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Author Topic: Battlescape development  (Read 245518 times)

Offline Zharik1999

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Re: Battlescape development
« Reply #270 on: July 04, 2012, 01:46:06 pm »
Oh, if you complete it in one month I will send you all my games because I won't need them any more! :D

Offline michal

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Re: Battlescape development
« Reply #271 on: July 04, 2012, 01:57:55 pm »
Lot's of prizes already ;) Daiky, what do you think? Challenge accepted? ;)

Edit: Daiky, if you will send me your paypal account i will send you couple bucks for beer if you manage to do it :D
« Last Edit: July 04, 2012, 02:50:46 pm by michal »

Offline Daiky

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Re: Battlescape development
« Reply #272 on: July 04, 2012, 02:54:01 pm »
Let me first think how I will explain this at home

Offline luke83

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Re: Battlescape development
« Reply #273 on: July 04, 2012, 10:10:22 pm »
Its easy , Hey Wife , I need to i ignore all my other duties around the house for a month so i can program  openxcom instead ,then people from around the world will send me heaps of useless junk :P
« Last Edit: July 04, 2012, 10:14:44 pm by luke83 »

Offline pmprog

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Re: Battlescape development
« Reply #274 on: July 05, 2012, 04:40:30 pm »
My Battlescape TODO-list for this month in the order it will be implemented. We'll see how far I get :p

Looks good. Anything you want me to have a gander at in particular without treading on your toes?

Offline Daiky

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Re: Battlescape development
« Reply #275 on: July 06, 2012, 03:02:59 pm »
If you want a challenge, you can write the drawing routine for the Sectopod :p
Here are the frames:
https://www.ufopaedia.org/index.php?title=X_ROB.PCK
It's like putting together a puzzle.

Volutar

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Re: Battlescape development
« Reply #276 on: July 06, 2012, 03:06:19 pm »
But there is another way besides trial-and-error. But who ever wanted easier way, huh? :)

Offline pmprog

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Re: Battlescape development
« Reply #277 on: July 06, 2012, 04:04:13 pm »
If you want a challenge, you can write the drawing routine for the Sectopod :p
Here are the frames:
https://www.ufopaedia.org/index.php?title=X_ROB.PCK
It's like putting together a puzzle.

Sure, I'll take a look.

Are there any tools to view the contents of PCK available? All the ones I can find are broken links. Just so I can get a better look at the pieces.

Offline moriarty

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Re: Battlescape development
« Reply #278 on: July 06, 2012, 04:38:38 pm »
https://openxcommods.weebly.com/pckview.html

you will find that pckview comes in several versions, some of which work better than others. for me, on win7, the one that comes with mapview appears to work best:

https://openxcommods.weebly.com/uploads/1/1/8/4/11849982/dashivas_mapview.zip

Offline pmprog

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Re: Battlescape development
« Reply #279 on: July 06, 2012, 04:48:20 pm »
you will find that pckview comes in several versions, some of which work better than others. for me, on win7, the one that comes with mapview appears to work best:

Ta muchly

Offline pmprog

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Re: Battlescape development
« Reply #280 on: July 06, 2012, 05:51:29 pm »
If you want a challenge, you can write the drawing routine for the Sectopod :p

Pull request sent to SupSuper's git with the new draw function  ;)

Offline Daiky

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Re: Battlescape development
« Reply #281 on: July 06, 2012, 06:04:28 pm »
wow, that's fast ;D Feel free to do more draw routines if you want. I will be looking at the items and ai lists this weekend.

Offline michal

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Re: Battlescape development
« Reply #282 on: July 06, 2012, 06:04:42 pm »
That was fast ;)

Offline pmprog

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Re: Battlescape development
« Reply #283 on: July 06, 2012, 06:22:58 pm »
Hokeydoke, I'll see what I can fit in. I want to start looking at building a Pandora version of OpenXCOM this weekend too; and I've got the usual chores to do around the house  :'(

Edit: The Reaper uses the same draw method as the Sectopod
« Last Edit: July 06, 2012, 08:54:55 pm by pmprog »

Offline pmprog

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Re: Battlescape development
« Reply #284 on: July 07, 2012, 01:45:19 pm »
alien life forms drawing:
(there is certainly an overlap between some of them)
- floater
- reaper
- snakeman
- chryssalid
- zombie
- muton
- celatid
- silacoid
- sectopod

A quick update:

Cyberdisc -  drawRoutine3()
Floater - drawRoutine1()
Reaper - drawRoutine5()
Zombie - drawRoutine4() - However, death animation is 18 frames, not 3
Ethereal - drawRoutine4()
Sectopod - drawRoutine5()

Snakeman - drawRoutine6() - Currently WIP

Sectoid - To investigate
Chryssalid - To investigate
Muton -To investigate
Celatid -To investigate
Silacoid - To investigate


And a quick question: STATUS_FALLING - It's used in the Floater draw routine to indicate death/unconscious. However, I never did any special code in drawRoutine5() for the Sectopod, but it died using the correct animation(??) Is that status actually the dying status?