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Messages - oftcrash

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1
Resources / Re: Graphic Gallery
« on: February 22, 2018, 08:37:48 am »
I worked on these a couple years ago and started building out a mod. The idea was laser weapons that used power capacitors, then after elerium they would be unlimited. I have floor and hand graphics as well, I believe, if there's any interest.

2
Is it possible to actually load that page without cookies?
Since it need to approve cookies manually.

Ok figured it out. But it does not work..

Needs to many cookies and javascript anyway...

I must still be missing something. I'm getting:
Quote
Failed to parse SourceMap: https://techtreeviewer.byethost9.com/lib/backbone-min.map
I'm using Chrome on Mac. I haven't delved into the source yet, in case there's a simple solution that I'm just missing.

3
Wow, glad I found this. I was just starting to work on something a bit like this. Has anyone done anything with D3.js or similar for visualization outside the game?

4
Tools / Re: OpenXCom Modding Tools
« on: October 29, 2014, 07:48:00 pm »
Most of the code came from Falco, but then I took a few liberties so don't blame him for broken stuff :)

It searches through an entire directory structure and converts ANY GIF it finds to png, then converts any png to use the green for transparency. It then goes through any rul file it finds and changes all gif filename to png.

I've had a little more time to test things out and I've found a few issues.
  • Right now it assumes everything uses the battlescape palette. If there are graphics for the Geoscape or Base, they may get screwed up.
  • Some of the files aren't registering the transparency correctly. Some of the handobs cause the torso to disappear. Some of the bigobs have a black border around them that shows up wonky in the inventory screen
  • If rul file graphic extensions are all caps (.GIF) they won't be replaced properly.

I've had partial success though. Breach Charge, Colored Moriarty Armor, Gauss Weapons, Small Rocket all worked perfectly. Mostly working are EqualTerms, FusionTorch, GrenadeLauncher and Incendiary Grenade.

I'd be happy to try out your mod whenever you'd like.
While it is converting all the GIF files to PNG, and all PNG files to use the green for transparency, some of the files aren't converting correctly. I haven't found the pattern yet, but I'll keep futzing with it.

5
Tools / Re: OpenXCom Modding Tools
« on: October 29, 2014, 05:53:53 pm »
I messed around some more this morning and got the script working. I've converted a couple previously unplayable mods and tried them out successfully. So far just a weapon mod and an armor mod, but its a start :)

https://pastebin.com/Ye30gcak

6
Tools / Re: OpenXCom Modding Tools
« on: October 29, 2014, 03:43:01 am »
1 pixel with palette in lovely neon green.

7
Troubleshooting / Re: OS X 10.10 Yosemite Beta
« on: October 28, 2014, 11:45:07 pm »
I fired it up on on 10.10 for a few minutes - seems to work fine. I tried battlescape, started a quick game, went to base view... no problems.

My system:
Mac Mini (mid 2011)
2.5 GHz Intel Core i5
4 GB 1333 MHz DDR3
AMD Radeon HD 6630M 256 MB


8
Tools / Re: OpenXCom Modding Tools
« on: October 28, 2014, 07:40:20 pm »
Here's the battlescape palette. I fired it up in the game and it worked properly.

I also attached a sniper rifle I'm working on (works in game) you can use as a reference for the palette.

My exact timing for getting online is an estimate. It all depends on whether the kids go to sleep on time :)

9
Tools / Re: OpenXCom Modding Tools
« on: October 28, 2014, 05:42:25 pm »
I can give something a try if you'd like. I can't get on IRC until sometime after 9pm US Eastern time, but I can try something out sooner if you want to PM me (I can give you my email if that's easier). I used your scripts to convert the default game sprites to a png sheet, then brought it into photoshop and replaced the background color with the green. I also did the same with the dart rifle mod and got it working. I've created half a dozen other weapons and, my own art skill limitations aside, have them working in-game using the same process.

10
Builds & Ports / Re: OpenXcom on iOS?
« on: October 03, 2014, 06:33:50 pm »
One thing to note is that this won't be able to go into the Itunes App store. There are licensing issues involved, first from the use of the Microprose media assets, but second, because open source projects, at least GPL, are generally not accepted by Apple. OpenTTD (Transport Tycoon) ran into this, even though all the graphics and code were original. It was up for a brief time, but then pulled down and not allowed back.

11
Work In Progress / Re: Graphic problems
« on: October 01, 2014, 06:03:08 am »
Ok, I FINALLY got it working!

I had tried the full-green (00FF00 in RGB) color to replace the transparency before, but I missed the fact that photoshop wasn't properly putting it into the image. Once I unselected the transparent block from the palette in the index color conversion it showed up green and the conversion worked. (I'm not explaining it well at all, I know).

12
Work In Progress / Re: Graphic problems
« on: October 01, 2014, 05:26:58 am »
how would that explain that the ammo has a garbled weapon image as bigob in the screenshot?
could you try and test the 4 mods i made in the zip and say if one of them works?

Harpoon-1 and Harpoon-2 are both the same result (see images below).
Harpoon-3 and Harpoon-4 both cause the game to crash on launch. Harpoon-3 likely because of the GIF images, not sure about Harpoon-4.

13
Work In Progress / Re: Graphic problems
« on: September 30, 2014, 09:30:01 pm »
O-T: apparently, there are much more Mac gamers than I estimated. Before Openxcom, I never thought they existed at all. :)

There are a few of us. :)

I've created mods for OpenTTD with similar palette restrictions without any problems. I've read a few things about Mac specific graphic issues in OXC that makes me wonder if the steps I've taken don't match up for some specific reason. I posted the full mod in the first post to see if anyone else has similar issues. I think I can try it on Windows tonight, assuming the tiny humans infesting my house fall asleep at a decent time.

14
Work In Progress / Graphic problems
« on: September 30, 2014, 08:10:51 pm »
Hi there,

I've been trying do some simple graphics work. To start with, I figured I'd update one of the mods I can't get to run on my Mac to use PNG instead of GIF. So, starting with SolariusScorch's Dart Rifle Mod, I converted the graphics to a spritesheet and PNG using Falco's tools and updated the ruleset. It doesn't crash on start anymore, but the graphics are wonky. I've tried converting it in Photoshop using the battlescape palette, converting it different times and ways using Falco's tools (fix palette, convert, etc), but I'm still getting noise when it renders. I know I'm missing something that must be fairly straight forward, but I'm not sure what else to try.

Environment:
Mac OS 10.9.5
OXC version: 1.0

Any help would be appreciated.

Thanks!

15
Tools / Re: sprite tools
« on: September 12, 2014, 07:23:00 pm »
Falco, do you happen to have a public code repo? I saw that you posted some of the scripts you wrote, but I'd love to take a closer look at some of the palette fixing and conversions. I wrote my own (ugly) python script to recursively traverse a directory and convert any GIF files to PNG using Imagemagick, and then later PIL when I saw your example. It works, but I'm still having some issues with the palettes. I'd love to take a closer look at your scripts.

Thanks!


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