Author Topic: Battlescape development  (Read 290450 times)

darko

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Re: Battlescape development
« Reply #135 on: April 16, 2011, 03:13:37 pm »
looks like development extremly slowed down.. nuff said

Offline Daiky

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Re: Battlescape development
« Reply #136 on: April 17, 2011, 12:58:42 am »
looks like development extremly slowed down.. nuff said
looks like you don't contribute anything but only negative comments.. nuff said

btw. I just pushed another code change (the visible units buttons), that while I was having appointments with my family and people for renovating my new house, gardening, cooking, having a very demanding job I still do my best to do something for openxcom every day. Research or coding or being on IRC.
« Last Edit: April 17, 2011, 01:07:22 am by Daiky »

Offline michal

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Re: Battlescape development
« Reply #137 on: April 17, 2011, 10:34:39 am »
Development is very active. You have to remember that development is not only coding, but also researching (like Daiky said), designing and testing. Everything takes time. If you're not programmer, you can't understand that. Sometimes you have to spend severals hours to write only couple of lines of code.

Also, what is most important is that SupSuper and Daiky have their personal lives, so they can spend only couple of hours per day / per week for openxcom.

They're doing great job devoting their free time for OpenXcom, nuff said.

darko

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Re: Battlescape development
« Reply #138 on: April 17, 2011, 03:57:28 pm »
i know whats programming because tried it many times ;)
and happy such provocate post motivated team
sometimes critic even not too objective speed up development
dont be angry on me plz :D

Offline liamdawe

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Re: Battlescape development
« Reply #139 on: April 17, 2011, 05:36:51 pm »
i know whats programming because tried it many times ;)
and happy such provocate post motivated team
sometimes critic even not too objective speed up development
dont be angry on me plz :D

You really think your post motivated them? Geez...

Don't listen to stupid posts, you guys are doing a top notch job and i am looking forward to playing with .3 :D

Offline SupSuper

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Re: Battlescape development
« Reply #140 on: April 19, 2011, 02:35:31 pm »
looks like development extremly slowed down.. nuff said

Not every development is worth a big fancy detailed post. Don't bother posting if you have nothing to contribute, good or bad.

Offline Daiky

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Re: Battlescape development
« Reply #141 on: April 30, 2011, 07:43:09 pm »
- Introducing: ActionMenuItem.
- Add weapon accuracies to RuleItem.
- Fix in the battlescape warnings.
- Fix in the weapon sprite position when firing. (bug found by Volutar)
- Fix big ufo doors opening.
- Ufo doors close at end of turn.
- Implemented autoshot.
- Updated CodeBlocks project file.
- Minor warnings fixed.

The menu colors needs tweaking to get it right. whelp! supsuper?  ???
(autoshot and snapshot I already swapped)
« Last Edit: April 30, 2011, 08:04:06 pm by Daiky »

Online Yankes

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Re: Battlescape development
« Reply #142 on: April 30, 2011, 08:18:04 pm »
i found some bugs in battlescape:
a) when you get hit by RL at max blast range you grain hp
b) after geting more than 300 hp in that way, i blasted self using RL and after that solder is still staining even he have 0hp left
c) i cant kill self using rife (after killing blow game start looping hit sequence couple of times )

Offline Daiky

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Re: Battlescape development
« Reply #143 on: April 30, 2011, 08:54:47 pm »
Good find Yankes, I was a bit lazy at testing :)

Next build they are fixed.

- Aiming to self results in aiming on the floor (as in original).
- Fixed gaining health bug. (Yankes)

Offline michal

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Re: Battlescape development
« Reply #144 on: May 01, 2011, 01:40:45 pm »
Good work :D As usual :)

Offline Daiky

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Re: Battlescape development
« Reply #145 on: May 14, 2011, 03:57:14 pm »
- Implemented a parabola throwing trajectory.
- Implemented item shadow when throwing an item.
- Implemented clip ammo size and ammo usage.

but for some reason the automatic build did not work...

Offline michal

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Re: Battlescape development
« Reply #146 on: May 14, 2011, 04:29:50 pm »
but for some reason the automatic build did not work...

Server was restarted and i had to restart builder, new build is online:
https://openxcom.ninex.info/git_builds/openxcom_git_master_2011_05_14_1052.zip

Offline hsbckb

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Re: Battlescape development
« Reply #147 on: May 15, 2011, 05:39:52 am »
Both of you are so hardworking. Thank you very mych!!

Offline Daiky

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Re: Battlescape development
« Reply #148 on: May 16, 2011, 12:37:38 am »
Thanks, I had some free time this weekend, so I finished the whole "throwing items" feature. Only thing still missing is an out of range check.

I implemented throwing to make it feel like the old x-com as much as I could, and improve a little where I could.
The soldier throws in a parabolic trajectory, but depending on the obstacles it chooses the best curvature (or how high the arc is in the middle point).
Openxcom will test 4 curvatures, going from almost straight, which is good when there are no obstacles, to very curved when you want to throw something over a fence or a wall. When you are indoors the bigger curvings will fail, because the arc hits the ceiling.

After the curvature is determined, it will apply a deviation on the two angles (tilt & pan) at which the trajectory starts (using normal distributed number between 0 and max deviation, which depends on the soldiers throwing accuracy (>=100% accuracy will result in a minimum deviation)).
This will result (as with firing) in a range-based accuracy. A very small deviation on a short distance is no issue, but a small deviation in a throwing angle for a long range throw can cause the item to end up one or more tiles off-target.

I remember it was painful when you wanted to throw a live grenade through a window, but you missed and it would hit the wall :)

Offline michal

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Re: Battlescape development
« Reply #149 on: May 16, 2011, 08:00:06 am »
It's really good to see that more and more features are finished :)

OpenXcom changes list for 0.3 will be huge :D