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Topics - Hobbes

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1
Area 51 / Terrain Pack credits draft
« on: November 29, 2019, 12:32:11 am »
-----------
PERMISSIONS
-----------
The original work present in this mod and its files belongs to its authors, properly identified in the credits section. This mod and its files can't be used for commercial uses without permission from its authors. This mod's files can't be used in other mods, or modified without the authors' consent.

It is required to credit the authors by adding a copy of this file to your mod.

Any questions can be asked in the OpenXCom forums or emailed to Hobbes at aadlg@rocketmail.com.

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AUTHORS
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Bagirov
* Original UFO2000 terrains
** INDUSTRIAL (originally developed for UFO2000, converted to OpenXCom format by Hobbes)
Blank
* Original OpenXCom terrains
** COLD ISLE (polar research station)
Hobbes
* Original UFO2000 terrains
** CULTAFARM (originally made by author as UFO2000 terrain)
** DAWNCITY (originally made by author as UFO2000 terrain, together with Nachtwolf and Voller)
** MADURBAN (originally made by author as Modified City, UFO2000 terrain)
** NATIVE (originally made by author as UFO2000 terrain)
** RAILYARDURBAN (originally made by author as UFO2000 terrain, converted to OXC by Hobbes and Solarius Scorch)
* Adapted/Combined UFO/TFTD terrains made for OXC
** CARGOSHIP (TFTD terrain, 1st stage mission only)
** DESERTMOUNT (Desert Mountain)
** DESERTPLANE (adapted Crashed Plane TFTD terrain)
** DESERTTEMPLE (Original Desert + Atlantis terrain from TFTD, together with XOps)
** FORESTMOUNT (Forest Mountain)
** FORESTPOLAR (Forest Swamp)
** GRASSLANDDESERT (Northern hemisphere only)
** GRASSLANDDESERTMOUNT (Northern hemisphere only)
** GRASSLANDFOREST (Northern hemisphere only)
** GRASSLANDFORESTMOUNT (Northern hemisphere only)
** GRASSLANDPOLAR (Northern hemisphere only)
** ISLANDURBAN (vanilla TFTD Port terrain)
** JUNGLEMOUNT
** JUNGLEPOLAR (Jungle Swamp)
** JUNGLETEMPLE (Original Jungle + Mu terrain from TFTD, together with XOps)
** LINERSHIP (TFTD terrain, 1st stage mission only)
** POLARDESERT
** POLARDESERTMOUNT
** POLARMOUNT
** POLARPLANE (adapted Crashed Plane TFTD terrain)
** PORT (vanilla TFTD Port terrain)
** SAVANNADESERT (Southern hemisphere only)
** SAVANNADESERTMOUNT (Southern hemisphere only)
** SAVANNAFOREST (Southern hemisphere only)
** SAVANNAFORESTMOUNT (Southern hemisphere only)
** SAVANNAPOLAR (Southern hemisphere only)
** STEPPEDESERT (Northern hemisphere only)
** STEPPEDESERTMOUNT (Northern hemisphere only)
** STEPPEFOREST (Northern hemisphere only)
** STEPPEFORESTMOUNT (Northern hemisphere only)
** STEPPEPOLAR (Northern hemisphere only)
** TAIGADESERT
** TAIGADESERTMOUNT
** TAIGAFOREST
** TAIGAFORESTMOUNT
** TAIGAPOLAR
** TUNDRADESERT
** TUNDRADESERTMOUNT
** TUNDRAFOREST
** TUNDRAFORESTMOUNT
** TUNDRAMOUNT
** TUNDRAPOLAR
** TUNDRAPLANE (adapted Crashed Plane TFTD terrain)
Luke83
* Original OpenXCom terrains
** EXPANDEDTERROR (terror site terrain)
MKSheppard
* Geoscape cities and and Country Zones taken from his Improved Nations mod (expanded by Hobbes)
Nachtwolf
* Original UFO2000 terrains
** DAWNCITY (artwork together with Voller)
Twilight Owl
* Original UFO2000 terrains
** AIRFIELD (originally developed for UFO2000, converted to OpenXCom format by Hobbes)
Voller
* Original UFO2000 terrains
** DAWNCITY (artwork together with Nachtwolf)
Volutar
* Geoscape.dat from his Improved Globe mod (expanded by Hobbes)
* World.dat Geoscape editor
Wiseman
* Original UFO2000 terrains
** DOWNTOWNURBAN (originally developed for UFO2000, converted to OpenXCom format by Hobbes)
XOps
* Adapted/Combined UFO/TFTD terrains to OXC
** DESERTTEMPLE (Additional artwork)
** JUNGLETEMPLE (Additional artwork)
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I've moved back several terrains I designed specifically for Area 51 back into that mod:
* ALIEN COLONY
* ALIEN HIVE
* AREA51
* BIOLAB
* COMPLEX
* POLIS
* SIBERIA
* PYRAMID
* TECHBASE
* SLUMS

COMMERCIAL was deleted per Dioxine's request since the OXC conversion used his sprites. I might later re-add the original version, which was the first terrain I ever created for the original game.

2
As posted elsewhere, as an author, I've decided that my original work/files in the Terrain Pack, Area 51 and other mods cannot be used anymore by other modders on their own mods.

This applies to any mods that publish new versions after today - you're not required to remove any previous versions that have been already published.

Any unauthorized use of my work will be properly notified and reported, if necessary.

To help modders know what they need to remove here's a list of authorship the Terrain Pack content, and what I'll keep (because I'm the author or I have permission from the authors) and what I'll remove (because I have no authorization to use).

Units
* All units will be removed from the Terrain Pack, mainly civilians. Later, I may ask the authors of specific units for permission to reinclude them again in the TP.

Geoscape
* Improvedglobe - this file was made specifically by me for the terrain pack from the original, which the TP got permission to use. It contains several changes that I introduced. Thus, you can use the original file if you have permission from the author, but use of this specific modified file is not allowed.

Terrains
***Author: Hobbes***
- ALIENCOLONY
- ALIENHIVE
- AREA51HQ
- AREA51HWPFACTORY
- AREA51SKYRANGERFACTORY
- AREA51URBAN
- BIOLABURBAN
- CULTAFARMA + CULTAFARMB
- COMPLEXURBAN
- COMRCURBAN
- DAWNURBANA
- DAWNURBANB
- DESERTMOUNT
- DESERTPLANE
- DESERTTEMPLE
- FORESTMOUNT
- FORESTPOLAR
- GRASSLANDDESERT
- GRASSLANDDESERTMOUNT
- GRASSLANDFOREST
- GRASSLANDFORESTMOUNT
- GRASSLANDPOLAR
- JUNGLEMOUNT
- JUNGLEPOLAR
- JUNGLETEMPLE
- MADURBAN
- MADURBANUFO
- NATIVEURBAN
- NATIVEUFO
- POLARDESERT
- POLARDESERTMOUNT
- POLARMOUNT
- POLARPLANE
- POLISURBAN
- PORTCARGOSHIP
- PORTLINERSHIP
- PORTURBAN
- PORTINDUSTRIALURBAN
- RAILYARDURBAN
- SAVANNADESERT
- SAVANNADESERTMOUNT
- SAVANNAFOREST
- SAVANNAFORESTMOUNT
- SAVANNAPOLAR
- SIBERIA
- SLUMURBAN
- STEPPEDESERT
- STEPPEDESERTMOUNT
- STEPPEFOREST
- STEPPEFORESTMOUNT
- STEPPEPOLAR
- TAIGADESERT
- TAIGADESERTMOUNT
- TAIGAFOREST
- TAIGAFORESTMOUNT
- TAIGAPOLAR
- TUNDRADESERT
- TUNDRADESERTMOUNT
- TUNDRAFOREST
- TUNDRAFORESTMOUNT
- TUNDRAMOUNT
- TUNDRAPOLAR
- TUNDRAPLANE
- UBASE_REDUX

Keep In Mind
* You'll have to remove all of these terrains.
* This includes all the original .MCD, .PCK., .TAB, .MAP and .RMP and other files made by me as the author.
* It also includes any other versions of these terrains present in Area 51 and Tech-Comm.
* Any modifications or derivative works made to the original files by modders are not authorized by me as an author and need to be removed.
* If you have previously contributed with any assets to those terrains, and you want to revoke your permission for me to use them, please notify me.

The following terrains and files were nearly all made by UFO2000 authors, which gave me permission to use them.
- COLDISLE
- DOWNTOWNURBAN
- INDUSTRIALUFO
- INDUSTRIALURBAN
- NKF_APC
- STORMMOUNTAIN
Since I extensively converted them for use in OpenXCom, I also do not give permission for the original work I added to them (all the .RMP files for instance) to be used in other mods. If you ask permission to their authors, you may use these terrains in your mod but only the original terrain files, since you may not use the files I created originally for them to be used in OpenXCom.

I'll also be removing all non-original or unauthorized content from Area 51 and Tech-Comm, following the above guidelines.

If you have any questions or need more guidance, just ask.

3
Released Mods / Terrain Pack considerations
« on: November 26, 2019, 04:50:28 am »
I've been modding XCom for quite some time now. I've given a lot to the community and received a ton more in return. I've seen projects rise and fall, and I've seen a new vibrant modding community here at XCom, which has pleased me. And I've seen how my work has inspired others to create their own worlds, which is the great compliment I could have.

That has always been one of my intentions when I created the Terrain Pack: for people to contribute so that others could create their own worlds. But over the years, it turned solely into a collection of assets to be used by other modders using its assets, as freely and extensively as they want, and those modders even created their own terrains, but they almost never cared with sharing them in the pack. Or sometimes even giving proper credit to the Terrain Pack and its individual authors.

Furthermore, I've learned recently that there are mods that use extensively the Terrain Pack with links for donations, without asking me first for permission for them receiving money from thousands of hours of work I did for free to the community.

So, there's definitely going to need some changes regarding the Terrain Pack. SO I'd like to know everyone's opinion on these issues,  specially those of the modders using the Terrain Pack.

4
Area 51 / Area 51 Feedback on Discord
« on: July 31, 2019, 01:07:42 am »
I'm a regular user of OpenXCom's Discord channel, so if you want a quick reply to your feedback on Area 51 you can do it here: https://discord.gg/tzQDM8u

If I'm not present, just leave me a message there and I'll get back to you as quickly as possible. Thanks!

5
Open Feedback / Subforum settings
« on: July 30, 2019, 06:56:59 pm »
I just noticed in Area 51 subforum that new replies/topics now require moderation before they appear. Is there any way to disable this? I find it annoying both for the moderator (me) and to the people who post.

6
Area 51 / Area 51 and Terrain Pack prerelease plans
« on: May 19, 2019, 11:22:24 pm »
Hey all,

I've recently started publishing a series of smaller mods in the portal to represent different starting scenarios for the original game. The idea behind this came from playing other games, where you can changing the conditions to get a different experience and allowing for granular difficulty settings.

But once I started adding these small mods, I remembered that it this was how this mod started, with wanting to add new features to the Terrain Pack. So I decided to add a new format to Area 51, more of a mod collection, where you can choose which parts you'd like to play, like this:



And here's the full list of submods, indicating their development status:

Alien Hives (https://openxcom.mod.io/alien-hives)
Alien bases will launch UFOs against incoming XCom craft and upgrade their interceptors as time advances.

Armed Civilians (https://openxcom.mod.io/armed-civilians)
Adds paramedics, firefighters, police officers and military soldiers to terror sites.

Close Encounters (https://openxcom.mod.io/close-encounters)
Alien spotters/snipers added. Alien melee units will charge more aggressively.

Council Betrayal ((https://openxcom.mod.io/council-betrayal)
Several countries start already infiltrated. 4 additional countries. Pacts can be reverted by destroying bases.

Early Invasion (https://openxcom.mod.io/early-invasion)
The aliens' invasion timetable is advanced by six months.

First Class (https://openxcom.mod.io/first-class)
Only the eight starting soldiers can be promoted to Commander rank.

Galactic Fantasia
Adds the Spacefarer, Waspite, Phaser, Overlord and Gazer races, Muton Berserker/Elite/Leader/Commander units, Armored Sectopod and Hybrid terrorists.


Hunter-Killer UFOs (https://openxcom.mod.io/hunter-killers)
Medium/Large scouts, Terror Ships and Battleships have increased radar sight and can attack XCom craft.

Muton Warlords (https://openxcom.mod.io/muton-warlords)
Muton UFOs can bombard XCom bases to destroy facilities or even destroy the entire base. Adds Muton Leader/Commander.

Night Terrors (https://openxcom.mod.io/night-terrors)
Alien bases can also generate terror missions. Mission sites will despawn even when targeted by XCom craft.

Outworldly Physics (https://openxcom.mod.io/outerworldly-physics)
Smoke is 25% less effective blocking alien vision. Electroflare light power reduced by 25%.

Resistance Base (https://openxcom.mod.io/resistance-base)
XCom bases are replaced with the Tech Base, with surface and underground base facilities.

Spacemen Remix (https://openxcom.mod.io/spacemen-remix)
Adds mixed crews of the vanilla aliens.

Top Gun (https://openxcom.mod.io/top-gun)
Adds pilots to XCom, required to pilot all craft.

Xenophobia (https://openxcom.mod.io/xenophobia)
Human soldiers may suffer additional morale losses during combat.

Under development/consideration:

Beaches Of Cydonia
Replaces the Mars Cydonia Landing mission with a new terrain.


Immediate Evac
Terror sites have a 33% chance of being generated as escape missions, where XCom units need to reach an exit area to win.


Mudranger APC craft
Adds the Mudranger APC craft, and uses it  to replace the starting Skyranger.


Outside Context Problem
Captured aliens are required to unlock all major alien tech. Adds Alien Scientist Rank.


Terrain Pack
New terrains for landed/crashed UFOs, terror sites (include new civilian units) and alien base missions. Includes Geoscape redesign. *Being adapted from latest version*


Ununpentium Lock
Elerium research is a prerequisite for all major alien techs.


There will be some loss of mod integration (since they now need to work independently) but this also simplifies the rulesets. And, afterwards it will be easier to use it with mods made by other authors. Once all the planned submods are developed, there will be a release to replace 0.971 that will include all of the submods.

Finally, there are 3 aspects of Area 51 that I'm still redesigning:
* Weapons & Armor & Craft & HWPs - which to keep, drop, etc., there are already a lot of existing mods
* Council missions - with a different format

7
Released Mods / [OXCE][Compilation] Area 51 submods
« on: May 14, 2019, 06:53:49 pm »


This is a collection of modular mods created to add new starting options to the vanilla UFO game, using OXCE features that were originally developed for the larger megamods available. Once the planned mods are completed, this collection is being considered to be the prerelease of the Area 51 mod.

List of submods (*italics under development/consideration*)

Alien Hives (https://openxcom.mod.io/alien-hives)
Alien bases will launch UFOs against incoming XCom craft and upgrade their interceptors as time advances.

Armed Civilians (https://openxcom.mod.io/armed-civilians)
Adds paramedics, firefighters, police officers and military soldiers to terror sites.

Beaches Of Cydonia
Replaces the Mars Cydonia Landing mission with a new terrain.

Close Encounters (https://openxcom.mod.io/close-encounters)
Alien spotters/snipers added. Alien melee units will charge more aggressively.

Council Betrayal ((https://openxcom.mod.io/council-betrayal)
Several countries start already infiltrated. 4 additional countries. Pacts can be reverted by destroying bases.

Early Invasion (https://openxcom.mod.io/early-invasion)
The aliens' invasion timetable is advanced by six months.

First Class (https://openxcom.mod.io/first-class)
Only the eight starting soldiers can be promoted to Commander rank.

Galactic Fantasia
Adds the Spacefarer, Waspite, Phaser, Overlord and Gazer races, Muton Berserker/Elite/Leader/Commander units, Armored Sectopod and Hybrid terrorists.


Hunter-Killer UFOs (https://openxcom.mod.io/hunter-killers)
Medium/Large scouts, Terror Ships and Battleships have increased radar sight and can attack XCom craft.

Immediate Evac
Terror sites have a 33% chance of being generated as escape missions, where XCom units need to reach an exit area to win.


Mudranger APC craft
Adds the Mudranger APC craft, and uses it  to replace the starting Skyranger.


Muton Warlords (https://openxcom.mod.io/muton-warlords)
Muton UFOs can bombard XCom bases to destroy facilities or even destroy the entire base. Adds Muton Leader/Commander.

Night Terrors (https://openxcom.mod.io/night-terrors)
Alien bases can also generate terror missions. Mission sites will despawn even when targeted by XCom craft.

Outside Context Problem
Captured aliens are required to unlock all major alien tech. Adds Alien Scientist Rank.


Outworldly Physics (https://openxcom.mod.io/outerworldly-physics)
Smoke is 25% less effective blocking alien vision. Electroflare light power reduced by 25%.

Resistance Base (https://openxcom.mod.io/resistance-base)
XCom bases are replaced with the Tech Base, with surface and underground base facilities.

Spacemen Remix (https://openxcom.mod.io/spacemen-remix)
Adds mixed crews of the vanilla aliens.

Terrain Pack
New terrains for landed/crashed UFOs, terror sites (include new civilian units) and alien base missions. Includes Geoscape redesign. *Being adapted from latest version*


Top Gun (https://openxcom.mod.io/top-gun)
Adds pilots to XCom, required to pilot all craft.

Ununpentium Unlocked
Elerium research is a prerequisite for all major alien techs.


Xenophobia (https://openxcom.mod.io/xenophobia)
Human soldiers may suffer additional morale losses during combat.

Each of the mods present in this collection is independent from the others and can be installed and played separately, allowing for granular difficulty settings.

8
Area 51 / Area 51 beta version 0.971 released April 27th
« on: April 27, 2019, 05:15:28 pm »
Available at the official mod site - https://openxcom.mod.io/area-51

Alternate Download link: https://www.mediafire.com/file/vq3gjt5340zd9x8/Area_51_v0.972.zip/file


IMPORTANT: Requires upgrade to OXCE 5.5

Change Log
0.971
* Fixed UFOpaedia craft articles for stat box to display correctly number of pilots
* Changed pilot requirement for most craft to 1
* Added Xenophobia global chance rules, to determine if xenophobia will be present at all during a mission, requires OXCE update to work.
* Added Training Rooms, each room allows up to 10 soldiers to train their stats
* Changed officer promotion requirements - soldiers can only reach sergeant rank, need to be trained as officers (using training room) to progress up to commander
* Pilots and officers come with their own specific colored jumpsuits

9
Area 51 / Area 51 beta version 0.97 released 31st March
« on: April 01, 2019, 01:25:05 am »
Available at the official mod site - https://openxcom.mod.io/area-51

Alternate Download link: https://www.mediafire.com/file/ra1kpgshylfspb1/Area_51_v0.97.zip/file


IMPORTANT: Requires OXCE 5.3

Change Log
0.97
* Fixed map generation bug with Dawn City terrain
* Fixed map block with missing stair holes in Slum terrain
* Added Spacefarer Navigator rank
* Changed: XCom crafts are now kept if Escape, Extraction and Defense missions are lost
* Added Fire Extinguisher item
* Removed: alien base radar range; fixed other starting variables
* Added Xenophobia mechanism: during UFO and Alien Base missions it is possible for XCom units to suffer a morale loss each turn (50% chance) of ~15 points. This mechanism happens in most Alien Base missions, along with Cydonia, and roughly in 50% of all UFOs spawned. A similar startingCondition is also used in the Escape missions, but the penalty there is of ~10 points
* Changed: Darkstar craft can now be set to autopatrol a region
* Changed: Blackbird unit capacity has been upgraded to 12
* Added: pilots are now required for all craft, a single pilot for interceptor crafts and and two pilots for all transport craft. Pilots can be recruited just like normal soldiers and will be present during ground combat missions. They can also gain experience from aerial interceptions and have their own rank hierarchy to help distinguish them from regular soldiers: Cadet, Pilot, Corporal, Lieutenant, Major and Commander
* Added: Pilot Suit, all pilots wear one when recruited. It's a dark grey version of the vanilla jumpsuit and it can be used on regular soldiers.
* Changed: human scientist corpses can't be recovered; scientists can surrender
* Changed: Laser Minigun now weights 32 and can only be fired with both hands

10
Area 51 / Area 51 future versions and OXCE
« on: March 28, 2019, 01:11:14 am »
Starting with the next version 0.965, Area 51 will fully migrate to OXCE to take advantage of its extra modding abilities. This is a decision that I've been considering for more than a year since it will mean that Area 51 cannot be used with the nightlies, but OXCE's development has really made me rethink the benefits versus the disadvantages of such a move.

As a result, here's a list of the already implemented features for version 0.965:
* Xenophobia levels - depending on the mission or type of UFO encountered, your units may suffer a morale penalty to reflect the 'fear of the unknown' present when encountering extraterrestrial entities and their technology. This penalty has a chance of be applied on each turn (on average 10 morale points per unit). Soldiers may be subject to different types of Xenophobia in UFO and Alien Base missions. Xenophobia essentially acts as a soft timer for actively hunt and kill the aliens in those missions to compensate for the growing morale loss
* Fire Extinguisher (used by Meridian on his Area 51 LP)
* Pilots - crafts now require pilots which are recruited separately from soldiers, and are also a part of the ground team during missions. Pilots and other crew assigned to a craft have a 75% chance of surviving if their transport is shot down by hostile craft
* XCom crafts are now kept if Escape, Extraction and Defense missions are lost, and also in some of the Council special missions

11
Area 51 / Area 51 beta version 0.964 - released February 7th
« on: February 07, 2019, 03:02:21 am »
Available at the official mod site - https://openxcom.mod.io/area-51

Alternate Download link: https://www.mediafire.com/file/j7a22ta8p0pchgx/Area_51_v0.964.zip/file


Requires latest Nightly openxcom_git_master_2018_07_19_1544 or more recent

List of changes:
* Several bugs fixed, including all those reported on the forums and elsewhere


12
OpenXcom Extended / [DONE] [Suggestion] Earth-based alien operations
« on: September 03, 2018, 06:39:07 pm »
These are suggestions for Tech-Comm but that can be used by other mods.

I'll describe each one separately since they can be implemented separately and add new possibilities, although they are all required in order to add a new feature for Tech-Comm - Nuclear Missile Attacks.

The concept behind this idea is that as the war progresses Skynet will turn to desperate measures to stop Tech-Comm and it will activate a nuclear missile base somewhere in the world, that each month will fire a nuclear strike at one of Tech-Comm's bases that will completely destroy it once fire. The only way to stop these attacks is to locate this base and destroy it with a ground assault.

1) Make UFOs spawn/despawn on a specific alien base to simulate take-off/landing

This can be used also for total conversions where the enemy is not an extraterrestrial force parked in Earth's orbit. A player should be able to figure out the location of hostile bases in this matter, with the radar detecting the 'ufos' taking off/landing between their missions (but revealing the bases still requires a craft).

Another suggestion to implement would be through a new waypoint:
Code: [Select]
ufoTrajectories:
  - id: L0
    waypoints:
      - [6, 0, 0]
      - [0, 3, 74]
      - [0, 1, 28]
      - [1, 1, 47]
      - [6, 0, 0]

A 6 setting tells the game that the ufo's starting location is an alien base (the two 0s refer to 0 height and 0 speed)

One issue to solve is how to determine which alien base is used to spawn the ufo. If the mission is spawned by a specific base (through  genMission on alien Deployments) then the issue is solved since that base is used. If the mission is spawned through missionScripts then the game should check for any existing alien bases that fit the criteria (namely any specific regions defined on that missionScript entry) and choose randomly.

2) Retaliation UFOs can destroy XCom bases without any base defense taking place

As it says, once the final retaliation run begins there's no way to stop it short of defense facilities firing. If they fail, then the base is automatically destroyed.

This simulates a missile strike (or a saboteur/infiltrator) and if that sounds too extreme for some, it could be suggested to have a flag on base facilities that defines whether the facility will be destroyed or not by such a strike (underground facilities would survive, surface ones would not), but that would require a ton of more work and I only need the full destruction part at this point.

3) Missions spawned by alien bases can be set to target any region with an XCom base

This allows for an alien base to generate retaliations (or any other missions) on a region different than the one where it is located, by defining regional weights, targetBaseOdds, etc., on genMissions, the same way that is already possible through missionScripts.

13
Area 51 / Area 51 beta version 0.963 - updated September 2nd
« on: July 20, 2018, 03:30:08 am »
Download link: http://www.mediafire.com/file/ak6ghbas7vckguh/Area%2051%20v0.963.zip

Requires latest Nightly openxcom_git_master_2018_07_19_1544 or more recent

List of changes:
* Several bugs fixed, including all those reported on the forums
* Balance: Stormhawk Missile Launcher capacity reduced to 3 (from 6) (reverted back to 6)
* Balance: UFO radar range (for OXCE+) increased

14
Area 51 / New Area 51 LP by tarsolyger
« on: June 26, 2018, 08:30:49 pm »
tarsolyger is running another LP of Area 51 and it's already several dozen episodes long - check it here

15
Work In Progress / [TC][OXCE] Terminator: Tech-Comm - Terminated
« on: February 17, 2018, 03:31:49 am »
PROJECT TERMINATED
This project has been discontinued because of copyright issues related to the unauthorized use of third party images.

Since it would require a ton of artwork, I decided to end this project because of the permissions it would require and I do not want to be blatantly stealing from other authors/games/etc. without their permission, under the risk of receiving a 'cease and desist' notice that could compromise all the work done on this mod, specially from sources that are commercially sold. 

If you have downloaded this mod, keep in mind that the artwork for the weapons contained on it was originally done by Christopher Shields for his amazing Terminator: 2029 site and that it is not free to use - he kindly gave me permission to use them only for this mod after I personally contacted him.

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