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Messages - b

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1
Offtopic / Re: Introduce yourself
« on: February 10, 2023, 10:49:50 am »
I bought a used computer in the 1990's and it came with x-com 1&2. I think it was a 486 if not a Pentium.  The seller of the computer said those games were the only reason he bought the computer and he was done with them even though he still liked them.   That computer is long gone, but I still have the game disks. They have remained my favorite games though I don't play games often.  A few years later, I was offered a job at Microprose when I lived near their headquarters, but they were no longer working on x-com at the time and they didn't pay well, so there was no point in pursuing it.    I've always wanted to modify x-com.  I've worked on several mods for other games and have made graphics and voice acting for various indie games (most of which were never finished).  I was paid to animate sprites for a game which was later released on steam, and I've made games of my own.  I'm currently working on a fantasy mod for OXCE through IDT.

2
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: January 11, 2023, 09:20:48 am »
Making progress:

3
Maybe try changing your system resolution with your video card, and then try changing the OXC res again?   

4
I can change resolution on linux mint 19... are you using the latest linux version of OXC? 

Are you having problems with adjusting geoscape scale, battlescape scale, or display resolution?
I usually leave geoscape scale and battlescape scale alone.

Maybe try windowed mode instead of full screen.   I've had problems with full screen mode.

5
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: January 05, 2023, 07:40:49 pm »
One thing the documentation is missing is installation instructions.

6
Tools / Re: Art Testing Kit
« on: December 27, 2022, 04:09:16 am »
It is working great now. I can see the orc's inventory.

 I realize this is only for sprite testing, so the following is not necessary, but it would be nice to be able to have variants of the same routine using different sprites at the same time. So I could have 3 different types of modified mutons at the same time.

7
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: December 27, 2022, 03:53:35 am »
The layering of the right arm is not the only problem with the floater routine.  The floater's right arm uses the recoil frame for both the recoil and for holding a single handed weapon in the right hand, while the muton does not use the recoil frame for holding a single handed weapon.  The layering is also wrong with holding a weapon in the right hand at some angles. It occurred to me that perhaps FOXC should use the recoil frames for a forward arm thrust (maybe it could be used for melee weapons or punches?). Would is be feasible to make use of the recoil frame for thrusts of single handed weapons?

Adding some sleeves and trimming some of the arm sprites helped the orc mage:

8
Tools / Re: UnitSprite Studio
« on: December 26, 2022, 10:38:08 pm »
Has anybody gotten this to work on Linux? 

9
Tools / Re: Art Testing Kit
« on: December 25, 2022, 09:48:39 pm »
Thanks, perhaps your mention of the zip file helped. I'm using linux.  I removed the folder and a compressed zip file of the mod from the mods folder, then I opened the game and switched the other game mods off,  then put the folder back in the mods folder (without the compressed zip file this time), then turned the mod back on in game and now it works.   

When I middle click a unit (only the ones without the ability to pick up items) there is a segmentation fault error and crash.  But I assume that is because I was trying to look at the inventory image which wasn't there.     Are there any plans to include the ability for those units to be able to pick things up so that the floaters arms can be tested when holding items?

Also,  If I use the floater routine for  the orc mage  sprite, is it possible to disable it's ability to fly?  Similarly, if I replace a non-flying routine (like the silacoid) with a flying sprite like a bat, is it possible to make it fly while using the silacoid routine? Or should I just use a different routine for those sprites?

10
Tools / Re: Art Testing Kit
« on: December 25, 2022, 07:17:07 am »
Thanks, it sounds like a good update that should be very useful. The information is helpful also.
But for some reason I'm not able to see any of the custom graphics in the new version.  I mean I can change the armor and see tenticulat's and mutons and stuff, but I can no longer see the orcs and things even though they have the same names and file locations as in the previous version, and they worked in the previous version.  I re-installed the new version fresh, then replaced your place holder graphics,  unloaded and reloaded the mod in-game, and it still uses your placeholder graphics even though they are removed from the directory.


11
Tools / Re: Art Testing Kit
« on: December 24, 2022, 04:10:11 am »
Do you know if the tentaculat from TFTD  uses one of the routines from xcom1?

12
Tools / Re: Art Testing Kit
« on: December 24, 2022, 12:22:55 am »
Any idea why I might be getting this error when replacing the muton?

[23-12-2022_15-16-58]   [FATAL]   A fatal error has occurred: Frame(s) missing in 'ATK_MUTON.PCK' for armor 'STR_ATK_MUTON_ARMO:R'
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(OpenXcom::CrossPlatform::stackTrace(void*)+0x36) [0x5612b9dabae6]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x477) [0x5612b9dac687]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(exceptionLogger()+0x75) [0x5612b9baefc5]
[23-12-2022_15-16-58]   [FATAL]   /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x92ae6) [0x7fb0c984eae6]
[23-12-2022_15-16-58]   [FATAL]   /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x92b21) [0x7fb0c984eb21]
[23-12-2022_15-16-58]   [FATAL]   /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x92d54) [0x7fb0c984ed54]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(OpenXcom::UnitSprite::selectUnit(OpenXcom::UnitSprite::Part&, int, int)+0x352) [0x5612b9d96362]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(OpenXcom::UnitSprite::drawRoutine0()+0x111b) [0x5612b9d9755b]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(OpenXcom::UnitSprite::draw(OpenXcom::BattleUnit const*, int, int, int, int, OpenXcom::AreaSubset<void, int>, bool)+0x194) [0x5612b9d959c4]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(OpenXcom::Map::drawUnit(OpenXcom::UnitSprite&, OpenXcom::Tile*, OpenXcom::Tile*, OpenXcom::Position, bool, OpenXcom::BattleUnit*)+0xa66) [0x5612b9d4b8e6]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(OpenXcom::Map::drawTerrain(OpenXcom::Surface*)+0xc07) [0x5612b9d4dbd7]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(OpenXcom::Surface::blit(SDL_Surface*)+0x52) [0x5612b9eaa582]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(OpenXcom::State::blit()+0x48) [0x5612b9ea8658]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(OpenXcom::Game::run()+0x7ba) [0x5612b9dccaaa]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(main+0x175) [0x5612b9b8c5d5]
[23-12-2022_15-16-58]   [FATAL]   /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7fb0c8e36c87]
[23-12-2022_15-16-58]   [FATAL]   /home/b/.local/share/openxcom/OpenXcomEx(_start+0x2a) [0x5612b9b9374a]
[23-12-2022_15-17-09]   [FATAL]   OpenXcom has crashed: Frame(s) missing in 'ATK_MUTON.PCK' for armor 'STR_ATK_MUTON_ARMOR'


13
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: December 23, 2022, 09:16:53 pm »
I created a mod I'm calling an 'Art Testing Kit' ...

Thanks for making this tool, it will be very useful, especially since it affects controllable units. Though I'm not able to pick up weapons with the floaters for some reason.
The problem with the arm layering also happens with the floater routine(see image below).  Is this merely the result of using Muton arm sprites on a body they were not designed for and not a as much a routine layering issue as much as an incompatible arm sprite which needs refinement for use on that body? 


14
Open Feedback / Re: X-com medieval
« on: December 22, 2022, 09:38:28 am »
This image is missing burning blade :D
A burning blade / flame sword has been planned for decades as seen in the ancient images.  Incendiary (I) swords and Armor Piercing (AP) swords are expected, but I would also be interested to see a High Explosive (HE) sword.  Would a vorpal blast radius backfire on the wielder? 



15
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: December 22, 2022, 08:25:19 am »
... The advantage of drawingRoutine: 0 (Soldier) is access to the flying frames use by X-Com's power suit unit sheet.
If you do not plan on using those frames then as Dioxine said drawingRoutine: 1 (Floater) is most likely much easier to work with.

That is very interesting how you used the soldier routine. It's the first time I saw the orc arms on this unit.  I was under the impression that the snakeman routine was mentioned earlier. But maybe the floater was intended? I don't think the soldier flying frames would be needed for this unit in FOXC.  I just need something I can use in game for sprite testing so I can finish the sleeves. Regardless of the methods mentioned, I think I'm not familiar enough with openxcom editing to really implement this stuff by myself.  If it's easy enough for someone to make a simple mod to replace the floater sprite(or snakeman?), I could use it and maybe learn from it.  Additionally, with different sprites in mind, a simple mod to replace the xcom soldier with placeholder sprites (accounting for both genders, different skin tones, all 4 armor variants, it's big objects, inventory pictures and it's corpse objects) would also be useful so I could design new soldier graphics for FOXC.

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