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Topics - Cooper

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1
Help / Making mods work in different operating systems
« on: February 21, 2024, 12:04:29 am »
What does modders have to remember to make mods work in different operating systems? My research concluded with this:

Windows: Nothing special

Linux: Linux see difference between uppercase/lowercase in file names, so make no mistakes here

Mac: Use 8bit png images, do not use gif


Anything I missed?

2
OXCE Support / Is OXCE code ignored in OXC?
« on: February 14, 2024, 11:57:39 am »
I want to keep my megamod compatible with both OXC and OXCE as long as possible, however I also want to start playing with all the fun OXCE stuff. Is there a chance of the game crashing or any other nasty stuff when running a mod with some OXCE code in OXC? Or is the OXCE code simply ignored in OXC?

I tested it before asking of course and it seems to be just ignoring it, but I don't know if this is true for all code / installations / systems.

3
OXCE Support / tuSnap: -100 not working in OXCE
« on: January 20, 2024, 07:22:21 pm »
In my mod I have an item that require -100 time units to use. I call it "Time Looper", and it gives the soldier extra time units when using it. (it has very expensive ammo, so its not OP).

This worked great in OXC, but in OXCE only the throw option is there. Snap shot seems to be possible only when the required time units are not below 0. Is there a way around this? I really love this item and how it adds to the mod!

4
Work In Progress / [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« on: January 17, 2024, 09:39:04 pm »
Creating a new topic for my mod as the old one got super messy!

UFO: Alien Takeover is a mod for openXCom that adds new items, weapons, aliens, missions, music, tactics, UFOs, terrains and an expanded and alternative story. It makes the game harder, different, and more focused on close combat. Powerful weapons are scarce, as you play as ordinary citizens. It also makes the game longer and bigger. Research has been changed and in addition to the normal research you get projects like "Explore nearby cities" and "Basic Weapon Training".

In UFO: Alien Takeover you start the game with nothing: you only got kitchen knives, have to beg for money, and the aliens are building a base you cannot take down. This is to show that the aliens are far superior, and to make the player expect a tough challenge: because the game is the most fun when you expect it to be difficult, in my opinion.

The mod is quite close to being complete.  Minor things like a couple late game UFOpaedia articles not being too amazing are present. End game could need more balancing, but it should be pretty decent now. It is 100% playable and have been tested a lot for bugs.

Read the readme-file before playing.

Download and see more pictures in the mod portal: https://mod.io/g/openxcom/m/ufo-alien-takeover!

5
Help / How to make a "rescue the VIP" mission?
« on: December 02, 2023, 06:33:13 pm »
Is this possible somehow?

I want to make a mission were the way to win is if the player grab an item (named "unconscious VIP"), and return it to the craft.

Thanks for any help!

6
Help / Inventory civilian sprites somewhere?
« on: May 10, 2023, 08:41:07 pm »
In UFO: Alien Takeover, the mod I am working on, the soldiers has been replaced with common citizens. So I have replaced the battlescape soldier sprites with civilian looking sprites, but the inventory screen sprite is still the same vanilla soldier sprite. I don't have skills to make an inventory citizen picture, so is there maybe some sprites somewhere on the forum or in some mod that can be used as a starting point?

7
Help / Game freeze sometimes when using invisible units
« on: December 11, 2022, 12:14:19 pm »
In the mod I'm working on I have the possibility to use certain captured aliens as our own units - as slaves.
The idea is that they can walk around and rarely be recognized as an enemy because other aliens think it is one of them.

To achieve this I use  loftempsSet: [ 100 ] on the armor. It works great and the unit is only occasionally seen by the aliens.

However when testing this for a while, the game occasionally would freeze. Probably the aliens get confused when they are not able to walk somewhere and don't know why because they cannot se the unit. This is so sad because I really really loved this part of my mod.

Any idea on how to fix this? I tried a few other loftempsSet numbers but it did not help much.

8
Help / Spawning a small unit from a big unit
« on: December 03, 2022, 06:22:18 pm »
I'm using spawnUnit to spawn a 1x1 unit from a 2x2 unit. This gets a little buggy because of the size change. Is there any way to make the game less confused when spawning a small unit from a big?

9
Help / objectiveFailed also on loose mission?
« on: December 02, 2022, 12:14:53 am »
When using this code, the debriefing screen only after aborting gives -500 points, but if loosing the mission  I just get "Craft is lost" and  not -500 points. Is there a way to get this in both abort and loose situations?

objectiveFailed: [STR_TERROR_MISSION_LOST, -500]


10
Help / Adding items to the UFO breaks Elerium recovery?
« on: November 22, 2022, 10:07:35 pm »
Ive added some items to a UFO floor like this:

  - type: STR_MEDIUM_SCOUT
[...]
    battlescapeTerrainData:
      name: UFO_110
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
        - U_PODS
        - U_DISEC3
        - UFOL83
      mapBlocks:
        - name: UFO_EX1
          width: 10
          length: 10
          items:
            STR_ALIEN_SMOKE_GRENADE:
              - [7, 3, 0]
              - [7, 3, 0]


However this causes Elerium not to be recovered anymore! Is this a bug? Any way to fix this without removing the item?

11
Troubleshooting / 1.0.518a651-dirty
« on: October 10, 2016, 07:30:12 pm »
Hello everyone!
After a few months break from openxcom Im finally back. However I ran on to this problem on my fresh installation. Does it mean something is wrong with the installation?

12
Work In Progress / Parts of ufopedia.org available here
« on: August 09, 2016, 01:54:06 am »
Could not find that this have been mentioned before, so I wanted to mention that even if ufopedia.org is down, it is still possible to access parts of the site here:
https://web.archive.org/web/20160405021158https:///www.https://ufopaedia.org/

Seems like the ruleset reference is not available, so I uploaded it here (from ‎‎mars 26. ‎2016).
To open it, just change it from .doc to .html OR just click "open With" and choose your web browser.

13
Work In Progress / Multiple HE projectiles
« on: July 23, 2016, 08:44:37 pm »
I've created a cool weapon, using multiple "shotgunPelles" and HE damage. It's working most of the time, but sometimes it causes a crash. Not sure why. Has anyone tried the same thing, and figured out a way to make it work 100% of the time?

14
Suggestions / String for damagetype 0
« on: June 28, 2016, 12:36:36 am »
Damagetype 0 is not really used, so is a nice option for modders to create an additional type of damage. However, changing the name/string of the damage type is problematic. It is now called "Unknown", the same as the status on a research project that has just been started, and its not possible to change one without changing the other too. So is there any chance there could be made a unique string for damageType 0?

15
Playthroughs / Finished in less than 2 hours
« on: June 22, 2016, 01:35:32 am »
I wanted to see how fast I could complete vanilla OXC, turned out 1 hour and 49 minutes was enough  :o (Beginner difficulty) Could have done it even faster if the stupid snakemen did not attack my base shortly before I went to mars. I also wasted some time researching and manufacturing armor, which was not actually needed.

Anyone else tried to do a superfast playtrough?  ;D

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