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Messages - robin

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31
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.22.2
« on: March 14, 2023, 09:43:11 pm »
Thanks for the feedback!
The issue is also on the PC version, I was convinced I added the language in the correct way but evidently I did not.
Will fix in the next version using the fix that you suggest, however I need some time before I'm ready to release it.
(By the way the Russian translation is not fully up to date with the latest version of the mod).

32
OXCE Bugs FIXED / Re: Vanilla civllians spawning, why?
« on: February 20, 2023, 11:02:23 pm »
Thank you a lot.

33
OXCE Bugs FIXED / Re: Vanilla civllians spawning, why?
« on: February 19, 2023, 12:05:05 pm »
Thanks
I noticed that in language strings, terrains have "MAP_" added to them, so "WAREFACTORY_SMALL" --> "MAP_WAREFACTORY_SMALL".
Maybe this screws the refNode?
Just a wild guess, I don't know it works.

34
OXCE Bugs FIXED / [FIXED] Vanilla civllians spawning, why? [OXC]
« on: February 19, 2023, 10:14:23 am »
Vanilla civilians are spawning but they should not.

Could it be because there aren't enough civilian spawn points on the map, so to fill the "16" quota it spawns regular civilians?

terrains:
  - &WAREFACTORY_SMALL
    name: WAREFACTORY_SMALL
    civilianTypes:
      - STR_CIV_SCIENTIST_M
      - STR_CIV_SCIENTIST_F
    mapDataSets: *mapDataSetsWarehouse
    [...]
  - name: WAREFACTORY_LARGE
    refNode: *WAREFACTORY_SMALL
    script: WAREFACTORY_LARGE
       
alienDeployments:
  - &STR_DROP_MISSION_LARGE
    type: STR_DROP_MISSION_LARGE
    [...]
    civilians: 16
    [...]
  - type: STR_DROP_MISSION_LARGE_INDUSTRIAL
    refNode: *STR_DROP_MISSION_LARGE
    terrains:
      - WAREHOUSE_LARGE
      - WAREFACTORY_LARGE
      - WAREMTL_LARGE

35
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.22.2
« on: January 15, 2023, 09:53:20 pm »
new version 0.22.2

36
Help / Re: Globe marker UFO icon not working correctly
« on: January 07, 2023, 09:33:31 pm »
Solved it by redoing it, starting from the png included in OXCE (I had used the png included in the XCom Files mod as a base, converted to the correct palette of course).

37
Help / [SOLVED] Globe marker UFO icon not working correctly
« on: January 07, 2023, 03:11:05 pm »
I customized the globe markers because I needed extra icons.

  - delete: GlobeMarkers
  - type: GlobeMarkers
    width: 91
    height: 7
    subX: 7
    subY: 7
    files:
      0: Resources/apoc/geo/GlobeMarkers.png

The classic UFO icon (the third from the left) flashes red/cyan instead of red/dark-red.
The color is the correct one (see attachment).

Help pls.

38
Tools / Re: OpenXCom Modding Tools
« on: January 07, 2023, 03:02:48 pm »
Many thanks!

39
Help / Re: globe textue negative id?
« on: December 11, 2022, 08:43:06 pm »
Now I understand, I was missing that fact the texture was linked to the region.
Thank you!

40
Help / globe textue negative id?
« on: December 11, 2022, 01:13:55 pm »
I don't understand the logic of the negative id texture.

Positive id is straightforward:
 - each id corresponds to a texture, in sequence as they appear in the graphic file.
 - each texture is linked to one or more terrains (which make sense).

But in case of negative id:
 - each id corresponds to what? Is it arbitrary?
 - each "texture" is linked to one or more alienDeployment instead of a terrain. However the deployment can define the terrain itself so: can I skip defining negative id textures altogether?

Likely I'm losing myself in a glass of water.
Thanks.

41
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
« on: November 09, 2022, 11:01:01 pm »
Hi wolwerin, I added your translation to the mod, but I'm not yet ready to release the new version containing it.

42
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
« on: October 25, 2022, 09:56:54 pm »
since im an xcom veteran as many, even with mods you know its hard to have the original feeling kick in ...
but this mod is an work of art, im with love with it.
you should work on the open apocalipse if not already.
Thank you for this, it brings a new feeling to old memorys,
on how xcom stole years of my life!
thanks a lot for the praise!

43
OXCE Suggestions OK / Re: [Suggestion] spacecraft not bound to cydonia.
« on: September 03, 2022, 10:19:45 am »
I think you can achieve the same result with starting conditions. I never used them so I'm not sure, but you should check them.

44
Open Feedback / Re: wrong position for personal armor arms?
« on: August 30, 2022, 10:16:45 pm »
Thanks, now I know what to do when I draft new sprites.

45
Open Feedback / wrong position for personal armor arms?
« on: August 28, 2022, 08:18:53 pm »
Purple is vanilla personal armor, red is vanilla coveralls (recolored).
The arms for the south walking animation (weaponless) seems inverted.
I checked the power armor and it matches the coveralls position, so the personal armor is the outlier.

If frames are layered on each other to draw the whole unit, the arms (presumably of the personal armor) might be rendered in the wrong order (layer order). Because the draw routine is the same.

Unless my personal armor sheet is wrong...

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