OpenXcom Forum
Modding => Released Mods => The X-Com Files => Topic started by: krautbernd on May 24, 2020, 03:48:28 pm
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After trying them out in-game, they seem kind of large for simply being standard police-issue handcuffs. IRL handcuffs normally have smaller footprint than a normal-sized handgun since they can be folded and holstered (https://www.google.com/search?q=handcuffs+holster&source=lnms&tbm=isch).
I've cobbled together a quick-and-dirty replacement sprite and changed the size from 2x1 to 1x1 for both the normal and the tritanium cuffs. Let me know if there are any problems with the mod if decide you try it out.
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I'm not against the concept, but... sorry, no disrespect intended, but this graphic doesn't look like anything recognizable to me.
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Well excuse me, but it's kind of hard to work with 16x16 pixels. If you check the google link and squint your eyes real hard you might notice a passing resemblence to handcuffs in a belt holster. Usually worn by police or security. The point is that handcuffs can be folded to reduce their size.
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Well excuse me, but it's kind of hard to work with 16x16 pixels. If you check the google link and squint your eyes real hard you might notice a passing resemblence to handcuffs in a belt holster. Usually worn by police or security. The point is that handcuffs can be folded to reduce their size.
Yes, it's just... this object looks like some alien sphere, not handcuffs, folded or not.
I appreciate the idea and the effort, and I know very well how hard it is to draw a 16x16 object which is more complex than a grenade, but we need to keep the visuals clear and easily recognizable. And also, I don't think having 1x2 handcuffs is an actual issue.
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Depends on what other items your agents are carrying. Medi-Kit, tazer/tazer-pistol, knife, ammo, grenades...and i thought the handcuffs looked more like shackles tbh ::)
Like i said, it's a quick-and-dirty sprite job, I just thought I'd upload the submod i case people beside myself are looking for a more "tactical" option :P
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Sure, let's see what people say :)
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Damn yes, I also think that handcuffs take up too much space.
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Yes, it's just... this object looks like some alien sphere, not handcuffs, folded or not.
Here is my attempt, see if it is better.
In case of tritanium, it would be just a matter of hues shifting it to teal.
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Here is my attempt, see if it is better.
In case of tritanium, it would be just a matter of hues shifting it to teal.
Yeah, this looks like something I can recognize.
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Another idea is making it 2x1 instead of 1x2, since the vertical orientation naturally takes up more expensive suit "real estate" like the belt, QD, or backpack.
Alternatively, Perhaps a bundle of say, 3 zipties that are less efficient, cheap as dirt, but ineffective?
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I like the small ones! Cold be brought in the infamous non-retrearing missions!
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If not compact 1x1 then rotated! Also, handcuffs do not seem to be reusable, is this ok?
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No other way to implement them script-wise last I heard.
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Solarius, please turn the handcuffs over. It's damn inconvenient when they occupy such important slots on the belt
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Solarius, please turn the handcuffs over. It's damn inconvenient when they occupy such important slots on the belt
I experimented with it before, but IMO they don't look good horizontally.
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What programs do you use for making stuff in general for OpenXCOM/ XCOM in general ?.
I been thinking about dipping my toe in modding of this mod to add new weapons, armours etc... things like molotovs, pipe bombs (as early game grenades), more WW2 weapons, acid grenades, new types of ammo like hollow points for blackops weapons.
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What programs do you use for making stuff in general for OpenXCOM/ XCOM in general ?.
I been thinking about dipping my toe in modding of this mod to add new weapons, armours etc... things like molotovs, pipe bombs (as early game grenades), more WW2 weapons, acid grenades, new types of ammo like hollow points for blackops weapons.
For coding, just a text editor. Mostly EditPad, but most people use Notepad++ or VS Code (which has an OXC/OXCE plugin for validation). But really, anything more reliable than the Windows Notepad will do.
For graphics, it's important to have something that preserves palettes. Aseprite and Photoshop work well. GIMP should work too, but is tricky to set up properly.
For sounds, I use Audacity.
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For the text part:
You can always join the dark side and learn vim. It is hard to quit, though. 8)
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For the text part:
You can always join the dark side and learn vim. It is hard to quit, though. 8)
Nah, i am not really interested in to making revolutionary coding and scripting, just more of what already exists that i can base my work on. Given that different ammo types do exist in the base game, adding a new clip that simply does more flat damage but takes bigger damage cut from armor and here be hollow point rounds seems simple enough. Not sure if i can make it do more bleeding procs or even make like rounds specially made for causing massive bleeding effects to wear living enemies down overtime. But i guess i will figure it out what is possible, and mainly what is possible for a complete newbie...
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How about this?
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That's very beautiful
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Made it a submod.
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They say only a cow never changes its opinion... Cuffs are officially 1x1 now :)
I have used Chronocide Commando's graphics. Thanks man.
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Cuffs are officially 1x1 now :)
Yay ;D