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Messages - Aldorn

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1
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: October 01, 2020, 11:22:27 am »
It will take me days even weeks to discover all of that, but it's the price to pay for the amazing job you did all here

I already found the release notes (since the merge of OXCE and OXCE+)  ::)

2
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: September 30, 2020, 09:18:24 pm »
Hi all,

Back after 5 years, OMG  :o

I should not be here as often as in the past, but... what a GREAT JOB !!!

Many thanks to Meridian (and other) for all this amazing features, improvements, capabilities, etc.

Congrats to Solar to be so resilient !

And I'm forced to mention SupSuper and Warboy, whithout them nothing of that would exist : this game project is clearly the best all over the world  ::)


Hum... Just back, and already a SUGGESTION lol : what about moving [Documentation] threads in a specific theme "DOCUMENTATION"

OMG so much to read, I had a look at the [Done]

And also congrats for documenting, very wise and very helpful initiative

So many new features as soldier classes, a total 40K conversion, a new mod web site. Even possibilities to write scripts. Will have to learn how to, but should made easy thanks to all these nice [Documentation] threads

Congratulations and Thanks for all of this  :D

3
Damn, that's a tricky one.. I never play with HWPs (this new module is an attempt to make them more interesting for myself, mostly) so I never noticed that.

I have no knowledge of how to make maps, these were created by Aldorn for me. I will try to get a hold on him and see if he can fix it. If not, I don't know what to do. I can't even run MapView (although that might be the incentive I need to finally figure out if it's possible on Linux).

My apologies! The only way to make it work for now is to hack the ruleset and give your tank hovering capabilities by changing the movement type... :/ Not great.
Sorry to up this old topic, but I found a solution to fix the ramp issue making tanks not able to exit new crafts
Check here for related hint

4
I found a way to fix issue that made tanks unable to exit provided new crafts
It only happens in case you do not want to replace Skyranger but one of them, but add one (or more) new crafts
If so, it involves to rename MAP and RMP (as PLANE.MAP and PLANE.RMP are already used for vanilla Skyranger)

Let's say: MYNEWPLANE.MAP and MYNEWPLANE.RMP
In this case, we have to fix also bug coming from vanilla SKYRANGER for this new craft. To do so, just add a ruleset file with following contents
Spoiler:
MCDPatches:
# pathFinding Hacks.
# bigWall 1 = regular bigwall, no movement allowed.
# bigWall 2 = can walk by north-east/south-west
# bigWall 3 = can walk by north-west/south-east
# bigWall 4 = acts as west wall
# bigWall 5 = acts as north wall
# bigWall 6 = acts as east wall
# bigWall 7 = acts as south wall
# bigWall 8 = acts as east and south wall
  - type: MYNEWSKYRANGER
    data:
      - MCDIndex: 62
        bigWall: 0

PS: all theses crafts work correctly as long as their MAP and RMP files are named "PLANE" (and declared as well in ruleset files under Skyranger nodes), as in this case, the standard xcom1 MCDPatch will be applied

EDIT: Mensch, there is still an issue, as tank is able to exit craft but cannot get back into it (it succeeds climbing the ramp, but seems to be unable to find the path after that). I made some attempts to patch it but I failed

EDIT2: I have it... Issue is only for smaller versions, and it is due to rear wheels placed under craft entrance. For some reason, it is not possible to find a way above these wheels, so the solution is to move these wheels aside, as for vanilla skyranger (and for provided longer versions)

EDIT3: finally, I updated zip in header message to V0.3
Done :
- move wheels aside for smaller versions SkySpotter and SkyWatcher
- update ruleset in order to use vanilla PLANE terrain files, so that MCDPatch has not to be defined for each version (as already defined for PLANE in standard/xcom1)
- remove TERRAIN files as not necessary anymore (will used PLANE.MCD, PLANE.PCK, PLANE.TAB)


5
Open Feedback / Re: Bug
« on: July 09, 2015, 09:27:02 pm »
Do you mean it is true in any case, any version of OXC, or do you have this problem with some specific mods and specific version of OXC ?

6
Open Feedback / Re: Crash when starting a terror mission
« on: July 09, 2015, 09:12:11 pm »
And check if you have many "user" folders, I mean for example one inside your directory structure, and an obsolete one hidden in "MyDocuments" (in case your OS is Windows)


7
Programming / Re: Nightly Downloader
« on: July 09, 2015, 09:08:56 pm »
Very interesting dude  :)

8
I think it was simple at the beginning, but as we, modders, are always asking more and more possibilities, it became complex  ;)

9
Troubleshooting / Re: Graphics overlap
« on: July 07, 2015, 12:03:41 am »
Just made a test, it doesn't fix it from my side, but wait for Arthanor to confirm

10
It depends if you want to install the V1.0 (-> data folder) or last nightly build (-> new directory structure)

It depends also on mods you want to install

I think (but I am not the best to give you an advice on this, as I'm back after a year) you should install the V1.0, as most of mods should be compliant, or propose a version compliant with V1.0

So, my advice is : as first step, keep it simple, install V1.0 (data folder) and check if it works

11
Did you have a look at this ?

Are you sure to have the right version of original XCOM (better is to buy it on steam for example, for only 5€...) ?



12
Tools / Re: Applying palettes in gimp
« on: July 06, 2015, 07:31:42 pm »
To fix such image in Grafx2 :
(Grafx2 keeps two documents open at the same time. The one you see is called the "main page", and the hidden is called the "spare page")
Before starting :

Putting the colors in the right indices
  • Open the image that you want to fix
  • Use the magnifier then mouse wheel to see a larger part of the image, you'll need it.
  • Switch pages (TAB key, or left-click the page icon )
  • Open an image which has the correct palette for what you're doing. Just pick an image from an openxcom mod that everybody has
  • Right click the page icon, and select "Copy to spare : Palette and remap"
  • Switch pages again
Checking the background color
  • Right-click the fill icon
  • Hover the mouse on a part of the image which "should" be transparent. In the status bar, if you see that it's color 0, you can stop there. The status line should list something like X: 384 Y:243 (■  0)
  • Left click. It replaces every occurrence of this color with color zero

GIF transparency

This is totally optional because openxcom doesn't care about it, but for web usage, you can check that the right transparent color is selected.
  • Click the "layers" icon
  • Check that the number is zero. If it's not, click on the number button, then click on the image in any part that should be transparent
  • Check "Background" if you want the GIF(or PNG) to use transparency. If you want the image to be fully opaque, uncheck it

Hmmm. Let's go through it step by step to make sure it's fine.

First of all, we need to determine which palette we need, because OpenXCom uses a couple:
- general (used for bigobs and Ufopaedia)
- battlescape
- interception
- base
- ufopaedia only
(not a guaranteed complete list, but probably)
For the sake of an example, I'll assume we're doing a weapon - which means a "general" palette.

First, let's make the palette file. I'll use Dioxine's Flamethrower mod, and specifically Flamethrower.gif.

1) Making the palette file.
a) Open the Flamethrower.gif file in Photoshop. (CS3 in my case, not sure if other versions are any different)
b) Image -> Mode -> Color Table.
c) Save... -> Save as palette-general.act.

Now,
2) Converting the new image.
I'll take OpenXCom's logo as an example.
a) Open the logo.png file in Photoshop.
b) Image -> Mode -> Indexed Color...
c) In the Palette... drop-down menu, choose Custom...
d) Load your palette-general.act and click OK, then OK.
e) Done!

Men, thanks for these guides

13
Work In Progress / Re: [Question] Is there a limit for map-sizes?
« on: July 06, 2015, 06:56:15 pm »
What a explanation !  ::)
Thanks Hobbes  ;)

I was just having a look at another post speaking about mapScripts  8)

EDIT : this one https://openxcom.org/forum/index.php/topic,389.msg37521.html#msg37521 :)

EDIT2 : and I downloaded the last version of your terrain pak, that will help :)

14
Troubleshooting / Re: Graphics overlap
« on: July 06, 2015, 06:15:41 pm »
To be sure, I suggest you to make following test

- get attached file, copy and paste only your ammunition pixels on it (also try to keep max of background pixel unchanged)
- test it under OXC

Then
- try the converter on your new file to only change one color
- test it again under OXC

Result ?

15
Troubleshooting / Re: Graphics overlap
« on: July 06, 2015, 05:51:48 pm »
I think your ruleset is correct, and instead it has something to do with the palette you use, especially with background color


-> Have a look at 001 below, you can see that your ammunition is hiding rounding lines (right)

-> Have a look at 002 which is an example of ammunition 2X1 but with correct background colour : no issue

-> 003 is how your .png likes under my OS (W7) compared to a correct .png

-> 004 shows same issue but on your grenade, that hides part of my X-Ray equipment ! (compared to my incendiary grenade just above ;-))








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