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Messages - guille1434

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106
Work In Progress / Re: Ammo - Weapon Question
« on: August 01, 2014, 12:31:12 am »
Aldorn: Well, I asked it here in first place because I supposed someone had made test before... You are very kind to make the testing and reporting back here! Thank you!
I just wanted to mod some bigger capacity (also heavier) ammo magazines for the Auto-Cannon, because I am focused in a mod about improved "conventional" (Firearms) X-Com weapons... As the Auto Cannon already has three ammo variants (four counting the Alien Alloys ammo present in the Final Mod Pack), in practice this modding would give us six different magazines for the weapon.

I was following the development of your modded Ufopaedia... About that nice effort: Do you know if it is possible to add new sections to the Ufopedia, or the modder can only change the existing ones and is stuck with the ten (I think) current sections present in the game? It would be nice to be able to make a "Ammunition" section of the Ufopedia where pages can be added wich shows a larger number of ammo types for a weapon (without showing the weapon itself).

LeBashar: I already thought about your approach, but I just wanted to have a light ammo magazine for the autocannon to be used by weaker soldiers, and a heavy magazine with more ammo for the stronger troops... I suppose I just can mod a "light Auto cannon" and a "haevy Auto Cannon", but I liked the concept of "ammo interchangeability"...



 

107
Work In Progress / Ammo - Weapon Question
« on: July 31, 2014, 01:47:50 am »
Anyone knows if there is a limit to the number of ammo types/magazines that can be assigned to a weapon? For example, three is the norm (HE, AP, I) and I have seen weapons with four types of associated ammo, but can be assigned a higher number of ammo types, for example six or seven? Will they be correctly shown in the Ufopedia screen? Thanks!

108
Work In Progress / Re: Skyrangers
« on: July 31, 2014, 01:43:10 am »
Aldorn: Thanks for giving us the choice to use the crafts with different carrying capacities! Well thought!

109
Work In Progress / Re: Skyrangers
« on: July 30, 2014, 07:28:08 pm »
Very nice work! I like the Skytrooper more than the Improved Skyranger that is present in the Final Mod Pack. About the skyspotter, I think it looks a little too chubby... Just my humble opinion, but I think it would look better if made longer (also improve capacity to six troopers or 2 soldiers and a HWP) and given a bigger radar radome.

Thanks for sharing!

110
Work In Progress / Re: Remastered Sounds Project (demo available!)
« on: July 30, 2014, 07:06:35 pm »
Just a question about game music: is it possible to mod the game in a way that the player can hear, for example: Tha original X-Com1 music and ALSO the X-Com2 music ina random basis? I explein further: Is the game able to randomly choose between files from a folder loaded with X-Com1 music and another one with the X-Com2 music?

I would appreciate to know more about this topic. Thanks!!!

111
Yes, Solarius, please do!  :D

112
Work In Progress / Re: [HWP/BETA] X-COM Enforcer
« on: July 28, 2014, 08:05:05 am »
Excellent work!! Thanks for sharing! 8)

113
Resources / [RESOURCES] TFTD Resources
« on: July 28, 2014, 06:04:27 am »
May be someone find this stuff useful... I foun a web page with all the sprites from X-Com2 TFTD...
the link is: https://www.spriters-resource.com/pc_computer/xcom2terrorfromthedeep/

Attached some images downloaded from there.  8)

114
Work In Progress / Re: Learning to mod OpenXcom
« on: July 28, 2014, 05:14:32 am »
Falko: Thanks for your advice. I could make it work!!  8)

Dioxine: Thanks also to you for the invaluable link. It will be very useful to me!

yrizoud: Your comment is also very valuable, and exlain a lot of thinks that were driving me almost crazy...

Thanks to all for the quick answers!!

115
Work In Progress / Learning to mod OpenXcom
« on: July 28, 2014, 12:01:32 am »
Hello!

  I am trying to learn how to mod this wonderful game, but it seems that it is not a simple affair... After playing some OpenXcom with the Final Mod Pack installed, I decided it would be nice to introduce a small quantity of content to that already very complete mod.

My first project was to modify the sniper rifle Bigobs graphic, and then, if possible, to add a Clip of explosive bullets for that weapon. As I got tired of just getting program crashes while testing the files, I am here asking for some help.

First: Is there any documentation, tutorials, modding guides, etc, about how to mod OpenXcom? If this is so, where can I get that stuff?

Second: Maybe some more experienced modder here can have a look at my little ruleset file, and tell me where the mistake is. One thing that could point to something important: When I load the ruleset with the "handsprite: 136" line, the game crashes after loading the battlescape, past the inventory screen, then opens the battlescape proper, and when the program is auto-saving, it crashes. If I suppress that line, the game runs smoothly, till the moment the soldier who carries the Sniper Rifle is about to fire... When I give the fire order, the game immediately cashes...

Can anybody help me?

Thanks!

PS: By the way, just in case someone wants to use the "new" Sniper Rifle graphic, I am attaching it here. I decided to make this new file because, to my taste, the graphic included in the Final Mod Pack looked a little "plain-grey" to me.

116
Wouldn't be nice to add also the infamous Biodrone from TFTD for the Alien team?  8)

117
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: July 27, 2014, 01:09:38 am »
Success! I managed to use Aseprite software to my purpose! Here is the result: Explosive bullets for the Sniper rifle!  8) I finally could add a correctly shown image in the game screens!
I am working in a small Add-on mod to be used with the Final Mod Pack, and this item will be a part of it!

Thanks to all for the help!

118
Some very nice ideas here! Congratulations! By t he way, I was trying to add a Tank Autocannon (HE ammo same as the infantry Auto Cannon, auto fire) but could not figure how to it correctly...  >:(

119
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 26, 2014, 12:58:57 am »
Solarius: Thanks for your answers! I also hope the possibility of making two weapon tanks be enabled sometime in the future...
You are THE MAN! Thanks again for your excellent and undoubtely hard job! I am slowly making an "Add-on" mod for the FMP adding some little things I would like to give my X-Com Special Forces!!  8)

120
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 25, 2014, 07:47:51 pm »
About tanks.... This is a question for the more (than me) knowledgeable modders here: Would it be possible to mod a tank with TWO weapon systems (just like a soldier holding a weapon in each hand)? For example a tank with a large calibre cannon (with just aimed/snap fire capacity) AND a smaller caliber autocannon with auto fire and less powerful ammo. What do you think? Someone tested that concept? Thanks! (Or may be... Tanks!)  8)

By the way: I would like to give a million thanks to the author(s) of this super-mod, because is completely fantastic, and also is very alive and kicking with frequent updates! It rocks!!  ;D

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