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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122859 times)

sambojin

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #300 on: September 22, 2012, 12:03:59 am »

Too difficult and annoying to implement so far. Things can see, but only on their turn. It gets too intensive CPU wise to check every move on who can see where, unless it's built into reaction fire.

It's a game, not a Doctor Who movie.

Still, this might be do-able. Low/no TU creatures that have to see you to act, easily destroyable with standard weapons, but....... Massive reaction fire percentage for them that gives a hyper-TU boost and semi-invisibilty(massive armour). If you see them, next turn they move, with a melee attack. You must seek and destroy them, or they'll be beside you next turn. Assume the "End Turn" button equals a blink.

Only way I can think of doing it.

At least I'm thinking.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #301 on: September 22, 2012, 12:28:07 am »

Sent you guys a copy of the editor. More tools forthcoming. (Others who may be interested in modding can wait until I actually put together the package--there'll be a blog post.)

I'll start with various additional modules. Three-story buildings, alien cults, maybe... that kind of thing.
Excellent. Some simple expansion of Cataclysm is an easy way to learn how it all works anyway.

Too difficult and annoying to implement so far. Things can see, but only on their turn. It gets too intensive CPU wise to check every move on who can see where, unless it's built into reaction fire.
This.

I could do it, but I'd have to build it into the core system as sambojin says, and I don't really want to do that right now because it would become a heck of a lot slower. It's on the list for possible implementation one day (I'd like to see it, too), but not now.
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #302 on: September 23, 2012, 03:10:11 pm »

To everyone that has the modder's package: use Notepad++. I, stubborn ass that I am, started with normal Notepad, but ++ is an indispensable tool. Use it ;p

EDIT:
The tabs in cataclysm_areas show up weird in Notepad++. Did you ever see this?
« Last Edit: September 23, 2012, 03:16:28 pm by Crazy Cow »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #303 on: September 23, 2012, 07:53:38 pm »

No one has it but you and sambojin, since I haven't officially announced it and it's still in prerelease ;) The next blog post will be the announcement.

You're using my copy of Notepad++, right? Are the tabs different from other .xt files? That's unlikely. If all the files show up incorrectly, are you using a fixed-width font? I included the Consolas font in the latest e-mailed pack. The manual describes how to add the font (along with other useful tips), but you've probably already seen that. Tabs should also be set at 8 spaces each to line up the columns properly, but if you're using my version that should already be set correctly (Settings > Preferences > Language Menu/Tab Settings).

Hm, we may want to move our modding/technical discussions to somewhere other than this thread so we don't bother all the people who receive notifications. I don't have an official forum yet (nor do I want one just yet), so maybe I'll set up a temporary forum? Or Google Groups? Or something else? Suggestions?


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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #304 on: September 23, 2012, 08:27:02 pm »

Skype, prehapses?

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #305 on: September 23, 2012, 08:35:03 pm »

Ideally it would be something with a persistent online presence so that multiple modders could benefit from the same information, and new modders could still reference old info.
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #306 on: September 23, 2012, 08:50:23 pm »

I'd just say GG, then, until we have an X@COM forum up.

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #307 on: September 23, 2012, 09:36:01 pm »

Yeah, a real X@COM forum won't be available for quite a while, though it'll definitely have a dedicated board for modding. For now I'll create a Google Group mailing list forum which should work nicely. At least it will once Google fixes GG--it happens to be broken right now, no new groups... Of all the times...

I'll notify everyone when the group is ready. Until then, I have to finish up the modding tools anyway.
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #308 on: September 23, 2012, 09:38:24 pm »

Until then I'll keep picking away at this one building here. I hope to take the title of First Person to Create a Third-Party Mod ;p

sambojin

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #309 on: September 24, 2012, 09:04:06 am »

Considering what my mod will be based on, and considering how much I've annoyed Kornel over the last six months, I'm all in favour of dumping it in a thread or two on Chaosforge (DoomRL's site).

Plus points:
It'll annoy Kornel.
Chaosforge has small file u/l availability on their forums.
My first mod will be a bit prequel-ish to DoomRL.
At least it's another roguelike site. With pretty good coders that hover there sometimes.

Negatives:
It might annoy Kornel wayyyyy too much.
It's off site storage.

I'm not sure what else would be easier. Should we ask him?
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forsaken1111

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #310 on: September 24, 2012, 09:09:19 am »

Who is Kornel?
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #311 on: September 24, 2012, 09:16:18 am »

That would work for your mod, but I'd like a solution that all modders could take advantage of, and it'd be weird to do all the mod talk at Chaosforge.

Google Groups is pretty nice, IMO. The r.g.r.d. newsgroup uses it, so I'm somewhat familiar with how it works, and access is controllable so we won't get spammed and whatnot. It's also nice that you can interact with it either through your existing e-mail account, or through the web portal. I want to use GG, but I'm still not yet able to create a new group--I'll take care of it soon enough.

The purpose is to communicate about the technical issues related to modding, not discuss mod features--for that you should *definitely* set up a thread for your mod over on Chaosforge, though.

Who is Kornel?
DoomRL/AliensRL dev, runs Chaosforge RL forum.
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forsaken1111

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #312 on: September 24, 2012, 09:19:37 am »

Kyzrati, it only takes a few minutes to put up a forum which would give everyone a central location for discussing your game and sharing mods. I assume you already have a hosting solution. Google Groups is a decent way to handle it but has its own issues.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #313 on: September 24, 2012, 09:22:58 am »

True, but I've been trying to avoid a full-blown forum for the time being. Just wanted a quick and dirty temporary solution to answer modder questions once, rather than answering the same questions repeatedly by email... For now this thread has been plenty good enough for the players, but I don't want to clog it up with technical modding discussions.

Edit: Mods will definitely be hosted on my server through the blog files page, of course.
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kingfisher1112

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #314 on: September 24, 2012, 09:24:53 am »

I played cataclysm. Nice, but there was a bunch o' shottie ammo and no shottie. Also rocket launchers. In a police station.
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