Author Topic: Battlescape development  (Read 248383 times)

Offline SupSuper

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Re: Battlescape development
« Reply #75 on: January 30, 2011, 05:39:22 pm »
Looks better, although there's still the whole "uneven light shades" on the front of the craft, probably because the light stops at the front wall but the rest of the tile is still lighted, since tiles are lighted equally all over (this isn't as noticeable on typical walls). If you can't smooth it out, you could probably just add some light sources to the craft.

Another thing I noticed is units can't move behind the back walls of a UFO, though I don't remember if this also happened in the original or not.

Offline Daiky

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Re: Battlescape development
« Reply #76 on: January 30, 2011, 06:44:18 pm »
it would surprise me if you could move behind the back bits of a ufo wall in the original, because those walls are no walls, they are objects that are not walkable.


and the uneven shades at the front of the plane is again the data that is doing this :) each one of those objects have a light block value of 10. I now divide it by 2 already, so they have a light block value of 5.
There is 4 tiles between the front wall and the closest soldier. So the light hits the first object in the front wall with a power of 11 (15-4). The first object is nicely lit. Then it substracts 5, the second object is lit with a power of 6. Almost half as dark. And the nose of the plan only gets 1. Almost black.

The way I see it, if this specific issue is only present in the skyranger nose, it is kinda silly to code a special routine just for the skyranger nose... The data (in PLANE.MCD) can be modified to fix the issue. Remember that this lightblock data was added, but never used in game and therefore maybe not tested.

Below a screenshot with a fixed PLANE.MCD (I cheated : if (_name == "PLANE")   mcd.Light_Block = 0;) :p

Any suggestions? :)
« Last Edit: January 30, 2011, 07:16:49 pm by Daiky »

Offline Daiky

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Re: Battlescape development
« Reply #77 on: February 01, 2011, 05:00:52 pm »
I decided to drop the light blocking idea for now, and do it like it was in the original x-com. I need to focus back on more gameplay stuff getting implemeted.

Offline Daiky

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Re: Battlescape development
« Reply #78 on: February 02, 2011, 11:34:50 pm »
SVN r265:
- fixed walking animation.
- lighting and vision calculation reworked.
- right-click aborts walking.
- first unit is now selected at start instead of last one.
- units are properly shaded and properly cached.

Offline liamdawe

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Re: Battlescape development
« Reply #79 on: February 06, 2011, 12:26:46 pm »
Still lurking watching your progress man, grand work!

Offline Daiky

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Re: Battlescape development
« Reply #80 on: February 11, 2011, 10:07:15 am »
Thanks!  :D
I hope to post a new video soon.
Featuring: Explosions, Fire and Smoke...  :o

Offline michal

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Re: Battlescape development
« Reply #81 on: February 11, 2011, 10:19:45 am »
And i will make new svn ( git? ;) ) build for windows, when you will commit your new stuff ;)

Offline Daiky

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Re: Battlescape development
« Reply #82 on: February 11, 2011, 01:28:10 pm »
Isn't it when I "push" my new stuff? :) gah... it will take a while to get use to git, after using CVS and SVN for 10 years :) And I still have to use CVS/SVN at work, so I can not just forget all about it :p I'll start posting diff files on the forum again :p

Offline michal

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Re: Battlescape development
« Reply #83 on: February 11, 2011, 01:47:51 pm »
But look at other side - instead of knowing two version control systems, you will know three ;)

Offline Zyxpsilon

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Re: Battlescape development
« Reply #84 on: February 11, 2011, 06:28:06 pm »
Hey Daiky... like i said -- i'm now IN!
Graphics in HD has been officially revived from its basic roots.
I sure do hope we'll get some stuff made from whatever everyone already has.

Offline Daiky

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Re: Battlescape development
« Reply #85 on: February 14, 2011, 12:47:53 pm »
Hi Zyxpsilon, I see it that you are "IN", but -like I said already a few times- I'm not IN (think that's the first time I use bold or underline) :) at least not while I'm working on the battlescape (which is what this thread is about btw).

So about battlescape:
- items in soldiers hands displayed on the information pane
- items in soldiers hands displayed on the unit
- items on the ground displayed

is what I'm working on.

EDIT: to make it clear: I'm talking about coding, not the graphics , the original X-Com graphics are used to play OpenXCom;)
« Last Edit: February 14, 2011, 06:57:59 pm by Daiky »

Offline michal

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Re: Battlescape development
« Reply #86 on: February 14, 2011, 01:40:40 pm »
- items in soldiers hands displayed on the unit

You probably again will have lot of "fun" with proper drawing of weapons / hands for various units ;)

Offline Daiky

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Re: Battlescape development
« Reply #87 on: February 15, 2011, 12:31:44 am »
Don't try this at home kids. Dry hay is flammable!

Offline michal

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Re: Battlescape development
« Reply #88 on: February 15, 2011, 08:56:27 am »
Yeah, burn those crops !

Btw, does fire emit light? Did it in original?

Offline Daiky

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Re: Battlescape development
« Reply #89 on: February 15, 2011, 10:39:22 am »
Btw, does fire emit light? Did it in original?
Shame on you michal, you call yourself an x-com fan?  ;)
Instead of flares it was sometimes better to take an auto-cannon with incendiary rounds with you on a night mission, especially on terrains like jungle or farm it could be used to both light up areas and burn down cover at the same time.