Author Topic: Terror from the Deep support  (Read 70543 times)

Offline localSol

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: Terror from the Deep support
« Reply #60 on: July 15, 2013, 08:28:47 am »
Awesome work. I like the tftd interface graphics, I imagine the yellow-greens...putting around in one of those tiny yellow mini subs at less than walking speed at the bottom of the ocean.
And the harpoon rifle is a sun bleached yellow-green super-soaker.

Offline pmprog

  • Commander
  • *****
  • Posts: 647
  • Contributor
    • View Profile
    • Polymath Programming
Re: Terror from the Deep support
« Reply #61 on: July 15, 2013, 09:46:02 am »
This is giving me chills... :)

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: Terror from the Deep support
« Reply #62 on: July 15, 2013, 01:03:40 pm »
units i have covered so far:

gill man, deep one, tasoth, aquatoid, hallucinoid, tentaculat, triscene, biodrone

units i still need saves for:

calcinites, lobstermen, xarquids.

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2162
    • View Profile
Re: Terror from the Deep support
« Reply #63 on: July 15, 2013, 07:39:33 pm »
Just go on any late-game mission and you'll have no problem finding Lobstermen. :P If you go to T'leth you should also find Xarquid.

Calcinites are tricky as they rarely show up, maybe with some modified game to get them to spawn?

Offline AndO3131

  • Colonel
  • ****
  • Posts: 137
    • View Profile
Re: Terror from the Deep support
« Reply #64 on: July 15, 2013, 09:02:52 pm »
I only saw Calcinites in terror on passanger ship on higher difficulty (one was always in the centre room on first stage). They happened in second-third month in higher difficulties. Unfortunately, I don't have any save :(

Offline AndO3131

  • Colonel
  • ****
  • Posts: 137
    • View Profile
Re: Terror from the Deep support
« Reply #65 on: July 16, 2013, 12:09:07 am »
Thanks to @Warboy1982 help, there's a progress in combined geoscape - there are no holes in it.

And one combined arms screenshot :)

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: Terror from the Deep support
« Reply #66 on: July 16, 2013, 12:13:05 am »
your sdl_gfx needs updating :P

Offline pmprog

  • Commander
  • *****
  • Posts: 647
  • Contributor
    • View Profile
    • Polymath Programming
Re: Terror from the Deep support
« Reply #67 on: July 16, 2013, 12:39:07 am »
It's amazing how many people never update their libraries :)

Regardless, it's great work.

Offline Phezzan

  • Sergeant
  • **
  • Posts: 37
  • Twilight
    • View Profile
Re: Terror from the Deep support
« Reply #68 on: July 16, 2013, 02:31:21 am »
Sometimes a distro is slow, so you have to force an update from source...

and then you find out that the distro library was compiled with (or without) a bunch of specific distro options, and now your gui is broken. So you have to go grab another machine and research the problem, only to find out the new version of the library you care about is going to require a new version of another library ... and the chain continues until you give up rather than attempting to recompile the entire gui, just to get an updated version of libinsignificant.

I'm not bitter.
P

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: Terror from the Deep support
« Reply #69 on: July 22, 2013, 03:25:56 am »
This is definitely something that I'm looking forward to.  As a developer, is there something I can help with here?

Offline AndO3131

  • Colonel
  • ****
  • Posts: 137
    • View Profile
Re: Terror from the Deep support
« Reply #70 on: July 22, 2013, 10:53:15 am »
You could try to compile and run it, check colour of the screens in geoscape and battlescape. You could also make 'GUIstyle' an option in 'advanced' options menu.

https://github.com/AndO3131/OpenXcom/tree/TFTD_Support

I've attached files I use. Currently I'm slowly doing geoscape.

P.S. Added better UFO2_openxcom.zip
« Last Edit: July 23, 2013, 10:40:30 am by AndO3131 »

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: Terror from the Deep support
« Reply #71 on: July 22, 2013, 07:19:22 pm »
I'm getting a number of merge conflicts pulling AndO3131/OpenXcom into my tree.  Most are resolved easily, but what is the relationship between the BattlescapeState::_btnZeroTUs ImageButton in SupSuper/master and the BattlescapeState::_btnReserve0TU ImageButton in AndO3131/TFTD_Support?  How are you and Warboy coordinating your efforts?

Offline AndO3131

  • Colonel
  • ****
  • Posts: 137
    • View Profile
Re: Terror from the Deep support
« Reply #72 on: July 22, 2013, 10:35:26 pm »
I haven't merged it yet. I'll look into it now. It's merged, but some problems remain.
« Last Edit: July 23, 2013, 10:08:49 am by AndO3131 »

Offline michal

  • Commander
  • *****
  • Posts: 629
    • View Profile
Re: Terror from the Deep support
« Reply #73 on: August 04, 2013, 10:58:00 am »
How's progress?

Offline AndO3131

  • Colonel
  • ****
  • Posts: 137
    • View Profile
Re: Terror from the Deep support
« Reply #74 on: August 04, 2013, 05:01:15 pm »
RL issues stopped progress on this mod, but everything I've done is on github. Currently battlescape is somewhat complete; next is geoscape.

https://github.com/AndO3131/OpenXcom/tree/TFTD_Support

Together with @Yankes we tried to introduce 32 bit surfaces to Openxcom, but I have problems getting this feature to work properly - I hope that sometime in the future engine could read unpaletted images.

https://github.com/AndO3131/OpenXcom/tree/32bit_and_TFTD_support