Author Topic: [OLD] Old OXCE discussion thread  (Read 780898 times)

Offline HelmetHair

  • Colonel
  • ****
  • Posts: 360
  • He who laughs last thinks fastest.
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #930 on: August 29, 2016, 11:38:15 pm »

Thank you,

to you both.

Offline HelmetHair

  • Colonel
  • ****
  • Posts: 360
  • He who laughs last thinks fastest.
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #931 on: September 06, 2016, 06:03:12 pm »
Yankes,

I have a feature request. I'm pretty sure that this is not anything anyone else but me would want... but whatever!

I would love to see smoke that causes damage, smoke that is rapid stunning, smoke that causes panic/berserk state, smoke that robs TUs, more smoke density or visibility states, and

So basically... trick smoke and improved smoke behavior.


The reason I am asking is because of some of the great possibilities that are forthcoming with features like armed civilians and I feel that more types of smoke could lead to some cool stuff.

So we can have things like a SWAT cop throw a CS grenade into a building and smoke out sectoids or We can have alien enemies that use poison gas a la Signs.

We could better simulate toxic smoke or fumes from burning chemical barrels.

There would be a whole range of things that would be wonderful and add depth to the battlefield.


Thoughts?

-HH

Offline Starving Poet

  • Colonel
  • ****
  • Posts: 265
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #932 on: September 06, 2016, 06:34:06 pm »
Yankes,

I have a feature request. I'm pretty sure that this is not anything anyone else but me would want... but whatever!

I would love to see smoke that causes damage...

That's easy, just play the dos version and launch some incendiary rounds  ;)

Offline HelmetHair

  • Colonel
  • ****
  • Posts: 360
  • He who laughs last thinks fastest.
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #933 on: September 06, 2016, 06:40:23 pm »
That's easy, just play the dos version and launch some incendiary rounds  ;)



 ;D

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #934 on: September 06, 2016, 06:46:08 pm »
Yankes,

I have a feature request. I'm pretty sure that this is not anything anyone else but me would want... but whatever!

I would love to see smoke that causes damage, smoke that is rapid stunning, smoke that causes panic/berserk state, smoke that robs TUs, more smoke density or visibility states, and

So basically... trick smoke and improved smoke behavior.


The reason I am asking is because of some of the great possibilities that are forthcoming with features like armed civilians and I feel that more types of smoke could lead to some cool stuff.

So we can have things like a SWAT cop throw a CS grenade into a building and smoke out sectoids or We can have alien enemies that use poison gas a la Signs.

We could better simulate toxic smoke or fumes from burning chemical barrels.

There would be a whole range of things that would be wonderful and add depth to the battlefield.


Thoughts?

-HH
Other people ask for this too. Right now its on my "far" todo list (far as in far future :>).

Offline CanadianBeaver

  • Colonel
  • ****
  • Posts: 184
    • View Profile
    • AwesomeGuns
Re: [EXE] OpenXcom Extended
« Reply #935 on: September 06, 2016, 07:16:45 pm »
I think the Craft Screen in OpenXcom Nightly is much better than in OXCE. What do you think?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9105
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #936 on: September 06, 2016, 07:19:22 pm »
I think the Craft Screen in OpenXcom Nightly is much better than in OXCE. What do you think?

The screen in OXCE in more tightly spaced, because it can support 4 gun slots... unlike OpenXcom nightly, which has only 2 slots maximum.
« Last Edit: September 06, 2016, 07:21:28 pm by Meridian »

Offline CanadianBeaver

  • Colonel
  • ****
  • Posts: 184
    • View Profile
    • AwesomeGuns
Re: [EXE] OpenXcom Extended
« Reply #937 on: September 06, 2016, 08:54:15 pm »
Wrong order in UFOpedia

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #938 on: September 06, 2016, 09:11:33 pm »
Erhm.. ufopaedia articles have their own listOrder to sort them. It is in no way related to the listOrder of the baseFacility. Have a look here.

Offline CanadianBeaver

  • Colonel
  • ****
  • Posts: 184
    • View Profile
    • AwesomeGuns
Re: [EXE] OpenXcom Extended
« Reply #939 on: September 06, 2016, 09:22:47 pm »
How I see, the listOrder in the facilities is related to UFOpedia articles. Look on the ordered and unordered (default) screens.
« Last Edit: September 06, 2016, 09:24:30 pm by CanadianBeaver »

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #940 on: September 06, 2016, 09:39:33 pm »
I do not touch (at least consciously) order handling of articles in ufopedia, there is difference between OXC and OXCE? (this screens are from different versions? with exactly?)

Offline CanadianBeaver

  • Colonel
  • ****
  • Posts: 184
    • View Profile
    • AwesomeGuns
Re: [EXE] OpenXcom Extended
« Reply #941 on: September 06, 2016, 09:51:54 pm »
I do not touch (at least consciously) order handling of articles in ufopedia, there is difference between OXC and OXCE? (this screens are from different versions? with exactly?)

How I realize, there are no differents between OpenXcom 1.0,  OpenXcom nightly and OXCE in this situation. Both OpenXcom-s have same behaviour like OXCE.

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #942 on: September 29, 2016, 03:11:13 pm »
Is there a possibility to define custom "Throwing Sounds" in OXCE? 

So that different items (grenades) make a different sound when they fly through the air.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11731
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [EXE] OpenXcom Extended
« Reply #943 on: September 29, 2016, 03:23:32 pm »
Is there a possibility to define custom "Throwing Sounds" in OXCE? 

So that different items (grenades) make a different sound when they fly through the air.

Not sure if it helps, but you can design a 1 bullet weapon which disappears after shooting and give it arcing shot... That's how many weapons work in Piratez. Then you can have custom fireSound.

EDIT: I forgot, but you'll probably have to add max range too.
« Last Edit: September 29, 2016, 03:58:28 pm by Solarius Scorch »

Online Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #944 on: September 29, 2016, 07:17:38 pm »
Is there a possibility to define custom "Throwing Sounds" in OXCE? 

So that different items (grenades) make a different sound when they fly through the air.
Doable, but it will need wait because my queue is full right now.