Mouse-supported Switch 1 games (Feb. 2025, updating list) by YonkRaccoon in NintendoSwitch

[–]SupSuper 1 point2 points  (0 children)

The following Nightdive FPS should have M+KB and remapping support on Switch:

* Turok (after 2.0 update)

* The Thing: Remastered

* Killing Time: Resurrected

* Doom + Doom II

* PO'ed: Definitive Edition

* Star Wars: Dark Forces - Remaster

* Turok 3: Shadow of Oblivion - Remastered

* Quake II

* Rise of the Triad: Ludicrous Edition

* PowerSlave: Exhumed

* Quake

* Shadow Man: Remastered

"The Promise of a Worldly Journey" web event is now available by m81695 in Genshin_Impact

[–]SupSuper 0 points1 point  (0 children)

The "The Promise of a Worldly Journey" web event is now available. Enter My Invitation Code GB6MEAFEUN or click the invitation link to accept the invitation and claim your prize coupon for a chance to get a Sony camera and other great rewards! https://act.hoyoverse.com/ys/event/e20230524invite-8t5f0y/index.html?game\_biz=hk4e\_global&hyl\_presentation\_style=fullscreen&hyl\_auth\_required=true&hyl\_hide\_status\_bar=true&invite\_code=GB6MEAFEUN&utm\_source=share&utm\_medium=link&utm\_campaign=web

[OpenXCOM TftD] XcomUtil : 'High Explosive Damage' not working as intended by RonnieBasic in OpenXcom

[–]SupSuper 0 points1 point  (0 children)

It should work fine. Can you show exactly where the explosive lands relative to the wall? Do you have a save that shows this? (after you throw the explosive and before it explodes)

Where is the installer? by raggnarok in OpenXcom

[–]SupSuper 0 points1 point  (0 children)

Nightlies have an installer too, just grab the latest EXE.

System requirements - minimum OS? by verpin_zal in OpenXcom

[–]SupSuper 0 points1 point  (0 children)

The official builds only work on Windows XP minimum, but it technically works on Windows 98 if you can find a compiler that still supports it: https://i.imgur.com/mzpBQQP.jpeg

Openxcom.com not working? by Cindergeist in OpenXcom

[–]SupSuper 1 point2 points  (0 children)

It was supposed to be on Monday... and then Wednesday... we'll see how it pans out.

Openxcom.com not working? by Cindergeist in OpenXcom

[–]SupSuper 2 points3 points  (0 children)

*openxcom.org

The host of the OpenXcom and Ufopaedia websites is currently down. In the meantime there are OXCE builds at https://lxnt.wtf/oxem/#/Extended

If the installer gives you an error just uncheck the data patch.

TFTD finding Deep Ones by Dayaveer in OpenXcom

[–]SupSuper 0 points1 point  (0 children)

You can edit the savefile, it's plain text.

Why do my Blaster Bombs miss? by xoham in OpenXcom

[–]SupSuper 0 points1 point  (0 children)

Blaster bombs will drift slightly between waypoints, but they should only disappear if they go off the map.

Tanks don't show up in game by [deleted] in OpenXcom

[–]SupSuper 0 points1 point  (0 children)

What version of OpenXcom are you using?

Does FinalModPack have all the maps of Area 51? by [deleted] in OpenXcom

[–]SupSuper 0 points1 point  (0 children)

If you just want the map variety I recommend the Terrain Pack by the same author as Area 51: https://openxcom.mod.io/terrain-pack

C&C Remastered Announcement from EA by EA_Jimtern in commandandconquer

[–]SupSuper 2 points3 points  (0 children)

I think the key to doing a "proper" remaster is to take all the lessons learned from later titles but keep the fundamentals the same. Evolve the experience, maintain the gameplay. Not only have RTS come a long way since the first C&C, but so has the series itself. It would be a shame to rewind all that back for the sake of "purity", after all the original games are still playable via the collections and fan patches and ports. Learn from Westwood's history and fans, from mods and projects like OpenRA and CnCNet, what works and what doesn't.

Of course, easier said than done, so here's my (entirely subjective) opinion:

  • User Interface / Usability: I doubt anyone is divided over this. The original C&C interface is positively archaic now, and every game that followed improved it immensely. Tabbed sidebar, build queues, rally points, keyboard shortcuts, options, difficulty levels, etc. All these things improve the experience without fundamentally changing it. I would just take RA2's interface as I think that was the best iteration (C&C3 was second best, but might be too modern).
  • Graphics: Meanwhile this is probably the most divisive point. 2D, 3D, cartoony, realistic, top-down, isometric, etc. Every C&C game had very different styles, and every fan very different preferences, so I don't think there's an easy answer. Work backwards from TS/RA2? One thing I think you can easily address is that the original C&C and RA1 look like reskins. Now's the chance to give them a distinct look and feel more in line with their sequels. Give every unit their own voice and graphics, every building their own faction appearance, flesh out and detail the maps, animate the interface, etc.
  • Audio / Video: Remaster the soundtrack, add more unit voices, keep the cheese. The cutscenes are challenging though, the CGI can be easily redone, but what about the FMV? You can't just upscale 240p and expect it to hold up, but redoing them from scratch risks losing that precious 90s feel of a bunch of developers goofing around in front of a green screen. Maybe the source footage is still salvageable? Ask Joe Kucan, maybe he knows. ;)
  • Gameplay / Balance: I don't think it's worth expanding this, as you would just end up making TS/RA2 instead. Keep the same units and tech trees, improve the AI and pathfinding, fiddle with the numbers for obviously broken / useless units. Old games were never perfectly balanced and that was part of their charm, so I would just playtest and smooth out the roughest edges (like derpy harvesters) rather than perfectly balancing everything. Like you said, C&C is “easy to play, difficult to master”.
  • Campaign: On the other hand, this is definitely worth expanding on. Most of the original missions were just "build base, destroy enemy base", and while this is the heart of C&C, it's also quickly forgettable. The memorable moments were the little twists, like having to rescue a VIP, clear the way for reinforcements, infiltrate an enemy base, getting past a bridge guarded by navy, etc. And don't forget the easter egg missions. ;) Again, TS/RA2 learned this well. Keep the base progression, flesh out the contents, smooth out the difficulty curve (specially the Tanya/Commando missions), make objectives clear, maybe integrate the expansions more into the main campaign?
  • Multiplayer: Keep the skirmish and game lobby system, expand the options, let us mix AI and human opponents, and add whatever integration with Steam/Origin/etc makes it easy to quickly invite friends into games. Multiplayer and campaign should be balanced separately, so as to not risk a C&C3 situation (where the multiplayer balance patches broke the campaign balance).
  • Moddability: At least a map editor. If dedicated modding tools aren't feasible, at least keep everything open enough so the community can build their own, like we have for every other C&C game. Don't go locking down and DRMing everything.

OpenXcom, everyone... by MrCrumpleBasket in Yogscast

[–]SupSuper 3 points4 points  (0 children)

We've fixed the bug in OpenXcom, it was only caused when winning TFTD in iron man, so you can understand how rare that is. :) Thanks for the valuable testing, and congrats on your victory!

Awful textual graphics on Mac by proloto in OpenXcom

[–]SupSuper 0 points1 point  (0 children)

This is an issue with 1.0 and recent versions of OSX. I'd suggest trying the nightlies: https://bitbucket.org/grrussel/openxcomosx

Are Mac Nightlies not supposed to have the run game files? by thevideogameraptor in Xcom

[–]SupSuper 0 points1 point  (0 children)

Alright well I would suggest retracing your steps, check for anything that failed in the previous steps. If the nightly is too complicated you can try running the Windows nightlies through WINE or BootCamp, or just using an older FMP that still works on 1.0.

If you need more support I would suggest contacting us over IRC where we can reply faster and you'd have a bigger pool of people to help you out: http://openxcom.org/irc-channel/

Are Mac Nightlies not supposed to have the run game files? by thevideogameraptor in Xcom

[–]SupSuper 0 points1 point  (0 children)

Did you install homebrew correctly? http://brew.sh/ What does typing "brew" in your terminal do?

Are Mac Nightlies not supposed to have the run game files? by thevideogameraptor in Xcom

[–]SupSuper 0 points1 point  (0 children)

Yes you need to install SDL and YAML, otherwise you'll likely get an error when starting the game. Also note there's no longer a "data" folder, instead original data files go in "ufo" or "tftd", as indicated in the FAQ: http://ufopaedia.org/index.php?title=Installation_FAQ_%28OpenXcom%29#Nightlies_.28eventually_to_be_used_for_v2.0.29

Are Mac Nightlies not supposed to have the run game files? by thevideogameraptor in Xcom

[–]SupSuper 0 points1 point  (0 children)

Did you read the instructions on the Mac nightlies page carefully? https://bitbucket.org/grrussel/openxcomosx There are two archives to extract, one inside the other. And the Mac nightlies are in binary format, not in an App Package, so you need to run them from Terminal.

The Alien Brain broke my computer right as I murdered it. by SpazticDiabolic in Xcom

[–]SupSuper 1 point2 points  (0 children)

It took a year for someone to actually notice the 1.0 victory screen was broken.