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Messages - CanadianBeaver

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151
OXCE Suggestions DONE / Re: Multiple inventory templates
« on: August 19, 2016, 06:30:48 pm »
ivandogovich, I ask about openXcom, not about forks, because only OpenXcom 1.0 works on Linux without problems. I am so sorry, but I have no idea how OpenXcom nightly and forks of OpenXcom can be compiled on Linux and I do not want to waste time on it. For example, there is a repository of OpenXcom nightly for ubuntu, but it do not work on virtualized ubuntu (I think it depends on video driver) and I think it does not work on Debian.  Also, I am afraid that no one is interested in OpenXcom forks on Linux.

152
Suggestions / Re: Sorting items on soldier's inventory screen
« on: August 19, 2016, 05:37:30 pm »
Empty slots are not important, because it is better that struck eyes. Unfortunately, I don't know c++.

154
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 13, 2016, 04:54:52 pm »
Also, WTF? A licence discussion? :o

GPL licence has been abandoned. Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International will be implemented together with a warning about requirement a purchased vanilla version of the original UFO: Enemy Unknown.

155
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 13, 2016, 12:54:17 am »
Maybe a laser machine/mini gun to offset the lack of auto shot with the other laser weapons instead?

It can be a good idea. But the heavy laser was turned into shotgun especially for that situation. 

156
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 13, 2016, 12:46:59 am »
Kjotleik, thank you for your message. I agree with you about licenses. I have been studying this subject since Monday. I thought that GPL is so perfect for each situations, but now I see the one small problem. How you wrote: accept payment for selling. Other kinds of licenses are even worse with the exception of Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International. I found out that this license can be better for the Awesome Guns modification. I am still thinking about Creative Commons instead of GPL  and I will decide as soon as possible. Sounds great?

157
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 12, 2016, 08:32:38 pm »
The new animation for silacoid attack has been implemented today. Please share your impressions.
   

158
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 12, 2016, 07:02:08 am »
Thank you Meridian for understanding.

--- posts merged. Please don't double-post - Solarius Scorch ---

What's up fellow Canuck! Great work with this mod; I really enjoy the conceptual tweak (I.e. overheating) that you introduce with the laser weapons. Have you ever considered adding a laser sniper rifle to your mod? I think it would add a nice compliment to the current offerings, that being having a long range, high TU laser option- you know, to really "reach out and touch" some E.Ts  ;D.

Thank you for being interested in Awesome Guns modification and thank you for sharing your ideas.

Implementation of the Sniper Laser Rifle is not a problem. But the Sniper Laser Rifle involves some problems. let me explain the situation.

1. Awesome Guns modification introduce three sniper rifles. The first sniper rifle is available from the beginning. Thunderbolt can be investigated quickly, but it is convenient to use since the middle of the game. Railgun can be discovered near the end of the game.
2. The Idea of sniper rifles in the Awesome Guns modification are: limit ammunition (Thunderbolt has just 2 bullets, Railgun just one) and long time for shot (more than 90%).
3. In general, all sniper rifles have the great accuracy. I am thinking about decreasing accuracy.

Let's see what is the situation with Laser Sniper Rifle.
1. The Laser Sniper Rifle will be discovered approximately in the middle of the game and will rival with two sniper rifles.
2. Idea of Laser weapons in the Awesome Guns modifications are: unlimited ammunition and great accuracy. The weakness is: overheating, therefore there is no auto shot. Also, the laser weapons are a little lighter in weight.

How we can see, if the Sniper Rifle is introduced in the Awesome Guns modification, then it will not involve its weakness and will realize all strengths. I really want to expand the laser arsenal, but I am afraid that it will implement unbalancing in the game. I wonder, if you have any ideas.

PS: You live in the 6ix, aren't you?

159
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 11, 2016, 10:26:02 pm »
It's a good thought, but in this particular case I don't think the updates are likely to cause you problems. Many older mods function just fine with the latest OpenXcom, and any more recent mods that don't work with older versions are probably using features that hadn't been released then. The solution for anyone having difficulty running a newer mod is to update their OpenXcom, which shouldn't affect their mods much.

I think you are right. I am researching the situation and I think that the difference between nightly version and 1.0 is small. How said Sputnik - AwesomeGuns modification works on the nightly version, except the cities on the globe. His experience told us that the chance of adaptation Awesome Guns modification on nightly version is very high. I will try to do it for both versions of the OpenXcom game.


160
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: August 11, 2016, 08:05:01 pm »
This might save you some time. It's all the game palettes (Battlescape, Geoscape, UFOPaedia and Basescape) in .pal format. You can import those for GIMP.

Unfortunately, GIMP do not import transparent background from .pal palettes. Therefore, GIMP palettes will be shifted by 1 color after imports. I took palettes from message #3 and corrected they after import. The .gpl files in the my message are the original GIMP palette files.

Remarks: GIMP will cut and will compact colors in the indexed .png file, but will not compact (just cuts) in the .gif files.

161
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: August 11, 2016, 06:35:29 pm »
GIMP palettes for BattleScape and Ufopaedia are here. Zero index is used for transparent background (lime color in the palettes).

162
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 11, 2016, 04:24:28 pm »
Solarius Scorch thank you for your message. I understand, that OpenXcom 1.0 is not a stable release. It is an unchanged release. "unchanged release" gives the possibility to make modifications that work without redesign and testing each day when new nightly version of OpenXcom is appearing. One of the main idea of Awesome Guns modification is stability. I keep observing the situation with mods for nightly version and if the situation be more comfortable I will think about adaptation.

--- posts merged - Solarius Scorch ---

It has been bothering me that you have the laser pistol and heavy laser redesigned a bit, while the laser rifle is only a recolor.

So....I altered it.
I only changed the bigob file. I made sure the yellow parts were in places that would match the existing handobs and floorob files. Let me know what you think!

Credits:
Murmur - recolored the laser rifle
CanadianBeaver - redesigned the laser pistol and heavy laser
The Reaver of Darkness - redesigned the laser rifle based loosely on the heavy laser redesign

Thank you for sharing your idea. If you ask me, I think that the default relief (outlines) of Laser Rifle image is OK. But after your proposal, I see that the default image has a little problem. I think the image of Laser Rifle should be changed exactly in this place.

163
Work In Progress / Re: How to improve the Laser weapon
« on: August 11, 2016, 03:21:07 pm »
hellrazor, I have listened your point, but your behavior is very rude. I ask you to be politely.

164
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 11, 2016, 06:37:36 am »
I would like to announce that additional modifications have been changed:

I wish you a good time.

165
Work In Progress / Re: How to improve the Laser weapon
« on: August 11, 2016, 02:32:34 am »
The Reaver of Darkness, thank you for your remark. May I ask you to explain your point much more?
that license asserts that other people can accept payment for distributing your works.

Ok, let other people do it. I cannot see the problem.

X-Com: Enemy Unknown is a licensed and protected product, your freedoms extend only to the capacity to make alterations to it

Exactly, I do not distribute the X-Com: Enemy Unknown. I distribute only my alterations.

and offer these alterations to people who own a licensed copy of the game

Of course, people should have a licensed copy of the game.

and you cannot transfer funds in any way relating to your works on the protected product.

I'm afraid I did not understand, but anyway I do not have any commercial plans.

Bottom line: "You can't put it under the GPL" - can you explain why not?

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