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Messages - clownagent

Pages: [1] 2 3 ... 26
1
XPiratez / Re: Bugs & Crash Reports
« on: March 04, 2019, 10:07:41 am »
Hitsound on harpoon gun is exactly as intended. Not supposed to be blank, lol.

According to the Wiki, sound 1 is differently defined for different game versions. So players with game files 1.2 will experience an "empty" sound, players with game files 1.4 the "garbage" sound.

sounds from SAMPLE2.CAT    https://www.ufopaedia.org/index.php/SOUND

Code: [Select]
ref# offset length         Description
00 B8 01            02 2B         Snakeman slither
01 BD 2C            63 01  not used (empty in 1.2, garbage in 1.4)

2
XPiratez / Re: Bugs & Crash Reports
« on: March 03, 2019, 12:16:32 pm »
GOG version uses identical sound effects as Steam version.

Also, there is no gun called "dart rifle"... did you mean "harpoon gun"?
Not sure how you define "annoying cracking" sound (maybe you can record it? so that we know what you mean), but for me it's not annoying with any combination of Steam/GOG 1.4/1.0 sound effects.

Yes I meant harpoon rifle. (But all weapons with hitSound: 1 have the same issue)

I assumed the issue was that "hitSound: 1" is filled with "garbage" for 1.4 as is written here: https://www.ufopaedia.org/index.php/SOUND

I do not know how to record the "annoying cracking". It is very easily audible.
Maybe it is only specific to my computer or OS.

When I changed the "hitSound: 1" to another blank sound "hitSound: 999" in the piratez mod, the "cracking" was clearly gone.
So this is the fix for me.

3
XPiratez / Re: Bugs & Crash Reports
« on: March 03, 2019, 10:08:40 am »
Some weapons like dart rifle and whip use "hitSound: 1".

Depending on your original files (e.g. files from GOG version) this might lead to some annoying cracking sound when using.

If you want to get rid of it you may change the ruleset "hitSound: 1" to "hitSound: 999" for these weapons.

4
Resources / Tiles from Crusader - no regret / no remorse
« on: February 24, 2019, 10:42:02 am »
Here are the tilesets from Crusader - no regret and Crusader - no remorse. They might be useful for new terrain or robot units.

filesize: 80 mb

http://www.mediafire.com/file/ec9t9bm8ax3y4gf/Crusader_tiles.zip/file

5
XPiratez / Re: Bugs & Crash Reports
« on: February 23, 2019, 08:25:10 pm »
Attack dogs can be bought without having a burrow/beast den.

It works only if you have no facility which gives you the cooresponding prison space.

6
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 22, 2019, 10:09:05 am »
How hard is it to convert doom sprite into OXCE one? We are still missing mancubus, arachnotron, revenant and lost soul. (the bosses are too large, archvile and pain elemental have powers unsupported by OXCE)

It is not very hard to do the conversion. Lost Soul is for example attached.

However, to get a nice result you need some time for manually fixing the sprites after conversion.

7
Resources / DOOM 2 Lost Soul Spritesheet
« on: February 21, 2019, 10:34:34 pm »
I tried to convert the DOOM 2 Lost Soul spritesheet to openxcom format.

The result is attached.

The zip file contains also the Lost Soul sounds from DOOM 2.

8
XPiratez / Re: Bugs & Crash Reports
« on: February 16, 2019, 05:22:57 pm »
No shure if intended:

"Academy Comms tower" seems to spawn sometimes "distress Call" enemies. Also there is no "tower" on the map.

Guild Comms tower works as intended.

 

9
Work In Progress / Re: FOXC - Fantasy OpenXcom
« on: February 15, 2019, 09:27:29 pm »
Just brainstorming for a possible backstory for this conversion. It could have a strong 'Dungeon Keeper' component. This means you could have a warband to collect resources from nearby towns to build up your 'Dungeon' and main battles were then base defense missions.
It would put more emphasis on base design, which is for most mods not really important.

10
OpenXcom Extended / Re: Time to clean up user options
« on: February 06, 2019, 10:13:02 am »
I think it is a very good idea to declutter the options menu and I agree with nearly all suggestions in the first post.

However I think the "wounded fight during base attack" should not be removed but be an option in the mod-file.


By the way:
the "instant grenades" option is also somehow obsolete and could be removed, because this behavior can be defined in the mod-file for each item (in OpenXcom Extended).

Edit: I think the auto-sell manager can also go.

11
XPiratez / Re: Bugs & Crash Reports
« on: February 04, 2019, 10:01:19 pm »
Part of the text in the battleflag pedia entry is cut.

12
OpenXcom Extended / [Suggestion] Chained explosions
« on: October 13, 2018, 10:57:08 am »
Xcom Apocalypse had a feature where grenades and explosives lying on the floor could explode when they are hit by fire of explosions.
I think it was I good mechanic and I would love to see it in OXCE.

It is probably best done by using a ruleset tag, for example:
Code: [Select]
ExplodesIfDestroyed: true
with a default value of "false"

For ammunition with the tag, it would mean that the whole magazine would blow up at once and distribute the projectiles with the shotgun mechanic in random directions.

13
Is there any use of the Personal Shield Generator? It doesn`t show up in the equip aircraft roster.

No, there is no use yet. Just sell it.

14
XPiratez / Re: [MOD] Black Cat and Shredder Cat
« on: September 29, 2018, 05:50:57 pm »
Uploaded the "Shredder Cat" mod to the 1st post.

15
OpenXcom Extended / [Question] [Solved] Hit-log does not show hit
« on: August 20, 2018, 03:07:44 pm »
In the attached save:
Try to hit the osiron guard with the blow pipe from 'Bossy Azura' at the current positions.
The attack seems to hit nearly always, however the hit-log (Ctrl-H) always shows a miss.

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