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Author Topic: [OLD] Old OXCE discussion thread  (Read 779169 times)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #675 on: January 06, 2016, 06:51:45 pm »
Great :)

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #676 on: January 10, 2016, 02:39:04 pm »
I'm not sure where to go with this suggestion, so I'm putting it here, since it has little meaning for the vanilla.

UFO:Extraterrestrials was a pretty good game. Well, in reality it was sort of bad without a big mod called UNIMOD, but it had some really need UI solutions. I would like to ask if one of them can be implemented.

In UFO:Extraterrestrials there were three "classes" of shooting weapons:

  • 1-handed weapons: they work exactly like 1-handed weapons in X-Com - they can be fired with one hand with no penalties and leave the other hand open.
  • 1.5-handed weapons: they work exactly like 2-handed weapons in X-Com - they can be used with one hand, leaving the other hand free, but then they receive a penalty.
  • 2-handed weapons: no equivalent in X-Com, which is what would be nice to have. Such a weapon, when in hand, blocks both hands - it displays the weapon in hand slot as normal, and a semi-transparent image of the weapon in the other hand slot, to represent this is currently taken.

Why do I want it? Mostly because every time I see a LP with someone firing a Rocket Launcher or a Heavy Flamer with one hand, I feel some of my brain cells die horribly (and probably some kitten somewhere, too). So I would like an option to enforce two-handed weapons to be two-handed, for sanity reasons. Mind you, it's not like I want to do it for rifles and such, only for the really unwieldy weapons.

The way I imagine it is to add a new flag, like blockBothHands: true or whatever. If used, it displays a semi-transparent bigob in the other hand slot and prevents it from being used. If the other hand is already in use, you can't take a blockBothHands weapon and a warning flashes (like with wrong ammo type).

Alternatively, if you think blocking the other hand is too specific or restricting for the X-Com GUI, we can simply disallow firing a blockBothHands weapon when the other hand is occupied, but it could be a little confusing for the player which weapon can be fired and which cannot, without trying it.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #677 on: January 10, 2016, 08:11:04 pm »
I think second solution is better because it will allow temporary pickup something else without dropping weapon.

And for current status of my mod. Is very likely that tomorrow I will release new version. It will be still based on old nightly. Next release will be up to date.

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #678 on: January 10, 2016, 11:42:33 pm »
I think second solution is better because it will allow temporary pickup something else without dropping weapon.

Great, I think so too. But it would require new strings (warning).

And for current status of my mod. Is very likely that tomorrow I will release new version. It will be still based on old nightly. Next release will be up to date.

Oh great! Can't wait.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #679 on: January 11, 2016, 05:10:24 pm »
Another small request, if possible... behaviour change for built-in weapons: items with fixedWeapon: true, battle type 0 are never equipped on hand, always in inventory slots, just like they were non-fixed. This can be used to limit carrying space for units.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #680 on: January 14, 2016, 02:13:51 am »
This post is sponsored by this music: https://www.youtube.com/watch?v=JzAektg101M

New version is close to finish, some teaser: https://youtu.be/q0-RwIvLUxw


Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #681 on: January 14, 2016, 10:10:17 am »
Not sure if it has any practical use, but really looks fun :)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #682 on: January 14, 2016, 07:50:24 pm »
Better question is what consequence of this are. That was only trivial test of that everything work as excepted.

Offline ivandogovich

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Re: [EXE] OpenXcom Extended
« Reply #683 on: January 14, 2016, 08:06:20 pm »
So I think we are getting into animated sprites with that demo... 
- Reaper's head swaying slowly side to side,
- Boomasaurus drooling
- StarGods shimmering...
just some thoughts.  I have no idea how to tag the frames for the animations and it makes my brain hurt abit just to think about it. ;)

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #684 on: January 14, 2016, 08:13:24 pm »
- Reaper's head swaying slowly side to side,
- Boomasaurus drooling
- StarGods shimmering...

- ...Snakemen swaying,
- Mutons flexing,
- Sectoids STILL NOT BLINKING.

:)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #685 on: January 14, 2016, 08:28:20 pm »
So I think we are getting into animated sprites with that demo... 
- Reaper's head swaying slowly side to side,
- Boomasaurus drooling
- StarGods shimmering...
just some thoughts.  I have no idea how to tag the frames for the animations and it makes my brain hurt abit just to think about it. ;)
s*** I thought that nobody will want doing animation for big units and skipped implementing that for them. I need probably add this too,

Offline ivandogovich

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Re: [EXE] OpenXcom Extended
« Reply #686 on: January 14, 2016, 08:53:40 pm »
s*** I thought that nobody will want doing animation for big units and skipped implementing that for them. I need probably add this too,

LOL!! Don't do it on my account!! Those were just the first things that came to mind. ;)

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #687 on: January 14, 2016, 10:21:28 pm »
Better question is what consequence of this are.

Impossible to tell without trying it :)

Offline XOps

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Re: [EXE] OpenXcom Extended
« Reply #688 on: January 15, 2016, 09:50:35 pm »
Looks interesting. Could always use more animation options. :)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #689 on: January 17, 2016, 09:04:21 pm »
whole week wasted on fighting on different kind of bugs :/
a) my bugs
b) compiler bugs
c) not existing bugs
But I probably squash all of them.

Maybe I manage to release new version in next/this week (depending if you read this today or tomorrow :) ).
Because I don't update to recent nightly and don't introduce breaking changes, I will probably downgrade next release version number to 2.9 .
3.0 will be based on current nightly and will drop functionality that is redundant to or can be replaced by script engine.