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Author Topic: Battlescape development  (Read 144964 times)

Offline Warboy1982

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Re: Battlescape development
« Reply #435 on: April 10, 2014, 08:50:53 pm »
if you need one for your mod, just mod it in, i don't understand what the issue is.

Offline Warboy1982

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Re: Battlescape development
« Reply #436 on: July 03, 2014, 08:20:59 pm »
well, i'm making progress, i have palettes loading in properly for the battlescape, units showing up (with thanks to ando for taking care of the sprite routines), the random terrain sets are all locked and loaded, (roughly 50% of terrains overall) i still need to fix up the background of the battlescape so it's not black, and the battlescape UI isn't exactly perfect. but we're getting there!
here are some screen grabs to tide you over.

Offline Angelus_EV

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Re: Battlescape development
« Reply #437 on: July 03, 2014, 08:37:08 pm »
WOW!! great!

Offline davide

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Re: Battlescape development
« Reply #438 on: July 04, 2014, 11:31:36 am »
OpenTFTD will be
a vanilla Open TFTD or
a hybrid game or
both ?

I ask that because I am near to convert all TFTD .PCK to use UFO battlescape palette
(I wish a hybrid game)

If you have resolved the multiple pallette problem by code
this work is useless therefore I can address other features that i like.

Thank you for all your efforts
 :-*

Offline Warboy1982

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Re: Battlescape development
« Reply #439 on: July 04, 2014, 11:44:59 am »
i'm only concerned with vanilla. it uses the standard TFTD palette. converting them is probably still worthwhile if you want a hybrid since we only use one palette at a time in the battlescape, i believe yankes is working on some 24bpp stuff that may address that issue but i'm not qualified to comment on that.

Offline AndO3131

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Re: Battlescape development
« Reply #440 on: July 04, 2014, 12:18:20 pm »
Quote
If you have resolved the multiple pallette problem by code
this work is useless therefore I can address other features that i like.

You can safely address other features. Multiple palette problem has been resolved (for example https://openxcom.org/forum/index.php?topic=1312.msg12223#msg12223, https://openxcom.org/forum/index.php?topic=1312.msg12632#msg12632 or https://openxcom.org/forum/index.php?topic=1312.msg12665#msg12665), although it's not in oficial github branch.

Offline Falko

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Re: Battlescape development
« Reply #441 on: July 04, 2014, 12:49:28 pm »
these example posts have their one year anniversary
soooo do you say:
dont work on conversion because ..
some day .. perhaps .. we can use multiple palettes
some day .. perhaps .. we can use 32bit images
in the very near future .. we can use multiple palettes
in the very near future .. we can use 32bit images


Offline AndO3131

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Re: Battlescape development
« Reply #442 on: July 04, 2014, 05:08:20 pm »
We can use 32bit images now in battlescape and ufopedia using code from https://github.com/AndO3131/OpenXcom/tree/32bit_Surface_Support.
When new resource structure will be coded in, multiple palette images may also be used with code from this branch (I'll keep it updated).

Offline Jstank

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Re: Battlescape development
« Reply #443 on: July 04, 2014, 10:14:15 pm »
I was thinking it would be neat if when you finished the battle scape portion could you possibly add a TFTD map to the New battle screen in a nightly build?

Offline Warboy1982

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Re: Battlescape development
« Reply #444 on: July 04, 2014, 10:20:57 pm »
you'd need a complete ruleset for that, and i haven't even decided which research tree to run with yet.

Offline darkestaxe

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Re: Battlescape development
« Reply #445 on: July 06, 2014, 09:11:05 am »
you'd need a complete ruleset for that, and i haven't even decided which research tree to run with yet.

I'd recommend just using the tree on the ufopedia site for the default treeUfopedia TFTD reaserch tree. That way you'll be able to look at the pretty picture while your writing the ruleset. Also when people go to ufopedia to look up what they need to get Ion-Armor they'll get the right info without anyone having to correct or expand the article.

And since just about anyone can modify the tech tree in OXC, let some bored moron that isn't doing C++ engine stuff make all the versions they want. Maybe later on when there's a bunch of good techtree versions we can have a menu selector for them.

Offline Warboy1982

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Re: Battlescape development
« Reply #446 on: July 06, 2014, 12:20:19 pm »
problem with that tech tree is that it's the one that has the bugs

Offline Hobbes

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Re: Battlescape development
« Reply #447 on: July 06, 2014, 07:47:24 pm »
problem with that tech tree is that it's the one that has the bugs

The one I've attached is for TFTD v2.