour effects or crashes.

WARNING 2: Images you can (propably) recognize are just a proof of concept. They are NOT indicating Apocalypse remake or anything like that.