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Messages - Cooper

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1
Got the same issue in my mod. Would love to be able to fix this if anyone knows how, even if its minor.

2
Help / Making mods work in different operating systems
« on: February 21, 2024, 12:04:29 am »
What does modders have to remember to make mods work in different operating systems? My research concluded with this:

Windows: Nothing special

Linux: Linux see difference between uppercase/lowercase in file names, so make no mistakes here

Mac: Use 8bit png images, do not use gif


Anything I missed?

3
Resources / Re: image editors / graphics programs
« on: February 20, 2024, 11:59:56 pm »
I recently started using GIMP. I'm on Linux, and I never liked any of the other options in the original post. After using GIMP things are just so much easier.

The advice from jStuffer worked for me:
Quote
I've found that you can reuse a palette from existing valid graphic files. Just open a good image in GIMP, delete/hide the original layer, resize as needed and paste into it your own graphics; the palette should remain from the previous image and apply to your new layer.
This has produced working sprites for me.

4
OXCE Support / Is OXCE code ignored in OXC?
« on: February 14, 2024, 11:57:39 am »
I want to keep my megamod compatible with both OXC and OXCE as long as possible, however I also want to start playing with all the fun OXCE stuff. Is there a chance of the game crashing or any other nasty stuff when running a mod with some OXCE code in OXC? Or is the OXCE code simply ignored in OXC?

I tested it before asking of course and it seems to be just ignoring it, but I don't know if this is true for all code / installations / systems.

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OXCE Support / Re: tuSnap: -100 not working in OXCE
« on: January 20, 2024, 10:28:59 pm »
Thanks for amazing suggestions! I'll look in to it. So many new possibilities with OXCE   :D

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OXCE Support / tuSnap: -100 not working in OXCE
« on: January 20, 2024, 07:22:21 pm »
In my mod I have an item that require -100 time units to use. I call it "Time Looper", and it gives the soldier extra time units when using it. (it has very expensive ammo, so its not OP).

This worked great in OXC, but in OXCE only the throw option is there. Snap shot seems to be possible only when the required time units are not below 0. Is there a way around this? I really love this item and how it adds to the mod!

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Help / Re: Spawning a small unit from a big unit
« on: January 20, 2024, 06:38:56 pm »
Hey!
Yes you are right. I have finally installed OXCE, and the bug is gone! So its an OXC issue.

8
Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: January 19, 2024, 10:09:44 pm »
Thanks!  :D

I've been working with the mod again for a while now actually, and it has come sooo long since back when you played it. Was pretty unfinished back then, and the end game was not even playable. If you are interested you can see the changelog here: https://openxcom.org/forum/index.php/topic,4163.msg150527.html#msg150527

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Work In Progress / Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: January 17, 2024, 09:39:27 pm »
Old changelogs can be found here.

See the mod portal for more recent changelogs

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Work In Progress / [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: January 17, 2024, 09:39:04 pm »
Creating a new topic for my mod as the old one got super messy!

UFO: Alien Takeover is a mod for openXCom that adds new items, weapons, aliens, missions, music, tactics, UFOs, terrains and an expanded and alternative story. It makes the game harder, different, and more focused on close combat. Powerful weapons are scarce, as you play as ordinary citizens. It also makes the game longer and bigger. Research has been changed and in addition to the normal research you get projects like "Explore nearby cities" and "Basic Weapon Training".

In UFO: Alien Takeover you start the game with nothing: you only got kitchen knives, have to beg for money, and the aliens are building a base you cannot take down. This is to show that the aliens are far superior, and to make the player expect a tough challenge: because the game is the most fun when you expect it to be difficult, in my opinion.

The mod is quite close to being complete.  Minor things like a couple late game UFOpaedia articles not being too amazing are present. End game could need more balancing, but it should be pretty decent now. It is 100% playable and have been tested a lot for bugs.

Read the readme-file before playing.

Download and see more pictures in the mod portal: https://mod.io/g/openxcom/m/ufo-alien-takeover!

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Help / Re: Spawning a small unit from a big unit
« on: January 15, 2024, 07:59:35 pm »
This is what happens to me. It does not seem to understand that it is not a 2x2 unit anymore.. This then confuses the 1x1 unit, and its not able to walk in certain directions.

12
Help / Re: Game freeze sometimes when using invisible units
« on: January 15, 2024, 07:43:24 pm »
Quote
No, there was no change I am aware of that could affect this.
How strange. It would happen quite regularly before, now I have tested even more and it never happens anymore.

Quote
This is not same problem like happens in XPZ caverns? when unit want move but not see unit in front of it?
I don't know about this problem, but it would happen every time the aliens wanted to go somewhere and the slave unit (mostly invisible unit using loftempsSet: [ 100 ] ) was blocking its way. This is exactly what I reproduced 20 times now, but with no crashes.

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Help / Re: Game freeze sometimes when using invisible units
« on: January 14, 2024, 07:03:39 pm »
Has this been fixed? I can't reproduce the crash, even when recreating the exact same situation as on the picture.

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UFO: Alien Takeover works on Linux Mint 20.3. Should also work on related distros like Ubuntu and Debian)

Update: The mod is now even being developed in Linux  8)

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Help / Re: How to make a "rescue the VIP" mission?
« on: December 03, 2023, 08:09:21 pm »
Yes that's what I meant.

I'll do something else then, thanks for the answer.

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