Difference between revisions of "Talk:MCD"
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Something like that... ANY suggestions welcome, but I think it's time to revamp the lot of it to show it's importance to many regulars, and leave places for overviews versus specific things. | Something like that... ANY suggestions welcome, but I think it's time to revamp the lot of it to show it's importance to many regulars, and leave places for overviews versus specific things. | ||
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+ | Edit: To answer you more specifically, Hobbes: Choose your place; a general place is fine for me. I think we should overhaul the whole structure. I think it's grown past its original little pecks and nibbles. | ||
What do the rest of you think? ---[[User:MikeTheRed|MikeTheRed]] 19:58, 18 Nov 2005 (PST) | What do the rest of you think? ---[[User:MikeTheRed|MikeTheRed]] 19:58, 18 Nov 2005 (PST) |
Revision as of 04:02, 19 November 2005
I don't understand what 'loft' means. Can anyone here explain it to me?
-Danial 05:00, 28 Oct 2005 (PDT)
Sure. a loft is an attic, or roofspace, or somewhere located high, as in a 'church loft' (which would be the bell tower)
- ETeR
And what exactly does that have to do with:
"Loft of the tile. 12 values, each referances into loftemps.dat file.
Each record is a 16x16(?) grid. Used to create a 3D map of the tile, for LOS."
-Danial 14:23, 28 Oct 2005 (PDT)
"Loft" stands for "Line Of Fire Table", or so I'd assume.
In loftemps.dat, there are a number of records, each being a 16x16 (I think) grid. Each element of the grid is either flagged on, or off. If you stack these grids one on top of the other, you have a 3D map, and the game uses this map to work out the shape of a tile.
This means that a shot aimed at the lower section of a tree is likely to miss, because the trunk is thin; but a shot aimed at the higher portion of the tree is more likely to hit, because the tree is larger there.
More specifically, if you fire a shot at a window, the bullet can go right through the gap, or it might clip the sides of the window.
That is, although X-Com looks 2D, when it comes to working out where a bullet goes, it's all processed in 3D. I assume the same goes for working out what a unit can or can't see.
- Bomb Bloke
52: Footstep sound effect.
I didn't log in because I don't have an account... yet. I looks like I was wrong on the arctic terrain, I thought it uses sand effect, but I checked it's actually normal (2).
Danial,
What do you mean by your last editing, by saying that armor of 0 means actual indestructibility?
Hobbes 19:27, 18 Nov 2005 (PST)
Another thing:
I've started writing a section on Terrain/Map Editing and the technical portion (the structure of the MCD files and so on) has been already presented here. Should I add the Terrain Editing material to this page or start a new one? Hobbes 19:39, 18 Nov 2005 (PST)
Sorry. Must have been reading a different offset. I'll delete it...
--Danial 19:52, 18 Nov 2005 (PST)
I am wondering if we might not have a major restructuring of all this stuff. Instead of first "Under the Hood", then "Game File Analysis", and then on yet another link, "Saved Games"... I think these parts warrant enough attention (at least by many wiki regulars) that they have their own link off the main page, and then something like this structure:
Overviews (right here goes overviews of everything, then:) Main Programs And Data Savegame Files Specific Directories And Files Main Programs And Data Savegame Files
Something like that... ANY suggestions welcome, but I think it's time to revamp the lot of it to show it's importance to many regulars, and leave places for overviews versus specific things.
Edit: To answer you more specifically, Hobbes: Choose your place; a general place is fine for me. I think we should overhaul the whole structure. I think it's grown past its original little pecks and nibbles.
What do the rest of you think? ---MikeTheRed 19:58, 18 Nov 2005 (PST)
Sounds spiffy. --Danial 20:01, 18 Nov 2005 (PST)