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Author Topic: TFTD  (Read 11686 times)

Offline muaddib

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TFTD
« on: May 23, 2013, 07:53:42 am »
When do you planning development "Terror from the Deep". I like it very much.
I want to play without bugs and improved graphics.
Because it's my first game of UFO Series.

Offline pmprog

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Re: TFTD
« Reply #1 on: May 23, 2013, 10:33:08 am »
Well, I'm assuming they want to finish UFO first - but even then, you won't be getting improved graphics, unless somebody else comes in and redraws everything (or you count some of the GL filters that have been added to OXC)

Offline localSol

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Re: TFTD
« Reply #2 on: May 23, 2013, 09:11:48 pm »
I think there are more than a few people who can do it. And the recent popularity of 0.9 helps.
This is from a nightly build lately, which I think is fun to watch the many developments :

"openxcom_git_master_2013_05_18_1149.zip - built 2013-05-18 09:53

tomvd, Sat May 18 11:49:37 2013
- Added TFTD BDY graphics loader"

Our aquanauts thank tomvd!

I think something even more fun though is Warboy's upcoming mod - I'm hoping for some kind of eventual merge of TFTD with it, or some form like a TFTD map and graphics replacer, while keeping the balance of EU. Though also there are mappers making original maps that could be better than original ones because of new mapping (un)limits. New and weird worlds! Theremins!

Offline muaddib

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Re: TFTD
« Reply #3 on: May 24, 2013, 08:47:33 am »
Well, I'm assuming they want to finish UFO first - but even then, you won't be getting improved graphics, unless somebody else comes in and redraws everything (or you count some of the GL filters that have been added to OXC)

I mean GL filters that have been added to OpenXCom, but it would be nice update all graphics, but it great work!

Offline kkmic

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Re: TFTD
« Reply #4 on: May 24, 2013, 10:23:59 am »
There a more than few people who want to see TFTD running using OXC. One of them is me :D

But another one on the TFTD fans is our project founder, SupSuper. So I guess TFTD on OXC will happen, perhaps sooner than later, but not before 1.0.

So if you want TFTD, help the developers finish OXC by reporting bugs or any strange behaviour you can find.

New graphics are desirable, but due to some under-the-hood stuff, I don't think they will happen too soon.

BTW, welcome to the community :)

Offline Daiky

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Re: TFTD
« Reply #5 on: May 24, 2013, 12:48:13 pm »
"openxcom_git_master_2013_05_18_1149.zip - built 2013-05-18 09:53

tomvd, Sat May 18 11:49:37 2013
- Added TFTD BDY graphics loader"

Our aquanauts thank tomvd!
You're welcome, it's a small step, but hey, with a lot of small steps you eventually get there :)

With the BDY loader I was able to load the icons of the TFTD battlescape, and I'm also already loading TFTD maps, so essentially I'm playing TFTD in openxcom (again, battlescape only, through the quick battle option) and solving issues as I encounter them. First thing is that the buttons on the battlescape are not matching the ones of UFO1, and these button coordinates are all hardcoded. I'll probably need input from SupSuper how we'll handle this, I guess I'll put button coordinates in the ruleset.

Putting the GUI aside I actually also started the ruleset for TFTD, just for battlescape related stuff like the maps etc.
« Last Edit: May 24, 2013, 12:56:34 pm by Daiky »

Offline michal

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Re: TFTD
« Reply #6 on: May 24, 2013, 02:01:33 pm »
I guess I'll put button coordinates in the ruleset.

More softcoding is always better ;)

Offline AndO3131

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Re: TFTD
« Reply #7 on: May 24, 2013, 08:23:17 pm »
@Daiky, how did you organize TFTD files? Did you put them in the 'data' folder instead of UFO:EU files?

Offline 54x

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Re: TFTD
« Reply #8 on: May 25, 2013, 12:56:08 am »
You're welcome, it's a small step, but hey, with a lot of small steps you eventually get there :)

With the BDY loader I was able to load the icons of the TFTD battlescape, and I'm also already loading TFTD maps, so essentially I'm playing TFTD in openxcom (again, battlescape only, through the quick battle option) and solving issues as I encounter them. First thing is that the buttons on the battlescape are not matching the ones of UFO1, and these button coordinates are all hardcoded. I'll probably need input from SupSuper how we'll handle this, I guess I'll put button coordinates in the ruleset.

Putting the GUI aside I actually also started the ruleset for TFTD, just for battlescape related stuff like the maps etc.

Can I request we seperate the file out entirely for the GUI co-ordinates and functions? Then we could have people make custom GUIs that override both, which could be very useful for new players, as the current GUI is VERY opaque.

Offline Daiky

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Re: TFTD
« Reply #9 on: May 25, 2013, 12:16:17 pm »
@Daiky, how did you organize TFTD files? Did you put them in the 'data' folder instead of UFO:EU files?
There is no organisation of TFTD files yet. Perhaps SupSuper has something in mind of how to organise it, but I'm just doing some behind the scenes battlescape stuff and I dumped TFTD data into the existing data folder on top of UFO:EU files to do my tests.

Volutar

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Re: TFTD
« Reply #10 on: May 25, 2013, 12:19:35 pm »
I already send a proposal of how those two can be organized within one openxcom. But that proposal was ignored.

Offline SupSuper

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Re: TFTD
« Reply #11 on: May 25, 2013, 03:36:12 pm »
There is no organisation of TFTD files yet. Perhaps SupSuper has something in mind of how to organise it, but I'm just doing some behind the scenes battlescape stuff and I dumped TFTD data into the existing data folder on top of UFO:EU files to do my tests.
I do.

I already send a proposal of how those two can be organized within one openxcom. But that proposal was ignored.
Everyone has proposals, nobody has actual code.

Offline darkestaxe

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Re: TFTD
« Reply #12 on: May 25, 2013, 11:11:47 pm »
As a thought, we might want to focus on TFTD file handling and organization before we finish UFO and alongside mod package support.

My thinking is that 1 we'd want to be able to distinguish between UFO/TFTD mods and mods for both, 2 how we handle mod packages and how we handle the filesets for UFO/TFTD could either synergize or clash, 3 the more we develop openxcom without TFTD in the picture - the more code we have that's likely to create unforseen conflicts when TFTD is in the picture.

Right now I'm trying to think of what features in TFTD aren't already supported by OXC with only ruleset and files changes:
1. USO too deep to continue persuit
2. USO is airborn
3. ???

Volutar

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Re: TFTD
« Reply #13 on: May 25, 2013, 11:15:52 pm »
Everyone has proposals, nobody has actual code.
Who else has a proposal how to organize these things? I truly didn't see ANY proposals, and from my perspective that was just chaotic, "how it randomly comes".

Offline 54x

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Re: TFTD
« Reply #14 on: May 26, 2013, 01:40:38 am »
As a thought, we might want to focus on TFTD file handling and organization before we finish UFO and alongside mod package support.

My thinking is that 1 we'd want to be able to distinguish between UFO/TFTD mods and mods for both, 2 how we handle mod packages and how we handle the filesets for UFO/TFTD could either synergize or clash, 3 the more we develop openxcom without TFTD in the picture - the more code we have that's likely to create unforseen conflicts when TFTD is in the picture.

Right now I'm trying to think of what features in TFTD aren't already supported by OXC with only ruleset and files changes:
1. USO too deep to continue persuit
2. USO is airborn
3. ???

Should be relatively simple to just add a field saying which base ruleset a mod ruleset expands- any, xcom/ufo, TFTD, or total replacement.