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Messages - robin

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1
Thank y'all. The cold weather has taken over and so modding resumes.
Next release will focus on taming the mess, so I can upload it on the official mod portal too, so it can be downloaded from two different locations.

2
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 10, 2019, 07:50:14 pm »
new version up.
messier than usual, but i still wanted to push it out because earlier version was broken for latest OXCE releases.

3
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 08, 2019, 11:11:17 pm »
Still haven't tested, but it does say:
Quote
If you were using these bigobs in your mod, you have 2 options how to fix it:
What I get from this is that I should use the other fixes only if I have those indexes already occupied.

Tested: lol nope it doesn't work

4
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 08, 2019, 11:02:55 pm »
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods

Just copy the graphics into your mod and use a normal positive index like for any other bigobs you've added before.
Thanks. I wasn't using those indexes (my mod starts from 99 onward) so I simply used them:
bigSprite: -2 ---> bigSprite: 60

5
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 08, 2019, 10:44:13 pm »
Getting this error (see attachment). I think it's due to the fact that negative indexes for bigobs are now invalid.
I can't seem to find the thread/post (by yankes iirc) which explained the fix.
For example the spitter in question uses:
bigSprite: -2
What index should I use to get the same graphics? I'll run a find/replace and fix all of them
.

edit: found it

6
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
« on: November 01, 2019, 04:47:43 pm »
crabby crabby

Sorry to bother you, but can you upload the mod to a mirror, my library PC can not access the one in post 1  :-\
i read you replay at work but then i forgot to reply.
thanks Dr.Crowely for helping.

7
Work In Progress / Re: Player controlled civilians (brainstorming) ?
« on: October 22, 2019, 11:21:38 pm »
Thanks a lot. I'll definitely use this stuff sooner or later.

8
Work In Progress / Re: Player controlled civilians (brainstorming) ?
« on: October 22, 2019, 11:07:53 pm »
This is great, so many possibilities!

9
Work In Progress / Player controlled civilians (brainstorming) ?
« on: October 22, 2019, 10:59:24 pm »
Wanting to discuss an idea.
Theoretically, exploiting the item-spawn-unit mechanic, you should be able to populate the map with civilians under direct control of the player.
You have to disseminate the map with such items, with the flag that the unit spawned is player-controlled, pre-primed to go off on round 0 (this last bit should be doable, it is already used in X-Piratez to make minefields AFAIK).
The units spawned in this scenario are civilians (at least looks-wise) and they could also be armed too (using the builtInWeapons entry on the unit definition); but of course they could be any third party units that fit whatever narrative the mod adopts (soldiers, cops, friendly aliens).

(Then -but this is unrelated- I guess it is also possible to bring home the surviving "civilians" on the craft and turn them into regular soldiers... still haven't looked into those mechanics tho').

It it feasible or am I missing something?
Is anyone already doing this?

Thanks

10
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: October 13, 2019, 10:58:42 pm »
Staggering (in a good way)

11
Downloads attached (extra weapons mod contains small rockets too).
I reeeeally need to use the new mod site.

12
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
« on: August 29, 2019, 11:46:04 pm »
Any news, please ?  :)
Aah missed your post.
There no news because in summer I put on a cape and become Super Outdoorsman, the superhero that doesn't do any modding at all!
(Having no A/C helps the transformation).

I actually did a bunch of sprites and started the concept for a new terror unit, but nothing really substantial.
I also think my mod is currently bugged on latest OXCE releases because the indexes for the weapon sprites changed (no more negative values iirc/afaik).

13
OpenXcom Extended / Re: New features request for OXCE
« on: August 29, 2019, 11:36:04 pm »
Before I reply to the other questions, Firstly, how do you implement the turret on an enemy terror unit like a tank?

What I meant was, if I can purchase Tank/Cannon from the market, then the enemy could also do the same and use it against me.

So, I like to have tank/Cannon terror weapons.

However, no matter how I tried and experiment, I can't find a way to make it happen without the turret going missing.
I had fully working 'conventional' enemy tanks in my mod (since then I switched to an unconventional solution, because reasons).
Unless some OXCE update forbidden the possibility, they should still be doable.
I suggest you download some big mod (Piratez, X-Com Files) that still may still have 'conventional' enemy tanks and check how they do it.

14
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
« on: May 21, 2019, 11:53:19 pm »
new version up, moar fixes

15
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 19, 2019, 09:18:13 pm »
- Draw dogfight icons also for craft equipment
Yay!

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