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Messages - Arthanor

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2431
Released Mods / Re: [WEAPON] Explosive bombs for Small Launcher
« on: August 04, 2014, 11:58:27 pm »
It's easy to fix it, IF your experience with modding goes beyond "unzip this and copy those files there".

When I first encountered the issue, I had no idea, removed all my mods, put them all back one by one and it disappeared, because I loaded the armory after the bomb one and it got overwritten. Then I got all confused as to why I never saw bombs.. It's just through luck that the discussion over in the other thread made me realize what was happening.

I guess Fatrat could define a 4th loadout for the aliens, but it will still be overwritten if mods are loaded "the wrong way" (or will overwrite what you did in the armory). I guess I'm starting to see the point of "mod packs": Defined individually, mods often clash with each others.

2432
Are you using linux?
I never had that problem, all sprites/anims are in and working correctly.
Well well.. I am using Linux, yes. I suspect it is giving me issues with graphics as yours is not the first mod with that kind of problem for me. I have a few weapons mods where the graphics are all over the place too. I suspect graphics in individual files are not handled well by the Linux version of OpenXCom. (At least, when using shotguns or laser weapon sprites all in one file, all works well, but the sniper rifle with many files doesn't)

@Falko: It worked!! Gazers look great now :)
I used Aldorn's sprite sheet for the anthropod with the code below and that works too!


  - type: ANTHROPOD.PCK
    width: 8704
    height: 40
    subX: 32
    subY: 40
    files:
      0: Resources/anthropod_alien/ANTHROPOD.PNG

I had a hunch of what caused the problem, but never got around to testing it. Seems like sprite sheets are much better for Linux indeed!

I just changed all the definitions for the anthropods and ran a quick battle, saw spitters of all kinds and the anthropods. I works really well now! (Those worms are DISGUSTING!)

A side comment on the spitters, the retracted spitters (I guess? The ones where it's mostly a shell on the floor) rise as naked ones when you hit them with stun weapons. Is that intended? I'm not sure what the relationship between the 3 spitters "mode" is supposed to be.

2433
Those races are really cool! I've ran quick "New battles" with them, just to see if they work, but sadly, two of them are missing body parts..

Any idea where I can find gazer and anthropod heads and torsos?

I'm using v1.0, and the 1.5a version of gazers; 1.3 version of anthropods. Thanks!

2434
Looks like you put quite some work into this! Very nice!

I just downloaded it and will give it a try in the game I'm just starting. It's nice to see some meaner sectoids, and I especially like the 4 item level compatibility (as I am using the Alien Armoury Expanded, which also has 4).

I'll let you know how it goes!

2435
Released Mods / Re: [WEAPON] Explosive bombs for Small Launcher
« on: August 04, 2014, 07:21:56 pm »
Hi gix,

I wasn't quite as polite as you and didn't ask Fatrat first, but since this game is open source, I figured it was ok to tweak things. I have posted a modified Armoury ruleset here which includes the Elerium bomb.

Enjoy!

PS. Fatrat, I hope you don't mind..! Your mod is a great idea, I thought it conflicting with another very neat mod was too unfortunate to let it pass.

2436
Work In Progress / Re: alienItemLevels help
« on: August 04, 2014, 06:24:22 pm »
AH! You guys are awesome! I just found out why the Elerium Bomb mod crashed my terror sites! If I load it after the Alien Armoury Expanded, there's an itemSets conflict (Armoury uses 4 sets, Bomb only defines 3). If I load it before, I think I've seen aliens use it (edit: No, it appears that stun bombs look exactly like real explosions..! Somehow I thought they were different) but I have not been able to pick even one up...

Solarius: Would you be interested in an update of your Armoury that includes the Elerium Bomb? I'll make one for my own use any ways and it fits well within the Armoury's intent of giving aliens more weapons.

EDIT: I just finished it and I can now run terror missions with Elerium bombs :D I have attached the Armoury ruleset with added Elerium bombs. It is basically just pasting Fatrat's code (all credits to him!) into the Alien Armoury, and referencing the resources under the Armoury Resources folder (just paste the Elerium Bomb into the Armoury's main Resources folder)

2437
I guess so.. To me it breaks the immersion of the strategic simulation that my pilot/flight controller can't do better than: "There's a UFO there!! Fly to it quickly!!" *2 seconds go by* "Oh, it's there now! Correct course!" and so on..

Whereas a simple "find intercept point between UFO at current speed and heading and interceptor at max speed" would be much more sensible and isn't hard to implement either.

2438
Work In Progress / Re: Learning to mod OpenXcom
« on: August 01, 2014, 11:47:27 pm »
That's nicely organized! I need to do sonething like that with my mod too!

Regarding overwriting items, I was speaking mostly of the compatible ammo for the sniper rifle, which is defined twice in your example (but I guess the second just adds AA ammo, but if you add a 3rd this way, you have to remember all the previous ones)

Thanks for the answers.

2439
Work In Progress / Re: Trying to make my first mod - need help
« on: August 01, 2014, 09:58:57 am »
Hi!

Welcome to the modding community!

I only took a quick look at your code, but it looks to me like there is a lot missing from the weapon entry. I guess for a grenade-type weapon (that's what it is, right?) that might be ok, I'm not sure.

Any ways, one thing that did stick out was the lack of any hand objects. In the extra sprites, you need to provide a picture that tells the game what a soldier holding this weapon will look like. They're called "HANDOBS" in the code, if I remember well. Try to provide one, maybe flesh out the definition a bit, and if it doesn't work, someone here can probably fix it!

2440
Work In Progress / Re: Learning to mod OpenXcom
« on: August 01, 2014, 06:01:27 am »
Actually, my questions were regarding Aldorn's example rule files. As they are there, each .rul would be its own ruleset, that each has to be individually turned on for the Sniper Rifle mod to work. Looking back at it though, I think he was just being organized and showing how the different sections work.

Regarding your mod, I commend you for making it modular. I think it is a good way to do it and have built mine like that as well. (inspired by the Expanded Alien Armoury, which also has both a battlescape and ufo  mod)

2441
Work In Progress / Re: [RESOURCE] Dead Civilians
« on: August 01, 2014, 05:53:49 am »
I never really checked, but if you stun a civilian (or an alien, for that matter), what drops on the floor tile?

I would love to be able to stun a civilian and carry it back in my Skyranger. No more idiot running towards aliens, or just standing there blocking a one square passage and preventing my guys from reaching the alien ready to shoot him from behind (I guess that one I could stun.. maybe with the StunRox/Tazer mod?).

2442
Nice work!

I like Aldorn's idea. Maybe, since it is already a big machine-man with most likely a bit power source, a slow firing (no auto-shoot), high power (too high an energy use for agents, but can be sustained by the Enforcer's power source) weapon could be nice?

Stats wise, I guess something around early-endgame agent stats, but stronger (lower melee accuracy to compensate?) and defensive stats better than a power/flight suit? Making it strong for a "recruit", but unable to grow further.

Sectopod-wise, have you considered the mod that makes the alien's use actual laser weaponry, like its UFOPaedia entry states? That would make them able to damage each others, if not solve the problem that aliens mostly only have plasma to shoot an XCom-Sectopod with.

2443
Soldiers and guards look awesome! And the new alien pairs? WOW!! I'll download all three and give them a run as I test my mod. When are they supposed to start showing up in the game? (My game just entered March).

2444
Work In Progress / Re: Ammo - Weapon Question
« on: August 01, 2014, 12:59:13 am »
Maybe add all 6 ammo to the AutoCannon, then create a new weapon named "AutoCannon, continued" which is researched at the start but impossible to buy or make. It would look exactly the same as the AutoCannon and use only the 3 new ammo types. The UFOPaedia page for this new weapon should go straight after the regular AutoCannon (using listOrder), the flavor text can be about new ammo and the 3 ammo types shown would be the 3 new ones.

The final result would look like a 2 page entry on autocannons which displays all 6 ammo types. Actually.. I might do that with the XCom Armoury too..!

2445
Work In Progress / Re: Learning to mod OpenXcom
« on: August 01, 2014, 12:38:39 am »
That should be stickied for sure! The learning curve is quite steep at the beginning to learn to mod, all the help is welcome! Also, with so many platforms and the 1.0 version now working, OpenXCom will likely attracj more and more players (and potential modders!).

A few questions:
1- wouldn't you have to activate all those rules files, thus making it annoying in the OpenXCom mod page?
2- don't the 2nd definitions in the items file just overwrite the first? Why not just write everything at once? (ie just define ammo types and clips once)

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