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XCOMUFO & Xenocide

I Wish To Help


Judeau

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i've sent a fix for the primed grenades as ammo to Kratos

Thanks, but don't forget to attach a patch at the bugtracker (I can't find it there now) :)

 

i'm going to try and get explosions to be like in X-com

*walls and so on weakening or stopping explosions*

i already have an idea, after that i'll work on shotgun logic* multiple bullets in one shot *

Not trying to limit your creativity, but we still need to prepare and release a new stable version before adding any nontrivial changes to the tactical engine. Making a release is not strictly required, but at least we need to make a release branch on SVN repository (that will be done once we consider that all the features planned for the release are implemented and only some minor tweaks and bugfixes remain).

 

So currently fixing bugs such as registered at http://ufo2000.lxnt.info/results-beta.php is top priority.

 

On the other hand, adding some relatively independent code that can be turned off at any moment is ok (geoscape for example). If we add a broken geoscape, we can just disable geoscape menu item and make a release. If we break a tactical engine, the game will become completely unplayable.

 

Another relatively large but independent piece of work is automatic update feature for extra maps, weapon sets and other extensions. See http://ufo2000.lxnt.info/mantis/view.php?id=420

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i've sent a fix for the primed grenades as ammo to Kratos

 

i'm going to try and get explosions to be like in X-com

*walls and so on weakening or stopping explosions*

i already have an idea, after that i'll work on shotgun logic* multiple bullets in one shot *

I'll also say that it might be an idea to look at explosion hit locations. At the moment, they always hit the underneath. It should, unless you're within one tile of the centre, lit you on whatever exposed side you have to the centre.

 

-Angry Lawyer

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i'll look into that as well

the way i suggest we do this, is making another type of "bullet" that causes damage every square it passes and stores which squares have been hit by that explosion, so other traces that fly there as well don't damage that as well, the bullets also check if they hit a wall, and if so, damage it( soldiers shouldn't take more damage the closer they stand, but walls and so on should )

using those bullets the explosion direction could also be gotten

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I'll also say that it might be an idea to look at explosion hit locations.  At the moment, they always hit the underneath.  It should, unless you're within one tile of the centre, lit you on whatever exposed side you have to the centre.

 

-Angry Lawyer

 

That has been implemented on the stable version but Owl or Gassa had to remove it from the beta because of some reason. If you check the log it will probably be listed there.

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i'll look into that as well

the way i suggest we do this, is making another type of "bullet" that causes damage every square it passes and stores which squares have been hit by that explosion, so other traces that fly there as well don't damage that as well, the bullets also check if they hit a wall, and if so, damage it( soldiers shouldn't take more damage the closer they stand, but walls and so on should )

using those bullets the explosion direction could also be gotten

 

IMO, soldiers standing closer SHOULD take more damage, and vice versa. It makes sense that if you stand on top of it, you'd take the full damage, but if you're just on the edge of the radius, you don't.

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IMO, soldiers standing closer SHOULD take more damage, and vice versa. It makes sense that if you stand on top of it, you'd take the full damage, but if you're just on the edge of the radius, you don't.

 

That feature has already been implemented.

Edited by Hobbes
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excellent, this helps a lot, i'll try to have this is asap

as having non-x-com damage is really confusing, .......blowing away the entire level of sandcastle with a few tacticals..................is freaky

 

i intend to have soldiers take away damage from an explosion, so having 3 soldier in a row and a grenade hit the square the first in the row stood on, the one after that would still take a lot of damage, and the one after that would take far less, seems logical to me

 

i'll work on this next week,i have another project i have to finish by sunday

Edited by Judeau
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i intend to have soldiers take away damage from an explosion, so having 3 soldier in a row and a grenade hit the square the first in the row stood on, the one after that would still take a lot of damage, and the one after that would take far less, seems logical to me

 

Like I mentioned before, the explosions on UFO2000 already work that way, with the damage decreasing as it moves away from the center of the blast.

 

The description you made of Sandcastle being blown away from a few well placed blasts comes from 2 other factors:

1) No difference between the effects of blasts/weapon hits between units and terrain. On the original game the effect of explosions on terrain was 50% of its stated value, with no variation. Meanwhile the effect on units varied from 50% to 150% (this already happens on UFO2000 where the Damage Deviation of each weapon can be individually set). Some more details here.

2) The terrain on UFO2000 does not block explosions. If there's an explosion and a wall is between a unit and the center of the blast, the wall will not reduce the blast experienced by the soldier (besides the existing reduction from the distance to the center of the blast), like it would in real life. The way how this works on the original game is described here.

 

It would be nice to have those implemented on UFO2000 but right now the priority is to get the next stable ready (and not adding more bugs to the already existing ones) before new features are added.

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