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XCOMUFO & Xenocide

Geoscape Feature


Beatkiller

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In the original game a light source is moving arround the world to simulate day and night.

 

My suggestion is to make it more real and rotate earth with a light source from right rear. I coded some small code and now there has to be the light inserted. I will test some settings and will post my code here.

 

My question is: The original design with the command panel on the right side of the screen was very user-friendly, so it would be nice to set the ufo2k-geoscape-panel on this position to. Or is there a design allready discussed?

 

It would be nice too, to use the buttons from the mainmenu. But the function is static and should be moved to a seperate file and not static.

 

Nice discussion...

 

Mike

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OK, nobody wants to tell something... :(

 

But if you interessted, please try my attached patch. It animates the globe and draws a primitive menu. I also add some cool features like pause and different speeds of the globe.

 

If nobody already has converted the xm's and s3m's of the newmusic section into ogg, I have done and post all songs here, if needed.

 

Have fun, anyone?

 

Programming ufo2k makes fun.

geoscape.txt

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Welcome! :)

 

Please submit patches in the bugtracker.

 

btw, we are interested, just that Serge probably didn't see this thread. He has the scoop of what needs/could be done to the geoscape. We are in dire need of a geoscape programmer. Our ideas of the geoscape are very primitive atm. Feel free to add anything that you believe could be useful. :)

Edited by Kratos
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Welcome! :)

 

Please submit patches in the bugtracker.

 

Ok, this was new to me. Of course I will submit to it.

 

btw, we are interested, just that Serge probably didn't see this thread. He has the scoop of what needs/could be done to the geoscape. We are in dire need of a geoscape programmer. Our ideas of the geoscape are very primitive atm. Feel free to add anything that you believe could be useful. :)

 

Yeah, I will do my best to support you, because its a very nice game. And one day, when it will be complete, it will break the abandon charts :D

 

Next view: Buttons to change speed are implemented, but not working at all. I will do this next. A screenshot of my work is attached, for all, which are not so heavy to compile from svn. ;)

post-8204-1134946978_thumb.jpg

Edited by Beatkiller
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If no code is shared, and the geoscape texture is changed, we're in the all clear, I take it?  Well, at least with Xenocide.

 

Well, but its hard to find a "clear" texture of the world map without copyright restrictions.

 

May we find something on university webservers like here:

 

http://www.aic.cuhk.edu.hk/web8/diagrams.htm or

http://faculty.smu.edu/rkemper/cf_3333/cf3...ld-map-quiz.jpg

 

This one could be perfect:

http://inter.scoutnet.org/worldmap.gif

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the desert areas bother me,they look like they were made with a 16 color palette

maybe modify it and add a texture on the desert

 

if you take a look at the base picture you will notice it's 256 colors only... so definitly the whole pic looks like beeing made with a color palette, but since the deserts are more brightly colored and more contrastful than the rest, the effects of the low color palette are best visible there.

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a button to switch between deep sea and land and both would be a fine addition. that way you can see the whole view, a view with only underwater landmarks and a view with only land .... land marks?

 

for land only, all watre would be coloured flat ugly blue with no detail. for sea only, all land would be coloured flat ugly green with no detail. the full layover would include both.

 

Alternatively, a different icon set could be used for sea borne and land borne stuff. IE a triton/sub would be coloured cyan instead of the usual yellow. etc

Edited by Sporb
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  • 1 year later...
  • 1 year later...

If I recall correctly, the reason the light source revolved around the world rather than rotating the world was so you could watch the action at a specific location, from the point of view of a geosynchronous satellite. For this reason I am opposed to the rotating world view as it would make action hard to follow. Perhaps, as a compromise, both views could be included with a toggle button to switch between the two, and also provisions to sync your view with enemy craft you are tracking to keep them centered while you chase them down with interceptors. Ideally you would be able to lock your view onto any craft you are able to detect or any known base. That would be an improvement over the original.

 

-Deviousity

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