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Messages - Ryskeliini

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1
40k / Re: Sharing Is Caring (Contributions)
« on: February 16, 2019, 02:56:58 am »
not bad, but how do you make it as battlesprite? :D ... edit: maybe i could use sectoid as a base and draw to that... prolly would look hilarious when its holding a gun, whole upper torso filled with weapon sprite :3 ....

Any-hoo, small update again in doll spirtes. Maybe ill make a female version too and stop making those arbi..*cough*.. Also added the "motivational batong"

edit: 2 .... additional doll uprages and a guy "oh  my emperor i lost my library card and now im senteced to penal legiion oh gawd!" guy.

+ ratlings in progress too... maybe someday as a hired guys.

2
40k / Re: Sharing Is Caring (Contributions)
« on: February 09, 2019, 01:04:05 am »
So the fifth male doll... what it should be like ... lets take a vote maybe? basically rest of the 5 wemmins will be the opposite sprites of these dolls. (eg. mutant male will be a fugly mutant hag and so on) .... so ideas for for dolls are.

1. OH GOD IM GONNA DIE, PLS SAVE ME EMPEROR doll ... (basically a sprite doll in on its knees laying in ground, making "platoon" movie pose, hands raised to heavens and praising for forgiveness) (weakling type)
2.  Ork imposter ega Digganob doll ( https://www.youtube.com/watch?v=Y29aGTbg62A ) (weakling subhuman, painted in green)
3.  Psyker doll (pff)
4.  furry. (well... look at some of it in wiki).
5. Your choise?

oh gawd... more i look into this lore, it get complicated.. i mean by kamikaze units @ old rogue trader.

3
40k / Re: Sharing Is Caring (Contributions)
« on: February 01, 2019, 10:51:11 pm »
No points anymore D: ... its allready too obivious,well atleast it should be :P ... also.

"pick up that can" guy. still in conceptual state.

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40k / Re: Sharing Is Caring (Contributions)
« on: January 27, 2019, 01:45:38 am »
Small contribution teaser.... +++ REPENT HERETIC, AND REDEEM YOURSELF FOR THE EMPEROR! +++

Edit 2: Away with tanned grandpa look. Added couple tools for use. slowly there...
Edit 3: More inventory dolls  +  melee stuff.. just a think tank, throwable spears and melee?... maybe not doable in oxc.

5
Offtopic / Xcom Enemy unknown theme music
« on: November 03, 2018, 12:40:32 am »
just noticed this ,and i had to share this... great channel btw he has too!

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40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 12, 2018, 05:01:37 am »
Slight nit'pic to ork dolls.. Overall great work! thats a lot of work you have done. ork anatomy resemble more of a ape like creature than human (ea muscular,longer hands, smaller head, thicc jaw, smaller legs). image is a poor 10 minute quick edit, sorry for that. but great work overalll, you must be busy wih everything else ..

7
Work In Progress / [SUGGESTIONG/QUESTION] Xcom Intro city mod
« on: February 05, 2016, 10:33:00 pm »
Since terror missions takes place at the cities, is it possible to have ACTUALLY have city like sprites/landscape. Everyone who has fought in new york seems like faraway downtown land. Questíon (since i dont know nothing about map making) how limited you are to have sprites in one sheet? or are they limitless,like you can have 100+ sprites in one sheet to build a city? just asking before i continue do anything, and notice afterwards that it was all just waste.

second question. is it possible to have "regional" cities to be diffrend counties... like china being chinese architecture, euro be europian archtecture etc etc...

iv just been thinking that theres loads and loads of weapons,ships,armor mods, balancing, new ufos,but no really anykind of "newish" terrain mods.. new aliens would be awesome too :>

sorry for confusing text, beer is overtaking me. Have a quick scetch image to distract you!


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The X-Com Files / Re: New megaproject, working name: FMP+
« on: January 08, 2016, 08:53:33 pm »
How 'bout....

9
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: October 16, 2015, 09:09:44 pm »
Been away for long and Ho-ly!.. nice, i have to admit i had real issues what kind of ship i would make to transport troops, but that looks nice! ... i was orginally planning to go with Arvus Lighter eg. https://i403.photobucket.com/albums/pp115/Ash-2-photos/Imperial/Arvus%20Lighter/Arvus2240.jpg as its smaller and would be easier to make to xcom, but that Thunderhawk looks great. ill post it on to front thread and give credits.

Also nice to hear ramblings about license issues, i myself also have gone to the way, that this is free mod and for everyone to modify for their liking. i hopefully think that there wouldnt be any issues with anything as long as i dont make any profit of this, its just love for wh40k universe... inb4 i start changing names to Space Grunts and Bülterguns soon :D

As for progress, its quite stalled for now. i have very little time to work on this, currently working irl.. gotta get living and so on. Not saying that iv completely stopped, i do some stuff here and there when i have inspiration and free time. Propably will continue after christmas when my current job ceases (or continues who knows)

Prolly "major" thing is that heavy weapons will be now Shoulder mounted as in pre-heresy times. (1st Codex baby!) since i cant really fit heavy weapons "nicely" enough to the sprites (as you may seen using heavy bolter when shooting, half of the sprite disappears, and is quite messy) see below image for inventory screen. yay or nay to shoulder mounted? ...expect lascannons ,meltas, rockets to be this kind also...

Also, should weapons be classic red colored to stand more out of the marine?



10
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: August 01, 2015, 01:10:09 am »
Arthanor: im surely open for ideas for rules and your post sounded quite good. still for now im doing the art work first, then hitting for the rules afterwards. Not quite sure of PDF, even it sounds good. this wont be EXACTLY same as in wh40k universe ( i mean women arent allowed to use Space marine suits, since their body cant handle that, in wh40k universe... but in openxcom, well i cant change the rules basically ) im still prolly going for:
 tier 0 = flak armor
 tier 1 = (first one who get promoted to squaddie) = Squad leader with Flak armor
 tier 1 = (Second and later ones who get promoted into squaddie) = Carapace armor + Tier 1 weapons (slightly better?)
 tier 2 = (first one who get promoted to sergeant -> Squad leader scout armor)
 tier 2 = (second and later ones who gets promoted int serg -> Scout armor)
 ....
 ....
 and so on. Still in VERY conceptual state. This needs some roleplaying elements to follow tho (maybe including a PDF how to play this "roleplay").
 

new civ: Ultratier will be prolly be ultramarine captain class, with its own unique bolter and relics (for reference https://bhvr-ec-prod.s3.amazonaws.com/lw6ojctns2obe/source.png ). i really do want to make terminator class, as i thought first, BUT im allready pushing the sprite limits (pixel grid size?) with the space marine armor. Terminator should be made in 2x2 sized grid as the Xcom tank, to look beefy enough, and thats quite task to make ..  only saying, maybe maybe :3

 Solarius Scorch: other codexes could be made (eg. blood ravens, space wulfs) ... i was thinking of making DIY sprites of dolls and battlescape armor, where there is no unique patterns from other codexes, plain armor without fancy signs and such. Basically a gray armor and modders can recolor/draw themselfs with their own liked codex.

...and now something completely diffrend. Sorry for lack of updates, damn GOG release of Chaos gate and specially the final liberation have consumed me utterly to replay those classics :D ...and that made me thing of what would it look like to have EpicWh40k in openxcom... (note rhino is photosopped in, marines are actually working)
edit: just dreaming https://img.labirint.ru/images/comments_pic/0905/02lab7s9u1232965731.jpg

11
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: July 23, 2015, 01:10:24 am »
Sum wurk boss
edit: in space marine suits there will be also devastor armor along Squad leader armor... like it matters ;P

12
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: July 18, 2015, 01:49:30 am »
Prepare yourselfs heretics, thus i have returned... updates incoming...

13
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: January 12, 2015, 02:51:16 pm »
hello again, came here to answer some questions..
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btw If you want special psi attacks you can try my mod that allow creating it.
note taken, thanks.
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Another thing is that you could create weapon that shoot explosive shells but don't create big explosions, good for recreating bolter explosive ammo.
there is hit animation for that allready? just a small blast when bullet hits target ...or do you mean something else? :p
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Does the Codex Astartes support this brother? (Beware the Games Workshop, my son! The jaws that bite, the claws that catch! Beware the Jubjub bird...)
..Uhh *cough* GWs Emperur dont support this ... bit afreid of this kinda, im allready thinking of changeing names and doing some sprite rework. BUT thou this should be free commercial for them ...inb4 everything is Galagtic Rangers and Bulters :D
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Chainswords and flamethrowers plus as much armor as possible seems to be a quicker solution.
Oh i wish i could make flamethrowers for this. Code says "nay" for this. (or it could be implented somewhat cheap/fugly way tho..)
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Is there any special way you implemented bolters?
nope, bolters work as laser pistols for now ... or are equally powerful. Need to do some research how these weapons would work (could need a little help around on this)
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After testing this mod against some hapless Sectoids, I can say that a major overhaul is needed.
True, ruleset has been thrown quickly together, so it is still in babyshoes. Still tho, i quite easily defeated mutons in one fight :)
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As a test mod, everything seems to be working fine, besides the game crashing when using Krak grenades.
it seemed to work well for me, can you be more specific on this? .. what version of ocx and is it windows or linux side? .. exact point when the crash happens. can you hear the explosion sound or does the explosion animation even start. ill try to figure this out somehow :)
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IMHO, the armors should start at the Mk I Thunder pattern.
man ,your killing me :D .... if i would make from mk 1 to 7 armors, it would prolly kill me mentally. Not that it would be hard to make in battlesprite (by changing the torsos) but also making all the new dolls for every armor. Then to have all diffrend rules for every armor to stand out somehow each other. its a good viewpoint tho and nice idea, but how it would be implented ingame, thats a bit hard.
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I think that the game should start with Guardsmen with Autoguns as the X-COM agents before researching 'Gene-Seed'.
Plausible! it would be nice to have first guardsmen and then researched towards to marines. Again, making guardsmen takes time and effort to make sprites all over again. prolly would be easy to start from combat armor sprites and editing it towards to guardsmen look-a-like. This mod is still in "scetching" state so yeah, it could be done.
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Is it possible to use soldiers as manufacturing materials?
it can be done, but if the soldiers would be manuafactured by engineers,  they would all have the same stats (ega. like tanks are in XCOM with same stats) .. i dont know if its plausible to have random stats for manufactured products. This is a question more like ocx devs to answer , they'll know prolly much of this than me.
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If you need any info about the Warhammer 40k universe or a beta tester for this mod, just PM me.
For now i would need help at the rules on everything... like how much protection armor offers (currently its the same as powersuit in OCX) how powerful the weapons should be in OCX ,how much ammo they can carry, weights, etc etc. good Ufopedia.orgrmation text for each item (now they are just taken from wiki) ... stuffs like these i need help, i can fix things in graphical side myself :P .. i might need testers, ill pm if i need later on.

And now for the other things. Prolly going to change weapon colors to classical red look (since now they are quite much blending in battlescape view ,into the armor) so it would stand out a bit. gray,red,yellow.... guess ill leave the orginal blue as a optional color to choose from.

Also the krak grenade is a "anti-armour" grenade as i looked afterwards... so it will be graphically changed , and current graphics are changed to "frag-grenade" wich is anti infantry grenade.. So how the krak grenade should work? 2x2 grid small explosion and huge power? ... looking to that later on..

Now i had blackout, i really had something more to discuss but now i dont remember anymore, oh well... ill drop by later

cheers! and thanks for the feedback. sorry for awful truckdriver english.

14
Released Mods / [WEAPON/ARMOR] SPACE MARINES
« on: January 10, 2015, 08:57:46 pm »
[Armor/weapon] Space Marines mod
https://www.openxcom.com/mod/space-marines

[Craft]

Thunderhawk Gunship mod - By Bulletdesigner
https://www.openxcom.com/mod/thunderhawk-gunship

Space marines mod released. Discuss here, report bugs and such.

Future plans:
+ fix all in first release
+ "advanced" weaponery
+PDF (cannon fodder units)
+Imperial Guards
+Scouts
+Assault Marines
+Squad Leader suit(s)
+DIY Space marine ( Layout of the space marine sprites, so you can make your own Chapter)

Distant plans:
+2x2 size Terminator
+New planet placed into horus herecy chapter
+Chaos to opponent side (marines,renegades,cultists)

and something more :>

updated 16.10.2015

15
You could try one dumb trick... in ruleset its named as ShotgunAmmo2.gif ...now go into  X:\OpenXcom\data\Resources\GunsNGadgets_1\Shotgun folder and you see there image named as Shotgunammo2.gif (the letter "a" in ammo word is small font). Change that Shotgunammo2.gif to ShotgunAmmo2.gif with big A letter and report me what happens :P ... that might be something wich messes up things.

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