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Messages - harry

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1
Work In Progress / Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
« on: October 07, 2014, 01:26:19 am »
Well, my thinking about this unit design was for a rear line support unit [...] Indeed I first thought about installing a Smoke launcher as a secondary weapon

I actually did just that with my sectopod mod.
https://openxcom.org/forum/index.php?topic=1627.15

The blue sectopod provide artillery support by shooting in arc avoiding the terrain and the smoke grenades disrupt the enemies line of sight.


As for dual weapons, I will dissect some code and figure out how to add another weapon.

I think tracked HWP could use a MG as a secondary weapon.
But hovertanks can detect aliens from far away so I'm not sure such a weapon would be really useful for them.
Right now, I'm wondering if using smoke grenades for the sectopods is sound.

Instead I'll check if I can make them kick/stomp the aliens getting too close.

2
Released Mods / Re: [HWP] Sectopod HWP OpenXCOM
« on: September 28, 2014, 03:17:20 am »
Love this mod so much  8)

thank you, and I think I finally managed to get the mod I wanted in that last update.

3
Work In Progress / Re: Two weapon HWP
« on: September 27, 2014, 12:37:45 am »
For some reason, I can't make the secondary weapon use separate limited ammunition.

Anyone tried or succeeded before ?

4
Released Mods / Re: [HWP] Sectopod HWP OpenXCOM
« on: September 23, 2014, 08:11:16 pm »
I updated the mod but I'm still struggling to make the HWP secondary weapon use ammunition.
but I can make ammo for the primary.

If anyone succeeded please let me know.

5
Work In Progress / Re: The new "dual-wielding" HWPs and OXC closing up
« on: September 22, 2014, 03:18:14 pm »
Did a (very) quick check and seems the problem is elsewhere. Usually when the game closes up it's about graphics, but there shouldn't be anything wrong with my assets.

Maybe, but check the sprites you're using.
bigSprite, floorSprite, handSprite.


I'm having problems with the secondary weapon for HWP as well, so test your HWP with unlimited ammo first.

For me, if I put a weapon with infinite ammo as primary and secondary then everything works.

But if I put a weapon with finite ammo as secondary, the ammo is never loaded.
And if I put it as primary, the weapon is reloaded but the stock in store never goes down.

6
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: April 14, 2014, 02:42:00 pm »
sounds to me like one or more of the map blocks cause problems

Further info, the terror mission crash only if I'm using a lightning or an avenger.
The skyranger and a mod added skyranger don't crash the map.

I deactivated the alloy craft mod and tried a new battle mission with an avenger but the problem remains.

So there is something wrong about the lightning and avenger in my game setup.
But the thing is I don't remember using a mod for the lightning or the avenger...

7
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: April 14, 2014, 04:26:33 am »
I'm not sure if it's this mod or the latest nightly build as of right now, but I cannot get into a terror mission in New Battle on the main menu. The game will CTD without an error window.

It is the opposite for me.

New Battle works with those maps but OXCom crashes before starting a terror mission during a campaign.

I only noticed a warning "[WARN]   yaml-cpp: error at line 0, column 0: bad file" in the log.

8
Work In Progress / Re: shape charge explosive
« on: November 11, 2013, 01:05:41 am »
I didn't see the blastradius reference in your item ruleset, you might want to test it.

blastRadius    Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type.    default -1 

9
Released Mods / Re: Sectopod HWP OXCOM0.9
« on: October 17, 2013, 01:17:41 am »
I updated the requirement to build a sectopod, you'll need to have a sectopod corpse now.

And I also like the idea of a second weapon for tanks ie a smoke dispenser with 4 charges.
I'm not quite sure how do it with a ruleset.

it actually required TWO sectopod corpses as i recall...

Guess I didn't read that part of your ruleset. :)

10
Released Mods / Re: Sectopod HWP OXCOM0.9
« on: October 15, 2013, 07:33:37 pm »
Mod updated.

Delete the HWP directory in OpenXcom\DATA\Resources

Then extract the new zip to (.\OpenXcom\)

@luke83
I'll have a look.

No promises, I'm not quite familiar with rulesets.

11
Released Mods / [HWP] Sectopod HWP V6 OpenXCOM
« on: October 14, 2013, 04:22:13 am »
Hello, after seeing luke83's recoloured Sectopod and the ingame pics of Warboy1982, I was impatient to try them.

I guess I wasn't patient enough and I decided to add them myself in OXCom 0.9.
How hard could it be? All the hard work has already been done, it was just a matter of making a ruleset.

So here's the updated mod, I hope it will spare some people the headaches I gave myself...

***********Update***********

Alright, considering its looks, I put a rocket launcher on the  blue sectopod.
And I recoloured a standard sectopod to differentiate the laser/plasma versions.

I also added a smoke dispenser with 6 smoke cans.

The rocket is slightly less powerful than a hwp fusion ball but has a small blast radius, so it's quite nice if you want to spare civilians or aliens artifacts.
and I like the arc shots, you can shoot above the terrain.

delete the HWP.rul in data/ruleset and the HWP folder in data/ressources, I have updated the filepath and the graphic. (thanks to falko's python skills)


USE THE LATEST NIGHTLY.


It should be balanced and bug free.
Don't hesitate to give advice.

sectopod quick fix:
I forgot to put some sprites for the inventory.
reduce TU and increase reaction time.
now working secondary weapon ammo.

Quote
HWP v6 mod for OpenXcom

Description:

This addon includes
Hovertank/Laser
Sectopod/Laser
Sectopod/Plasma
Sectopod/Rocket

The sectopods have a secondary weapon, a smoke pellets dispenser.
The pellets are buyable.


research needed

Elerium-115, New Fighter Craft
Sectopod Construction (requires a sectopod corpse and sectopod autopsy)

Laser, Plasma Cannon
Blaster/Launcher, Blaster Bomb


manufacture

alloys, elerium and a sectopod corpse

Installation:
Extract to your data folder (.\OpenXcom\Data)

and activate the mod "SECTOPOD_HWP" within the game option.


Credits:
Warboy1982
luke83
Falko

12
Translations / Re: French Translation
« on: October 24, 2012, 11:17:19 pm »
I fixed v0.55 errors, inconsistencies (especially with accentuated upper cases) and some general awkwardnesses.

I found a few times some ".  " were changed into ". ".

13
Translations / Re: French Translation
« on: October 19, 2012, 01:08:55 am »
If you wanna help, shouldn't you cooperate with powerarc80 instead of starting from scratch?

I started to work on the translation by fixing/improving over powerarc80's v0.45.

So it was far from scratch.


Anyway, the .lng you posted has still some awkwardness and anglicisms in it.
Because the original Microprose translation was filled with both.


But I'd like to know what  powerarc80 thinks about this version.

14
Translations / Re: French Translation
« on: October 18, 2012, 04:35:15 pm »
Having playing the old "French" version of Xcom for years, I've decided to take a stab at fixing the translation for openxcom.

Sorry to barge in like that, but after reading the last v0.50 translation I realized that I had to help.

To see "rifle" still mistranslated into "revolver" instead of "fusil" after all these years...


I'll use english.lng from: 17/10/2012.

*edit*

I don't think I screwed up the format.

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