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Author Topic: Battlescape development  (Read 245432 times)

Offline michal

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Re: Battlescape development
« Reply #15 on: October 21, 2010, 12:21:11 pm »
Don't forget about patches for non - window users ;)

Offline SupSuper

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Re: Battlescape development
« Reply #16 on: October 21, 2010, 01:38:25 pm »
He's waiting on me to finish wrecking the SVN. :P

Offline Daiky

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Re: Battlescape development
« Reply #17 on: October 23, 2010, 04:15:00 pm »
SVN is a bit stable. Battlescape builds. Here is the patch file.
Note that it has rightclickdrag scrolling in it atm (will be optional).
Note2: not all terrain mapblocks are defined, only Farm, Jungle and Forest atm. (Default = Forest)

Offline michal

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Re: Battlescape development
« Reply #18 on: October 23, 2010, 05:06:00 pm »
Works great :) Edge scrolling is much better now, rmb scrolling is nice to :)

Keep up good work :)

Offline Daiky

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Re: Battlescape development
« Reply #19 on: October 24, 2010, 12:49:05 pm »
Some of the biggest inventions were done by accident...

Because of a coding error, the Skyranger is drawn in a wrong tileset, however this is a really nice example of camouflage of the XCom dropship. Especially useful when doing a UFO Ground Assault mission and you want to land really close to the UFO without them noticing and taking off right away.
(see screenshot attached)

Offline SupSuper

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Re: Battlescape development
« Reply #20 on: October 24, 2010, 02:27:42 pm »
How do you get out of the ship though? :P

Offline michal

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Re: Battlescape development
« Reply #21 on: October 24, 2010, 05:28:48 pm »
You need to equip your soldiers with axe or chainsaw. Chainsaw uses less tus but it's heavier and requires fuel.

Offline Daiky

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Re: Battlescape development
« Reply #22 on: October 25, 2010, 11:34:46 am »
small update on milestone 5:
- functional: XCom Craft placement (done)
- functional: Ufo placement (todo)
- functional: Battlescape starts when landing skyranger at a crash site (todo)
- technical: Move MCD struct to TerrainObject class (in progress)
- technical: review variable names to see they all correspond the conventions
 (conventions: a map origin is on the left side, X-axis runs to bottom right, Y-axis runs to upper right, Z-axis represents the layers, a distance on the X-axis is called width, a distance on the Y-axis is called length, a distance on the Z-axis is called height ) (in progress)
- technical: big code review so this patch can be integrated for the first time in the openxcom SVN repository (in progress)
Expecting patch somewhere this week...
« Last Edit: October 25, 2010, 11:58:25 am by Daiky »

Offline liamdawe

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Re: Battlescape development
« Reply #23 on: October 25, 2010, 11:55:02 am »
small update on milestone 5:
- XCom Craft placement (done)
- Ufo placement (todo)
- Battlescape starts when landing skyranger at a crash site (todo)
- big code review so this patch can be integrated for the first time in the openxcom SVN repository (in progress)
Expecting patch somewhere this week...


Flipping awesome work, you are the man!

This should make the project a bit more complete, with all the features from this in - 0.2 release of openxcom?

Offline michal

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Re: Battlescape development
« Reply #24 on: October 25, 2010, 01:26:40 pm »
Yeah, i guess we will see Daiky's contribution in 0.2 :)

Offline liamdawe

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Re: Battlescape development
« Reply #25 on: October 25, 2010, 01:28:55 pm »
Any idea when you plan to release 0.2 at all? Looking like it will be good with the recent text changes and screen res stuff :D

Offline michal

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Re: Battlescape development
« Reply #26 on: October 25, 2010, 01:31:25 pm »
I guess it will take some time. SupSuper wants to rewrite / refactor couple of things.

If you want to check latest releases, it would be best to compile from source code.

Offline liamdawe

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Re: Battlescape development
« Reply #27 on: October 26, 2010, 01:41:45 pm »
Scales quite well by the looks of it :D

Offline Daiky

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Re: Battlescape development
« Reply #28 on: October 27, 2010, 12:25:07 am »
The doors of the UFO are kinda hyperactive, they keep opening and closing by themselves, probably some emergency procedure.(fixed)
Not a trace of any aliens however... the chickens scared away... seeing the skyranger arrive... with no soldiers  8)

The thing that really bothers me atm are the black floortiles in the insides of the UFO... what is different with them that they are not drawn like the others?
« Last Edit: October 27, 2010, 11:34:14 am by Daiky »

Offline michal

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Re: Battlescape development
« Reply #29 on: October 27, 2010, 12:20:10 pm »
Isn't those floors drawn at same tile with grass/dirt? Maybe your floor is overdrawn by blackness from grass/dirt tile?