Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - robin

Pages: [1] 2 3 ... 79
1
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: August 06, 2022, 09:23:07 pm »
@wolwerin
try with this file.
but you have to restart the mission (load a save before landing).

2
Help / Re: unit without corpse (and more)
« on: August 05, 2022, 03:54:14 pm »
Even with overKill: 0.0, I would still have to define the corpse, otherwise game would not start, I think.
I'll just define the corpse, invisible, not a big deal.

I did not realize I could use flatHundred there.

Thanks!


3
Help / unit without corpse (and more)
« on: August 05, 2022, 02:45:12 pm »
I want to create a unit that leaves no corpse behind when killed.
I could make the corpse unrecoverable + use an invisible (AKA empty) floor sprite, that is not a problem.
But, is there a more straightforward way?

Bonus question: how to make a firearm with "flat" accuracy? I want to create a weapon with X% of accuracy regardless of the unit accuracy.

Thanks.

4
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: August 03, 2022, 11:28:23 pm »
The problem is that the final mission simply does not exist at this moment.
Initially I had hijacked the vanilla mission as placeholder, but the mod changed too much since then so it does not work anymore.
I don't know if I can fix this easily.

5
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: August 02, 2022, 03:08:42 pm »
You can use the attached file for the final mission, it should work.
Overwrite the one you have in the OpenXcom\mods\From the Apocalypse\Ruleset folder

I'm not finding anything wrong for the UFO ABDUCTOR, I don't know.

6
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: July 31, 2022, 10:11:53 am »
Two different items used the same setting.
Code: [Select]
  - type: STR_ALIEN_PROPULSION_SYSTEM
    size: 0.5
    costSell: 100000
    specialType: 37  # this is the correct value for this item
    recoveryPoints: 5
With this change you should get the Aliens Sensors whenever you recover a UFO.

7
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: July 31, 2022, 12:24:35 am »
Thanks for feedback

I cannot understand why you do not get the Alien Sensors.
You should get them with every UFO, everything seems in place:
Code: [Select]
items:
  - type: STR_ALIEN_NAVIGATION
    size: 0.2
    costSell: 80000
    specialType: 3
    recoveryPoints: 5
research:
  - name: STR_ALIEN_NAVIGATION
    cost: 700
    points: 15
    needItem: true
    destroyItem: true
All the MCDs have the Target_Type:59 properly set to "3" (matching specialType).
So it should really work.
I guess I need help on this....


Similar situation for the PSYMORPH: it is missing The Martian Solution for the next research.
Martian Solution should unlock when you research a Skeletoid Leader, which you did so it should be there, but it is not for some reason.
But all this is going to be changed so I'm not going to worry about this.

8
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 30, 2022, 02:25:51 pm »
Quote
aliens are now capable of running during escape battle action
@Meridian: what is that?


I don't get the object title when I use rect_text with type_id: 7 (AKA text image), see attachment.
Ruleset reference says the following about rect_text: In OXCE, it is also applicable to TextImage articles.
Code: [Select]
  - id: STR_DIMPROBE
    type_id: 7
    section: STR_XCOM_CRAFT_ARMAMENT
    image_id: UFOPAEDIA_IMG_DIMPROBE
    rect_text:
      x: 5
      y: 40
      width: 140
      height: 100
    #text_width: 140  # this works correctly
    text: STR_DIMPROBE_UFOPAEDIA

This is not a problem since I'm just going use text_width, but I still wanted to report this.

9
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: July 30, 2022, 02:13:31 pm »
Yeah the paperdoll are WIP

10
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: July 24, 2022, 12:42:49 pm »
Thanks for feedback! Will fix.
Really weird the tank thing, need to understand what is wrong.

11
Help / Re: Soldier stats menu in base glitch
« on: July 23, 2022, 12:09:10 pm »
Made it compatible, thanks!

12
Help / Soldier stats menu in base glitch [SOLVED]
« on: July 23, 2022, 10:57:44 am »
Made a new menu (uses the Base palette, which seems the correct one).
Bet ingame I get some visual glitches.

  - type: BACK06.SCR
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/apoc/BACK_SCR/BACK06_SCR.png

Any idea why?

13
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: July 07, 2022, 11:13:32 pm »
Actually the starting time should be 1st of March (Wednesday). Need to fix that:
Code: [Select]
startingTime:
  second: 0
  minute: 0
  hour: 12
  weekday: 4
  day: 1
  month: 3
  year: 2084

14
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: July 06, 2022, 11:41:51 pm »
new version 0.20.0, tanks overhaul up.
i hope everything works ok.

15
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.7
« on: June 28, 2022, 10:03:22 pm »
Hello again. Just managed to play the mod after so long. I would just like to point out a few things that I think you could work on later on.

- Why do we still get The Martian Solution after researching a leader? Didn't we defeat the aliens on Mars long ago, or have you decided to make Mars the base of operations for the Micronoids in this mod?

- Some aliens (Skeletoid, Psimorph, etc.) use the Anthropod as a placeholder in their inventory screen. Please replace these with the appropriate images later on. The Skeletoid, in particular, appears to have the right image on its research screen.

That's all. Hoping for your consideration. Thank you.
Thank you for feedback. Yes, you are correct, those things are all WIP, thus incomplete.
I've been occupied with the redesign of the tanks, I wanted to do it from the beginning; but it took much, much more time than I originally imagined. I almost done, I just need to test that everything works before releasing new version.

Pages: [1] 2 3 ... 79