Author Topic: Battlescape development  (Read 290429 times)

Offline moriarty

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Re: Battlescape development
« Reply #285 on: July 07, 2012, 04:13:06 pm »
my best guess is that the floater uses STATUS_FALLING when he's shot down while above ground level...?

Offline pmprog

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Re: Battlescape development
« Reply #286 on: July 08, 2012, 11:03:59 am »
https://www.youtube.com/watch?v=-MBsG8RUdXQ

Need to fix up the arms, and double check they look right when holding weapons too

BTW - I added a function called getWeaponHand() so it can be shared between all unit drawing functions that render weapons
https://github.com/pmprog/OpenXcom/commit/a3d3dc74b412abf532e4ad0729d61eb251ec3f11
« Last Edit: July 08, 2012, 11:11:35 am by pmprog »

Offline Daiky

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Re: Battlescape development
« Reply #287 on: July 08, 2012, 09:32:18 pm »
STATUS_FALLING is the dieing animation, used for both dieing or falling unconscious, hence the name

Great work so far by the way. I've done de mind probe and working on the psi-amp. But the week-end was way to short :p
« Last Edit: July 08, 2012, 09:43:02 pm by Daiky »

Offline pmprog

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Re: Battlescape development
« Reply #288 on: July 09, 2012, 12:09:33 am »
STATUS_FALLING is the dieing animation, used for both dieing or falling unconscious, hence the name
Thought so, but am confused on why the sectopod dies properly when I don't handle that code  :D

Great work so far by the way. I've done de mind probe and working on the psi-amp. But the week-end was way to short :p
Good stuff. I'm afraid I didn't get to finish the arms off. I'll see how I am for time this week  :)

Offline Daiky

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Re: Battlescape development
« Reply #289 on: July 11, 2012, 11:35:38 am »
Funny mind control stuff : mind control a sectoid and walk him inside the skyranger, then takeoff... I guess the game should handle this as a live captured alien?
(I did not manage to test it in the original game)

Offline michal

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Re: Battlescape development
« Reply #290 on: July 11, 2012, 12:02:07 pm »
What if that sectoid will free from mind control during flight and kill some x-com soldiers?

Offline luke83

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Re: Battlescape development
« Reply #291 on: July 11, 2012, 12:04:27 pm »
"What if that sectoid will free from mind control during flight and kill some x-com soldiers?"Then the armed soldiers that survived the last mission would handle it.

Option B : customisable ships like apocalypse :P

Offline Daiky

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Re: Battlescape development
« Reply #292 on: July 11, 2012, 12:29:57 pm »
those are not options :p
What it currently does is that it just is a missing alien, not counted in the debriefing score. Which I think is what happens too if you do this in the original game.
An alien or soldier under mind control when game ends, those are counted as missing, no matter where they are.

What could be an option is that a check is done if there are (mindcontrolled or not) aliens inside your craft and you are not allowed to take-off before you killed/stunned the alien.

Offline luke83

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Re: Battlescape development
« Reply #293 on: July 11, 2012, 01:08:30 pm »
So no Apocalypse Mods then , Man i really need to learn how to code :P

I think its fine for you to mind control a alien and IF he is back on your ship you get the points.. At the same time i should be able to force civilians back to my ship for there own protection also ( sorry wrong thread for suggestion)

Offline Amunak

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Re: Battlescape development
« Reply #294 on: July 11, 2012, 02:56:13 pm »
I think that you should get points (and "live" aliens) for any mind-controlled and stunned alien on the map.

Offline nullzero

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Re: Battlescape development
« Reply #295 on: July 13, 2012, 11:43:18 pm »
I think that you should get points (and "live" aliens) for any mind-controlled and stunned alien on the map.

+1 for that.

Once you find the last alien and successfuly mind control it, the game is pratically over anyway!

Offline pmprog

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Re: Battlescape development
« Reply #296 on: July 14, 2012, 07:20:57 pm »
Here's the current version of my Snakemen renderer

https://youtu.be/s3fsrf3hS7o

I still need to fix the weapon and arm positions.

There's also two three bizarre graphical glitches, that I don't know how to fix:

1. When walking "up" (in relation to the screen/camera), an extra "line" is drawn for a couple of frames
2. Walking "up/right" with a building directly to the left causes the arms to glitch
3. Also getting a weird graphic glitch when shooting : https://youtu.be/zDETcStXUJA ; Again, not quite sure why this is happening

Git Fork : https://github.com/pmprog/OpenXcom
« Last Edit: July 14, 2012, 07:36:10 pm by pmprog »

Offline Daiky

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Re: Battlescape development
« Reply #297 on: July 15, 2012, 12:22:52 am »
hmm, I don't know where those glitches come from either.

Maybe interesting to know, but the way I started with the rendering of units was to look at the functions that UFO2000 uses, you'll find them here:
https://ufo2000.svn.sourceforge.net/svnroot/ufo2000/trunk/src/skin.cpp
There is a Skin::draw_snakeman()

However I think you don't need that anymore :)
« Last Edit: July 15, 2012, 12:24:33 am by Daiky »

Offline Daiky

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Re: Battlescape development
« Reply #298 on: July 16, 2012, 04:32:13 pm »
so, quick status update:
- psionics are in (panic / mind control), however not sure if mind control will already behave perfectly all the time, probably not.
- mind probe is in

I feel like doing the alien base mission next... and together with pmprog getting as much aliens done... some more AI... and then BIIIG holiday for me  ;D

Offline pmprog

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Re: Battlescape development
« Reply #299 on: July 16, 2012, 05:55:12 pm »
so, quick status update:
- psionics are in (panic / mind control), however not sure if mind control will already behave perfectly all the time, probably not.
- mind probe is in
Good job!

Should have some time tonight when I get home; so I'll run over my Snakeman code and look at recloning the git for my changes