Author Topic: Battlescape development  (Read 290119 times)

Volutar

  • Guest
Re: Battlescape development
« Reply #300 on: July 16, 2012, 06:15:07 pm »
Concerning unit rendering: You can practice trial&error or refer to other's trial&error (ufo2000 wasn't even sure about values they've programmed), or refer to original, 100% correct data. It's your choice.
« Last Edit: July 16, 2012, 06:21:19 pm by Volutar »

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #301 on: July 16, 2012, 08:13:39 pm »
or refer to original, 100% correct data. It's your choice.
You mean you got the exact data for all units? Or going from screenshots?

Volutar

  • Guest
Re: Battlescape development
« Reply #302 on: July 16, 2012, 08:25:39 pm »
Quote
You mean you got the exact data for all units?
Strange question:) Exact data, and don't you doubt!

Offline pmprog

  • Commander
  • *****
  • Posts: 647
  • Contributor
    • View Profile
    • Polymath Programming
Re: Battlescape development
« Reply #303 on: July 16, 2012, 09:19:51 pm »
Strange question:) Exact data, and don't you doubt!
Not really all that strange, I've never seen any about. Care to share the data? Would help tremendously

Volutar

  • Guest
Re: Battlescape development
« Reply #304 on: July 16, 2012, 09:26:51 pm »
Not really all that strange, I've never seen any about. Care to share the data? Would help tremendously
Sure, I'm often on the IRC.

Volutar

  • Guest
Re: Battlescape development
« Reply #305 on: July 17, 2012, 01:52:27 pm »
Does anyone saw Celatid's spitting animation and green acid blob flying by parabola?
Not me :)
I think this spitting animation MUST be implemented. Though there's a problem with projectile sprite - it's sprite#24 from celatid.pck, and probably will require of throwing procedure update.

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #306 on: July 17, 2012, 02:11:45 pm »
interesting :) I don't remember if I have seen them spitting, but since the graphics are there, we will certainly use them.

It seems it will require a new state "prepare for shooting", which is a little animation right before the moment the actual projectile is launched?

edit: oh, and what happens after that spit animation? It is on the ground then, does it jump back into the air?
« Last Edit: July 17, 2012, 02:20:04 pm by Daiky »

Volutar

  • Guest
Re: Battlescape development
« Reply #307 on: July 17, 2012, 02:49:41 pm »
Celatids are spitting (throwing) acid blobs with weight of 10 (in xcom weight units), with weapon sound=48. Strangely but animation is blocked (they're using bullet animation). Right arm weapon idx=38.

Daiky, yeah, indeed it seems to be using pre-shooting animation. And about animation - noone've saw how it ment to be looking. But i suppose it either jump to air, or play backward animation from some of the pre-ground sprites (while projectile flying in the air). I think 1st approach will fit "jerky" oldschool xcom style pretty nice :) 2nd is too complicated.

Volutar

  • Guest
Re: Battlescape development
« Reply #308 on: September 18, 2012, 01:27:10 pm »
So what's up with new unit drawing functions?

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #309 on: September 18, 2012, 08:43:50 pm »
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
Still on big holiday :p But I still feel like doing the alien base mission next. Perhaps this week.

Volutar

  • Guest
Re: Battlescape development
« Reply #310 on: September 19, 2012, 06:04:15 am »
So it seems you mixed something in your schedule :) ... and pmprog as well.
« Last Edit: September 19, 2012, 06:12:16 am by Volutar »

Offline pmprog

  • Commander
  • *****
  • Posts: 647
  • Contributor
    • View Profile
    • Polymath Programming
Re: Battlescape development
« Reply #311 on: September 23, 2012, 06:03:12 pm »
I've been away for the last week (birthday). I can't even remember where I got up to  :( I need to find some time to get back into this

Offline Daiky

  • Battlescape Programmer
  • Administrator
  • Commander
  • *****
  • Posts: 904
    • View Profile
Re: Battlescape development
« Reply #312 on: September 23, 2012, 08:49:47 pm »
Rough version of alien base was implemented this week. It probably be finished next week.

Offline Fenyő

  • Colonel
  • ****
  • Posts: 423
    • View Profile
Re: Battlescape development
« Reply #313 on: October 13, 2012, 01:08:49 am »
Hi!

I want to present you a new feature, which i just implemented to the Battlescape. :)
More information about the feature can be read HERE.

I've attached the files as a ZIP.
If you compare these 5 files with the originals, you can see the difference.

It was a real-hard work, due to two idiotic coding schemes used in OpenXcom project:
"Opening brackets - this: { - always lined up in their own lines."
"Spaces after commas, operators, and between actual parameters of a method"
The whole OpenXcom sourcecode is totally unreadable because of these! (and when a tab character is showed as 8 space-characters)

I have forced myself (that was even harder) to also follow these coding schemes when making my code addition.
However, maybe somewhere some spaces may still exist on the beginning of some lines, because i usually don't use tab characters for indenting. (instead 2 spaces)
So you may check it if its OK, and fix if not.

The operation of the code is good, and hopefully bug-less. :)
I've tested it many-many times. (many hours during development)

PLEASE! SupSuper, or Daiky! Please add these code to the official OpenXcom codebase! This is a great UI feature, a real improvement!!

PLEASE!
« Last Edit: October 13, 2012, 01:14:04 am by fenyo1 »

Offline Fenyő

  • Colonel
  • ****
  • Posts: 423
    • View Profile
Re: Battlescape development
« Reply #314 on: October 13, 2012, 01:33:21 am »
Oh, and i almost forgotten:

This feature does not offend the turn-to feature, which is also used with RIGHT-BUTTON.
The difference is made by the fact of moving.
No move -> Its usual, not scrolling.
Moving when Right-button pressed -> scrolling. (and not turning when released, of course :) )