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Topics - Ran

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1
Offtopic / Are there any girls on this forum?
« on: August 13, 2014, 12:21:23 am »
I've always wondered if we do have any female forum members.

Surely, modding games is a pretty male domain but don't we have a single girl here? :-\
My gf finds OXC hilarious and even successfully made her way through a terror mission once, but she wouldn't bother to seriously work herself through the entire game, let alone spend hours on developing new features for it.
Too bad, she's a lot better in both drawing and coding than me. :-[

2
Suggestions / exponential difficulty
« on: June 04, 2014, 01:53:53 am »
What has always bothered me in the game is that you can can basically keep it going forever, as aliens pose no real threat once you reach a certain level. You learn that you are "fighting a losing battle on earth" but in fact aliens are barely able to complete a single mission in the later months if you do your job right.

So while not as standard, I'd like to see an option of continuously increasing alien activity once you have played for a certain time. Either you make it to mars by then or you are going to lose. 8)

3
Released Mods / [WEAPON] Recolored Laser and Plasma Bullet Sprites
« on: May 18, 2014, 12:31:09 am »
Here I present recolored Laser and Plasma Bullet and Hit sprites, now finally working. :)










Plasma Bullet and Hit sprites:
Red
Blue
Purple

Laser Bullet and Hit sprites (small, medium and large version for each color):
Red
Green
Blue
Purple

Including sample ruleset which has to be adjusted to your weapon of choice.
As the latest nightly Build now allows BulletSprite to be a function of ammo, you can create several ammo types for one weapon which have different bullet colors.

See attached TestGun Mod and testing savegame for a real life demonstration of that, but keep in mind that this gun is for testing purposes only - it will barely do any damage so you can shoot the aliens in all the colors you want. ::)

4
Work In Progress / Alternative explosion sprite
« on: May 17, 2014, 08:26:04 pm »
How are explosion sprites implemented in the ruleset (are they at all)?

I wanted to implement the already existing alternative explosion sprite
https://openxcom.org/forum/index.php?topic=1257.0
but it won't work. The game always displays the original explosion. :(

5
Sorry, I know I asked before, but I still don't get it. ???

How are the numbers for hit- and bullet sprites in the items section related to the corresponding numbers for the extra files?
For bullet sprites they are very different and I don't see how the game chooses the right ones. Hit sprites are mostly the same, but that works in some cases and doesn't in others.
Currently I have the case that neither bullets nor hits are visible in several mods I am working on.

Also - is it possible to have different bullet sprites for the same weapon as you use different ammo?
As I see it bullet sprites are attached to weapons rather to ammo.

6
Suggestions / [GAME OPTIONS] Globe Seasons missing
« on: April 16, 2014, 10:54:32 pm »
I think the extended options are great, but why is there no way to enable globe seasons anymore? Still need to go to options.cfg for that.



7
Work In Progress / making spent medipack-like items disappear?
« on: April 06, 2014, 11:13:37 pm »
Is it possible to "use up" medipack-like items (food) so they disappear like spent clips?

8
Is it possible to build several items from one piece of prerequisite material?
Let's say I want to manufacture nails from Alien Alloys, Can I make 100 nails from one piece of alloy or is the minimum manufacture ratio 1:1?
If so is it possible to manufacture packs of 10 or 100?

I have some neat ideas but they would be slightly absurd if you only get 1:1 from the target material. :-\

9
Resources / Recolored hit- and bullet sprites
« on: February 26, 2014, 12:05:16 am »
Could someone provide me with the bullet sprite file?
I have the unpacked smoke.pck from https://ufopaedia.org and already have different colored laser and plasma hits but I need the bullet sprites, pckview won't work for me.

10
Tools / MCDEdit
« on: February 25, 2014, 07:23:55 pm »
Is it possible to run MCDedit on Win7 x64?

Program won't start saying it's the wrong version of  windows. :-\

11
Suggestions / [GAME OPTIONS] editing base resolution
« on: February 25, 2014, 07:19:38 pm »
I think it might be useful to have an option to increase base x and y resolution in the game options as many newbies do not know that it's possible to edit this in options.cfg.

I normally play on 3x the base resolution which is 960x600 and then resize to fullscreen.
This gives you a great overview over battle- and geoscape and also resolves the issue of low graphics resolution as everything is much smaller.

12
Open Feedback / Celatid bullet animation
« on: February 02, 2014, 05:14:46 am »
Did you change anything about Celatids lately?
I don't remember them having the standard plasma bullet-sprite but some sort of arcing shot as their acid spit - but I might be wrong.

13
Work In Progress / New Hit- and other animated sprites
« on: January 31, 2014, 01:04:16 am »
Is it possible to create new Hit-sprites as in SMOKE.PCK?
How do you implement such files in the ruleset?
I learned how to create  simple additional objects, but none which are animated.

And is it possible to create animated sprites for HANDOB and FLOOROB that for example blink or change color?


14
Released Mods / [WEAPON] Fusion Torch
« on: January 30, 2014, 06:46:43 am »
So here is my first mod:



The Fusion Torch is an extremely powerful short range demolition device with a range of 1 tile. It can cut through UFO hulls with ease and is especially useful inside UFOs where Blaster Bombs would cause too much damage. Its high TU cost doesn't make it a good melee weapon, but any unlucky alien coming close enough will be annihilated by this device.
The Fusion Torch's Power cell stores enough energy for 5 devastating blasts.




To unlock the Fusion Torch, Blaster Launcher and Blaster Bomb need to be researched. After Fusion Torch research is completed, the Fusion Torch Power Cell may be researched. Both items need to be manufactured.


Mod comes in 2 Versions:
FusionTorch.rar has only Aimed Shot and standard flame hit sprite
FusionTorchAuto.rar has Aimed- and AutoShot-2 option and custom blue flame hit sprite.

Savegames for for testing:
Sep2nd.sav lets you research the Fusion Torch
t1.sav is a battlescape mission with a downed Muton Terrorship.

So far it seems to work fine, the HANDOB sprites look somewhat terrible, I'm really bad at drawing objects with a few pixels. :(
Please tell me what you think!

15
Troubleshooting / Missiles can't hit in cautious and standard attack
« on: January 22, 2014, 02:57:24 am »
I just noticed that it seems to be impossible to hit UFOs with Stingray or Avalanche missiles unless you use aggressive attack mode.
Cautious and standard attack have no effect, 100% miss rate.
However, Plasma Beams seem to hit normally in all modes.
Can anyone reproduce this?

Build used:
openxcom_git_master_2014_01_20_1603.zip - built 2014-01-20 15:06

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