Author Topic: Battlescape development  (Read 290578 times)

Offline michal

  • Commander
  • *****
  • Posts: 629
    • View Profile
Re: Battlescape development
« Reply #90 on: February 15, 2011, 10:42:53 am »
Heh, i probably played last time more than 5 years ago :P Even then i wasn't using incendiary rounds :P Don't know why, probably prefered explosions over fire ;)

Anyway it's good to know, i will probably try such "napalm" tactics in jungles when openxcom will be playable ;)

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #91 on: February 17, 2011, 10:38:56 am »
oe oe oe ! A new git build: https://openxcom.ninex.info/git_builds/
Featuring: nothing very impressive really...

The crew on your skyranger gets a few test-items pushed in their hands. And if you click the item you get a cross-hairs cursor to aim :) And if you right-click you cancel the action.
They are not allowed to shoot - just yet :)

Offline michal

  • Commander
  • *****
  • Posts: 629
    • View Profile
Re: Battlescape development
« Reply #92 on: February 17, 2011, 11:03:23 am »
But still, it's step towards killing those bastards sectoids. Our soldiers now have weapons, now they need to learn how to use them :)

Offline Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: Battlescape development
« Reply #93 on: February 18, 2011, 11:28:54 am »
oe oe oe ! A new git build: https://openxcom.ninex.info/git_builds/
Featuring: nothing very impressive really...

The crew on your skyranger gets a few test-items pushed in their hands. And if you click the item you get a cross-hairs cursor to aim :) And if you right-click you cancel the action.
They are not allowed to shoot - just yet :)
2011_02_16_2218 version from that link is buged, in misions everything is black. (no light)

Offline michal

  • Commander
  • *****
  • Posts: 629
    • View Profile
Re: Battlescape development
« Reply #94 on: February 18, 2011, 11:45:07 am »
What about openxcom_git_master_2011_02_15_1919 ? Is it working fine?

Edit:

2011_02_16_2218 works for me.
« Last Edit: February 18, 2011, 06:21:40 pm by michal »

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #95 on: February 18, 2011, 06:49:16 pm »
Could you please give more info when you report a bug, like a screenshot in this case and system you are working on, and also report it in the bug report board? Thanks.

Offline Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: Battlescape development
« Reply #96 on: February 18, 2011, 08:00:44 pm »
Could you please give more info when you report a bug, like a screenshot in this case and system you are working on, and also report it in the bug report board? Thanks.
WinXP sp3
some screenshots: https://www.mediafire.com/?p7bx53qa59b3a81
usually day missions have this

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #97 on: February 19, 2011, 11:02:13 am »
hmm, that's very strange stuff, could be a memory issue of some sort, I've never seen it or had a similar report of this before.  ???
I'll guess I'm going to do some code reading to see if there could be possible errors that can cause this.

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #98 on: February 20, 2011, 10:50:46 pm »
meanwhile... I finally got the one-handed and two-handed weapons drawn all right on the soldiers.

Jane looks kinda excited with this big fucking gun in her hands.

Offline panther

  • Sergeant
  • **
  • Posts: 42
    • View Profile
Re: Battlescape development
« Reply #99 on: February 22, 2011, 05:51:22 pm »
I love meanwhiles :)
Reminds me of other old classic games too...  ;D

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #100 on: February 23, 2011, 12:00:57 am »
And the first PEW PEW!

Volutar

  • Guest
Re: Battlescape development
« Reply #101 on: February 23, 2011, 07:18:18 am »
Daiky, nice!
But you've got distance of 4 between each projectile particles (when shooting right or left), while there should be 1 (which is 0.5 in terms of loft voxels). I hope you'll fix that shortly and show us real projectiles (of different kind) going from weapon level  :)
If you recall how laser projectile looks - you might notice it looks continuous, without single break.
« Last Edit: February 23, 2011, 07:20:48 am by Volutar »

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #102 on: February 23, 2011, 10:22:51 am »
yeah, I had the particles seperated too much at some point, on purpose, don't recall why I did that, but I have to change that back. :)
btw Volutar, Do you have any idea which bullet trail belongs to which weapons. Also any idea on the correct starting voxel of the bullet? (I guess it depends on stuff like kneeling/direction of looking).

While the looks are there, I got still a lot of work ahead of me:
- Got to finally implement the kneeling button.
- Adjust the bullet starting voxel depending on the stance.
- Line of fire collision detection !!!
- Determination of the target voxel.
- Applying firing accuracy.
- Different bullet sprites.
- Correct z-order of the bullet sprite.
- Bullet shadow.
- The impact damage.
- The impact visual effect.
- Sound effects.

Volutar

  • Guest
Re: Battlescape development
« Reply #103 on: February 23, 2011, 11:10:29 am »
btw Volutar, Do you have any idea which bullet trail belongs to which weapons.
Of course. There is a table with info such as bullet sprite, fire sound id, hit sound id and hit animation type. For each weapon.

Quote
Also any idea on the correct starting voxel of the bullet? (I guess it depends on stuff like kneeling/direction of looking).
Height of unit (table data), kneeling height (table data), current elevation (according tile height unit standing, also table data) used in calculating Z position of fire origin MINUS hardcoded level of chest (I don't remember exact number - it doesn't matter really). X and Y coordinates in voxel space taken from 2 tables (depends on small or large unit) which contain X and Y offsets for each direction.
By the way this calculated "origin" point also used for sight calculation for EVERY unit.
All this info is in https://ufopaedia.org (at least on discussion pages).
« Last Edit: February 23, 2011, 04:26:12 pm by Volutar »

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #104 on: February 23, 2011, 12:25:52 pm »
Yeah, the ufopaedia has lots of info. But if it is on the discussion page I think you should double-check every bit of it. Because I have found errors on it too.

For example, there is in the discussion on Line of sight: "Line of Sight takes into account the sighting unit's elevation. Line of Fire doesn't take into account the firing unit's elevation. The dune I was standing on, was blocking my line of fire. [No comment about the target's elevation.]"

This may not be tested very well, or it may be a bug only appearing on certain types of objects (dunes or mountains are sometimes a bit odd).

By the way this calculated "origin" point also used for sight calculation for EVERY unit.
All this info is in https://ufopaedia.org (at least on discussion pages).

on loftemps.dat : "A soldier's head is positioned slightly higher then the barrel of his gun. For this reason, it is possible for him to be able to see an alien (that is, he has a valid "line of sight"), but not shoot it (because he has a blocked "line of fire")."
« Last Edit: February 23, 2011, 12:29:38 pm by Daiky »