Author Topic: [CONVERSION] Higher resolution  (Read 89175 times)

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
[CONVERSION] Higher resolution
« on: September 19, 2013, 04:23:03 am »
Hello everyone,

now i know that everyone is busy working on their own mod, so what i am attempting is a bit to ambitious for a single non-programmer :)

THe basic idea of the mod that i want to do is a "higher resolution" version of the game and by the i mean bring to game to 960x600 base res

This is where i have been putting a lot of my ideas and artwork that i want to use in the mod

https://plus.google.com/u/1/photos/117436529281832067974/albums/5894756605877745809

Battlescape
With help from warboy, supsuper and Volutar i was able to get the battle scep control panel working to about 95% there is one more function not available but it should be easy to implement for a programmer :)
Currently i am working on modifying the inventory screen, basically trying to combine the stats screen with the inventory screen. right now it si still very early and the GUI is not displaying object properly as well as the active areas are not available.
The sprites for the battle scape are original plus the combination of Chiko's sprites and maybe one or 2 that i did. they will be improved and changed in size to fit the new sprite size.
https://plus.google.com/u/1/photos/117436529281832067974/albums/5894756605877745809/5903334156910804130?pid=5903334156910804130&oid=117436529281832067974
I have also added a couple of mods from warboy and Moriaty and some artwork from Luke.
Lastly I would like the actual battlescape to be displayed in a closer view of the map

Geoscape
Truly i have not done anythign on it yet just a mock up of how i would like it to be viewed since i do not think the old bar style GUI will work too well.
https://plus.google.com/u/1/photos/117436529281832067974/albums/5894756605877745809/5906640753431219170?pid=5906640753431219170&oid=117436529281832067974


Base Management
UFOPEDIA this one will take a little formating effort i do not want to rework all the screens, i simply want them to fit more objects, allowing more space for fluff text and such.
Research Tree The research tree has been completely added to the ruleset except for cleaning up dependencies and drawing out exact branches everything is added and fully functional.
GUI in here and thanks to Supsuper i want to combine the inventory screen with the stat screen as well and also add Shoes mod for showing awards. based on the awards we talk to him about.
Lastly the GUI in the base management is what will need the most work just to allow a nicer "higher" definition sprites for all the facilities.


As such like i said i have been workign on it and a few things have been implemented and is thanks to a bunch of programmers and artist but is getting to a point that is really hard for me to do the coding :( not because i do not have time but just because i do not have the skills.

That website i listed is were most of my ideas are present. I have forked Supsuper branch
https://github.com/Xracer/OpenXcom/tree/WIP this is the branch i work off
https://github.com/Xracer/OpenXcom/tree/master and this is my master

by the way due to the huge difference in reluset this version is no longer compatible with Supsuper master.


Thanks,

Xracer
« Last Edit: October 24, 2014, 06:52:50 pm by xracer »

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: Support for mod
« Reply #1 on: September 19, 2013, 10:08:58 am »
I hope someone puts there hand up to help you mate, you are doing a fantastic job and i want to see it finished oneday ( not Only because i want to use some of your hardworks in FOXC :P )

Come on you "Smart" Programmers , help the rest of us out to achieve our dreams :P

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Support for mod
« Reply #2 on: September 21, 2013, 04:54:58 am »
well i guess is must continue this way :P

slow and steady :D

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Higher resolution mod
« Reply #3 on: December 20, 2013, 04:41:50 pm »
So I am restarting my efforts, however since i have been away for so long the code has change a lot I will start from the beginning I will post some mock ups to show the direction i will like to go. 
« Last Edit: December 23, 2013, 01:03:30 am by xracer »

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Higher resolution mod
« Reply #4 on: December 23, 2013, 01:29:00 am »
If you have any comments ideas, or suggestion or simply want to lend a hand let me know.

Right now i am updating all the code, since i have been gone for a long time, and the amazing OXC coders don't sleep or eat and only code code code. so a bit of work ahead, someone Plaes mentioned hat he will look into doing in in git "properly" which i do not what that means :)

In any case i will try to stay up to date with the code and post here any changes or addition to the art.

Thanks

Xracer

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Higher resolution mod
« Reply #5 on: January 02, 2014, 07:24:03 am »
The code is finally rebased, however had to restart from zero, control panel is now functional, need to fix a small issue with an inactive area in the screen. All work is done in BattlescapeState
Starting to work on the inventory screen in InventoryState. Hopefully will have something ready to show in a few days. Sprites are being re-sized to allow higher resolution artwork.

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Higher resolution mod
« Reply #6 on: January 07, 2014, 05:54:55 am »
A little update on the status of my mod

https://youtu.be/5k4AhSESbYk

is a early build of the geo gui a lot of issues need to be resolved. We will see how it goes.

Offline mercy

  • Colonel
  • ****
  • Posts: 341
    • View Profile
Re: Higher resolution mod
« Reply #7 on: January 07, 2014, 11:04:56 am »
Time for a blue glow signifying Earths atmosphere.

Offline kkmic

  • Commander
  • *****
  • Posts: 582
  • Undefined
    • View Profile
Re: Higher resolution mod
« Reply #8 on: January 07, 2014, 02:19:45 pm »
What's the color depth? Were you able to increase it?

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Higher resolution mod
« Reply #9 on: January 07, 2014, 10:13:35 pm »
Time for a blue glow signifying Earths atmosphere.

Yeah, but don't ask me as it is, i am having a hard time doing it :)

What's the color depth? Were you able to increase it?
No i didn't is the same pallete, i wouldn't even know how to do that :P

Plus if it wasn't for Warboy, SupSuper, Shoes and others i wouldn't be able to do anything of this :)

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Higher resolution mod
« Reply #10 on: January 08, 2014, 12:33:41 am »
Based on input from you guys i have made some modification to the look of the geo interface.

Let me know what you guys think.



Update:
color corrected version with a little tweak here and there
« Last Edit: January 08, 2014, 05:55:43 am by xracer »

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Higher resolution mod
« Reply #11 on: January 09, 2014, 10:12:18 am »
Great news!!!! fixed many issues and got the game to be fully operational albeit with a lot of tweak to be corrected.

Thanks to everyone that is helping me :) So I made a little short video, this mod inlcudes many weapons and other mod artifacts, let me say this again. I AM NOT THE PERSON THAT DID THE ART WORK (ok maybe 1 of them) i suck at artwork :)

let me know what you guys think

https://youtu.be/iBX7WH1LSkQ


NOTE: Just realized that my microphone was mute so... sorry :(
« Last Edit: January 09, 2014, 10:17:41 am by xracer »

Offline starwindz

  • Sergeant
  • **
  • Posts: 14
    • View Profile
Re: Higher resolution mod
« Reply #12 on: January 11, 2014, 04:58:59 am »
What a nice job it is! :) Could you please upload current build of your mod?

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Higher resolution mod
« Reply #13 on: January 11, 2014, 06:21:40 am »
What a nice job it is! :) Could you please upload current build of your mod?
I am doing a couple of tweaks to make it look just a little better.

I will upload probably one in about 3-4 hours meaning around 2 AM :)

OK to the point of this post
A couple of question people have asked me.
The artwork items size

I am making the slots for all items 31x31 (w x h)

However this are the max size for the items:
1 x 1 items:  25 x 25 pixels, for example all mines, grenades flares, etc...
1 x 2 items:  25 x 55 pixels, as you can see items gain a few extra pixels, pistols, ammo, etc...
1 x 3 items:  25 x 85
2 x 2 items:  55 x 55
2 x 3 items:  55 x 85
3 x 4 items:  85 x 110

of course this are the max size this doesn't mean it has to be that size, clearly some items are 3 x 1 and i do not think we have anything 1 x 3 this was put just to show the sizes.
 
Now you are asking WTF is 3 x 4? i am just making a little change where corpses will be this size and as such it will not be able to fit your hand slot, but you can put it on your back :)

any other questions let me know.


« Last Edit: January 11, 2014, 06:33:52 am by xracer »

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: Higher resolution mod
« Reply #14 on: January 11, 2014, 08:07:17 am »
The jumpsuit