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.


Topics - Keth01

Pages: [1]
1
Hi all,

I'm getting this error on a BigObject that I swear was working previously and I haven't touched it. It's a direct lift from Reaver's Mod (barring conversion to .png) too. I converted it using the same process as all my other resources and the problem is isolated to the attached file.

I'd be grateful for any advice you can offer.

2
Help / Paint.net and OpenXCOM
« on: April 26, 2018, 03:00:24 am »

Hi all,

I was wondering if anybody has had any success configuring paint.net to comply with the openxcom image palettes? It doesn't seem to work with .pal files and I am completely new to image editing so very basic advice about how to apply and enforce the openxcom palettes when working in paint.net would be appreciated. I have a bunch of work-in-progress sprites that are *not* displaying right and I suspect failing to consider the palettes used was the cause.

3

Hi,

So if I am going through and replacing the existing plasma weapons with renamed/rebalanced 'alien' weapons for a mod, how do these interact with the parameters set in AlienItemLevels.rul?
I can't find any way to set what 'tech level' a given item should be for this purpose.

Or is the answer "it doesn't" and so I'll have to make sure to specify loadouts very thoroughly in deployment scripts?

4
Hi all,

I've recently moved my modding over to OXCE+ and have encountered a weird issue where a BigObject image shows normally (i.e with appropriate transparency) in OpenXcom but the exact same file displays with a black box in OXCE+.

GIMP reports that the transparency is set up right to the best of my limited knowledge and it runs fine under OpenXcom soI am at a bit of a loss as to what to do.

Please find image attached for reference.

5
Help / Linking Items to Armor
« on: April 20, 2018, 01:41:20 pm »

I noticed a mention on the Piratez board of some items being 'glued' to certain armours? How does that work syntax-wise? (Apologies of this is a dumb question but google wasn't helpful).

6
Help / Minor Sprite Issue
« on: April 19, 2018, 11:16:25 am »
Hi there,

A weapon bigsprite I've modded in is displaying off-centre in the inventory slot for the hand and the selection window on the main battlescape view, but oddly if you move it down to the ground in inventory it aligns with the grid just fine.

As the image is, ah, borrowed from FMP I'm pretty confident the image itself is not to blame, and all the other causes for the problem I can think of would affect all display locations equally.

But I thought I'd step past my own ignorance and ask if anyone has encountered this issue before?

7
Offtopic / Pixel Artists
« on: April 18, 2018, 10:54:01 am »

Does anyone know of any pixel artists who do commissions and are mildly familiar with the XCOM art style?

8
Help / Limiting access to some armours?
« on: April 17, 2018, 01:19:22 pm »
Hi all,

I'm mulling over having constructable android soldiers in my mod who are recruitable after certain research is unlocked. To balance them and add uniqueness I was thinking of building a lot of their abilities into their armour stats (and thus preventing them from wearing other armour as a balancing strategy).

Is there an elegant way to accomplish this in any of the current builds?

9
Help / Map script commands
« on: April 11, 2018, 08:59:28 am »

I'm educating myself on how map scripts work by looking at existing ones in combination with the ruleset references on the wiki. It's going well but some of the parameters aren't well explained.

Using the alien base script from vanilla as an example, I'd really appreciate it if someone who groks these things could explain how the 'size' and 'freqs' parameters work?

10
Help / Quick check in about map sizes in UFO
« on: April 09, 2018, 07:31:35 am »

So, after reading through UFOpedia and poking at files etc, my understanding is that a map may contain a maximum of ten thousand items and may refer to a maximum of 255 different tilesets.

If I'm understanding this correctly, the fact that Alien Bases are 50 x 50 x 2 (5000 units) is a design decision by the original developers rather than imposed by the engine, and alien bases (and rules for generating them) could be made bigger, by making them 'deeper' through redesigning map tiles or just generating a bigger 'flat' base with the existing tilesets? With a practical cap of 50 x 50 x 4 or equivalent like terror missions.

Just checking I haven't missed an obvious hurdle before I settle in for what could be a fair amount of work, though definitely entertaining.

11
Tools / MapView 2- adding tilesets?
« on: April 08, 2018, 02:33:16 am »

Hi all,

Having trouble finding the functionality to add tilesets to map files? Any pointers will be much appreciated.

12
Help / UFOpedia text
« on: April 06, 2018, 04:57:35 am »

Sorry to be asking what is likely a pretty basic question but the search terms involved give a lot of false positives.

So I think I grok how to define the ruleset for a new UFOpedia entry in the game, and how to point it at a text file or image.

What I can't figure out is where those text files or images are, and what file format they are in or how they might be replaced or edited?

13
Open Feedback / How do aliens interact with ammunition?
« on: April 05, 2018, 10:24:10 am »

If an alien is equipped with a weapon that has multiple ammo types, and has multiple types of ammo in inventory (let's say hypothetically an autocannon with incendiary and AP ammo objects) how does the game behave?

I'm planning on modding in more ammunition types for the small launcher (well, a small-launcher equivalent weapon) and I'm interested in whether the aliens could actually benefit from this on the battlescape.

Also, do aliens actually use up shots from ammo they carry? I suspect not as I can't remember finding a non-full weapon but I also haven't been looking too closely.

14
Help / Advice on 'borrowing' TFTD sprites and sounds
« on: April 05, 2018, 10:05:57 am »

Since all those cool aliens and items and map objects and tiles in the correct art style are just sitting there, I though I'd ask. Are there any file format differences in terms of how sprites are handled or other hidden stumbling blocks? I also know that the two games handle palettes differently, so any advice on how to deal with that as a complete noob would be appreciated!

And finally, does anyone have any advice on colour swaps (changing the colour of lobstermen and switching the sonic weapon sprites to a base colour of dark grey rather than blue-green are my best examples)?

15
Help / Messing with refuelItem
« on: April 01, 2018, 09:46:57 am »

Hi there,

I've poked at the ruleset trying to remove the need for the Firestorm/Lightning/Avenger to refuel with Elerium. I've tried removing the line with 'refuelItem: STR_ELERIUM_115', which seems to work until the air combat window pops up at which point you get an amusing bug, and I've tried setting the value for refuelItem to 0 as implied by the ruleset summary, which causes the issue that I have no '0' with which to refuel it.

I'm sure that I'm doing something that's obvious to brighter minds in terms of flubbed syntax or similar but I'd be very grateful for pointers. I'm using Notepad++ as an editor if that is relevant.

Pages: [1]