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TomVD

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    http://www.daiky.be
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  1. Vanilla OpenXCom will probably be able to load high resolution sprite packs at some point - I have it somewhat working in my sandbox at least. But there are still issues, one of them resulted in the conclusion that we want to go towards using some hardware acceleration, in other words OpenGL (having our software rendering as a fall-back renderer). But it will be better to keep the expectations as low as possible, not promising heaven and earth to everyone and then disappoint people. As a side-effect we need to cope with the "what is the added value of this?" comments for a while We also don't know what exactly will happen after 1.0. There is still lots of fun stuff that can be implemented....
  2. TomVD

    OpenXcom

    You should actually thank the bad weather of this summer here in Belgium. Otherwise I would not have found the time to code the battlescape up to where it is now Daiky.
  3. Lets be optimistic I've got a good feeling about it getting finished and I don't see why the difficulty would be different of the original one. In contrary, all bugs of the original one that made it more difficult will be gone. Daiky.
  4. TomVD

    OpenXcom

    I guess they wait until there is a 1.0 to post news Because it's after 1.0 the real power of openxcom will be become clear
  5. TomVD

    OpenXcom

    Yeah. I implemented lighting as I thought it seemed logical using the Light Block-MCD[33] attribute of objects. But if the original totally ignores this value, I probably should make it a feature to switch on/off.
  6. TomVD

    OpenXcom

    It's on my list. You will notice that if you enter a building (without windows) the complete east and south wall stays black (because your soldier can not really see the outside of it). But it would be very hard to find the door in a east or south wall, if it was all black So an -in theory- not seen door, will show up in that case also, but only if one of the tiles on either side of it is discovered.
  7. TomVD

    OpenXcom

    Christmas is all about creating light and atmosphere in a cold, dark period of the year. So I thought it was a good time to implement lighting in OpenXcom, and make a creepy demo movie of it: http://www.youtube.com/watch?v=t2ME1IhWFLk
  8. Hmm, raytracing, very advanced So if I mod the skyranger and remove one wing, the shadow should change automatically, and if you blow off the roof a building it goes brighter inside. It makes sense. Thanks for the reply.
  9. Hi, I have a question for the X-Com experts. In the battlescape you see darker tiles under the wings and nose of your skyranger for example. Here you see it very clearly: http://www.ufopaedia.org/images/0/0b/Darksun_tactical_001.png Where is this info stored, I don't find it in MAP or MCD files, is it hardcoded? Thanks
  10. Hi, in case you don't want to register to just read my post, I have registered on this board to quote myself in this thread PS. I don't have website yet. But I will communicate it to both xcomufo and strategycore forums once it is online, so people can follow my progress and I don't have to update both threads.
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