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Messages - Biggieboy

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1
Resources / Re: OpenXcom Extended and Steam
« on: August 18, 2021, 11:31:09 pm »
Ah sry my english is bad.. so, i dont know what is the problem, because i try the last openxcom extended version, and its work for me. Just rename the OpenXcomEx.exe to dosbox.exe run from steam as i show in screenshot and its work for me.

Did you unzip and overwrite all file? Not just the openxcomex.exe?

2
Resources / Re: OpenXcom Extended and Steam
« on: August 18, 2021, 10:59:01 pm »
I try again, but its work for me. uninstall the game, and try clearly. And start from steam, and its counting the gametime.

My steam is hungarian, but i think you need to see same things. Choose the upper option and start.

3
Resources / Re: OpenXcom Extended and Steam
« on: August 18, 2021, 08:52:38 pm »
I try too, and its work for me.

Download from here, the last version:
https://openxcom.org/forum/index.php/topic,5258.0.html

overwrite all files, and rename to dosbox.exe and start the dosbox.exe, not from the steam (steam just run in background)

4
Work In Progress / Re: [OXCE] Heavy Plasma Blaster
« on: June 20, 2019, 06:58:08 pm »
I'm using heavy plasma blaster in my current game of hardmode expansion and have noticed if I update to latest OXCE of 18/06/19 the mod fails to load as it says the sprite number exceeds the 1000 limit set in "bigobs".pck. It still works with OXCE of 19/05/19.

 
Wrong log attached, it says everything loaded correctly.

But indeed the mod uses unreasonably high sprite indices and should be fixed.
E.g. instead of 1030-1033 use for example 200-203.

Thank you guys the feedback, when im okey, i fixed all and i finish the new version (i have accident few week before, my arms broken)

5
Hi Guys!

The "pages" its very good in Ufopedia, but i needed "requires" too, because some ammo type need research, but the pages is there, before researched.

Example:

Code: [Select]
    pages:
      - text: STR_HEAVY_PLASMA_BLASTER_V2_UFOPEDIA1
        title: STR_HEAVY_PLASMA_BLASTER_V2
        ammoSlot: 0
        requires: STR_HEAVY_PLASMA_BLASTER_V2_UFOPEDIA1
      - text: STR_HEAVY_PLASMA_BLASTER_V2_UFOPEDIA2
        title: STR_HEAVY_PLASMA_BLASTER_V2
        ammoSlot: 1
        requires: STR_HEAVY_PLASMA_BLASTER_V2_UFOPEDIA2

Thank you!

6
OpenXcom Extended / Re: OXCE Future plans
« on: April 09, 2019, 06:03:08 pm »
Buildings aren't the problem, it's about the game supporting multiple craft and hangar sizes. Creating a 1x1 hangar is easy. The hard part is allowing only certain craft to use it.

Its not 1x1, its 3x3 with 4 craft capacities, and Large workshop with 1 craft cap. But yes, only 1 craft show, not more.

7
OpenXcom Extended / Re: OXCE Future plans
« on: April 09, 2019, 03:02:46 pm »
On the risk of sounding selfish - please do. I don't do much modding, but this is probably the most important addition i'm waiting for right now.

Did you try Building Mod pack? (with Large Hangar)

8
Work In Progress / Re: [OXCE] Heavy Plasma Blaster
« on: March 31, 2019, 06:06:27 pm »
btw Recently I push changes to UFOpaedia that have better support multi ammo slot weapons.

Great, thank you!

And graphics update and more plan :)

9
Work In Progress / Re: [OXCE] Heavy Plasma Blaster
« on: March 30, 2019, 09:42:25 pm »
Next update:

- New graphics and more ammos!



10
Work In Progress / Re: Heavy Plasma Blaster
« on: March 27, 2019, 10:41:35 am »
Exactly!

First i wanna done this mod (i hope today). And after need pictures for this weapon. Other mods doesnt see this weapon?

First version released here: https://openxcom.mod.io/heavy-plasma-blaster

11
Work In Progress / Re: Heavy Plasma Blaster
« on: March 24, 2019, 11:04:40 pm »
Exactly... and then give it to a rookie :D

Okey, with unlimited ammunition too :D

12
Work In Progress / Re: Heavy Plasma Blaster
« on: March 24, 2019, 11:03:49 pm »
I think just adding the two weapons' material components together should work.
Based on vanilla: $212,000 for parts, 2,200 Engineer Hours, 2 Alien Alloy

I thinking, and its too easy. This weapon its very OP.

The manufacture need Heavy Plasma and Blaster Launcher too. And i made 2 other new resources (for ammunition too). So the manufacture its chained.

This is now:

Heavy Plasma + Blaster Launcher = Heavy Plasma Blaster.v1
Heavy Plasma Blaster.v1 + Weapon Control System = Heavy Plasma Blaster.v2

1 Blaster Bomb = 2 Small Blaster Bomb.v1
1 Small Balster Bomb.v1 + Projectile Control System = 1 Small Blaster Bomb.v2

maybe  some elerium and alloy

13
Work In Progress / Re: Heavy Plasma Blaster
« on: March 24, 2019, 10:58:27 pm »
Would you like to do a terrestrial version with rifle and either HC-HE (though in that case I assume there needs to exists a single round HC-HE clip)?

Like this?


14
Work In Progress / Re: Heavy Plasma Blaster
« on: March 23, 2019, 09:30:44 am »
I got you some weapon floorob and handobs.

Oh my God, thank you! Very good lookin'!!!

15
Work In Progress / Re: Heavy Plasma Blaster
« on: March 22, 2019, 06:56:32 pm »
This looks awesome, I was just wondering if I could add something like this to my game. If the aimed shot was just a normal direct shot without waypoints, the AI would be able to deal with that right? I.e. it can deal with different shots having different ammunition type in general?

I can made ammunition without waypoints and test it how works with in aliens hand. But now i have some problems with amunnition sprites, so i working on that.

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