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Messages - Helmet_Hair

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1
The X-Com Files / Re: [submod]X-com Files Alternative Art
« on: December 24, 2022, 08:01:20 am »

2
Fan-Stuff / Re: Some X-com fanart I made
« on: August 25, 2022, 01:40:17 pm »
Lol, accurate.

3
Fan-Stuff / Re: Some X-com fanart I made
« on: August 05, 2022, 02:25:49 pm »
Thanks :)

4
Fan-Stuff / Some X-com fanart I made
« on: August 05, 2022, 04:33:59 am »
Here is some X-com fanart I made over the last few months just for fun, and training.



Just a wild Triton... with a lone survivor, or did the commander forget to put soldiers on the ship?



Barracuda going on mission.



Agent Silva training her marksmanship. Not sure if she is improving or not!



Rookies of Europe base desperately trying to defend against invading sectoids.

5
Troubleshooting / Saving takes longer suddenly?
« on: September 24, 2021, 12:41:14 am »
Mostly curious what could have caused this. Everything was fine until recently. Auto-save and saving took just 1/5 of a second. But now saving takes a full second. Not a real problem I agree, but it annoys me still because it was so fast before.

The only change I did was that I changed some sound files in a private sound mod I have made for Final Mod Pack. Making the sound pack and activating it had no impact at all a couple of months ago, until now that is when I added a few more sounds. Could it be because of that? It just seems weird that saving would suddenly take a full second because of a few more kb of wav sound effects. Or maybe I tripped over some invisible line in the game/mod so the save file gets bigger the closer you get to the end? The save file itself is around 1 mb. I don't know if that is big or not in the context of X-com.

I know it's all very abstract, but just curious if anyone could have any idea.

Edit:

Might add also that Windows came with some update. Computer auto-restarted one night. No idea what it was. Maybe related? I got no clue.

6
The X-Com Files / Re: [submod]X-com Files Alternative Art
« on: March 17, 2021, 11:10:09 pm »
Hmmm, seems so. How annoying.

Added a backup download!

7
The X-Com Files / Re: [submod]X-com Files Alternative Art
« on: February 25, 2021, 10:21:40 pm »


None taken :) Though the only blatant anime pic I can recall is the outdated weapons article (I generally avoided animu like fire), so I'm not sure what you mean.

I think it was mostly that one that triggered me  ;)

But from what I remember it was one in society/groups too.

8
The X-Com Files / Re: [submod]X-com Files Alternative Art
« on: February 23, 2021, 08:55:53 am »
Yeah, best would be if I could draw yourself, but alas. It's hard to find consistency, if you mix between real life pictures and fantasy art... I thought a mix would be most fun since X-com to me have always felt a bit larger than life/Sci-Fi cartoony, but still kinda grounded. Anyway, I made the pack to mostly get rid of the blatant anime stuff. I just couldn't play the mod with the anime stuff popping up, and obvious references to other games - like having Booker DeWitt representing shotguns. No offense to Solarius :)

9
The X-Com Files / Re: [submod]X-com Files Alternative Art
« on: February 22, 2021, 04:46:44 pm »
Finding the right pics is indeed a very difficult and time consuming part of modding (although very fun).

Would you object if some of these were ported to the main mod? With due credits, of course. (If you say no, no hard feelings!)

I don't mind, and thanks for the mod.

10
The X-Com Files / Re: [submod]X-com Files Alternative Art
« on: February 22, 2021, 02:50:50 pm »
Thanks!

I get what you are saying. I tried to find as much agent stuff I could, but then X-com turns into a military operation eventually, and most agents I would think comes from a military background. At least they do in my head 8)

11
The X-Com Files / [submod]X-com Files Alternative Art
« on: February 22, 2021, 07:30:33 am »
Hi,

While I think the mod is great, I find some of the Ufopaedia art a bit questionable and immersion-breaking. So I made a mod replacing about 90% of the stuff. Affected areas are of course the Ufopaedia, some vehicle art, and most of the dossiers. I tried to keep the art consistent throughout, and match whatever personality/Ufopaedia entry I changed. There might have been changes to X-com files since I made the mod (it's a couple of months old now), so there might be some new untouched art added that I have not changed.

Ufopaedia examples:

Spoiler:





Dossier examples:

Spoiler:


Vehicle examples:

Spoiler:


Subcultures examples:

Spoiler:

You can download the mod here!
Back up download!
------------------------------------

How to install:

Put the files in:

C:\ ... Documents \ OpenXcom \ mods

And activate the mod from the mod menu in-game.



Good luck commander!

Edit:
Some spelling and words missing.

12
Released Mods / Re: Terrain Pack considerations
« on: November 28, 2019, 06:51:57 pm »
Yikes, what a move! Modding community be damned I guess.

Also taking donations is not selling.

13
Troubleshooting / Re: Going from inventory to ufopaedia?
« on: November 19, 2017, 02:19:15 am »
There is, if you're using Meridian's OXCE+ executable - pressing "u" brings up the ufopaedia menu, middle-clicking an item on the inventory screen brings up it's article if you have it unlocked.  If you're using the OXC nightly version, then this feature is not available and you have to go out to geoscape.

Okay, thanks dude.

Is it possible to play OXCE+ with Final Mod Pack?

14
Troubleshooting / Going from inventory to ufopaedia?
« on: November 18, 2017, 02:12:22 am »
Just wondering if there is a key for going to the ufopaedia directly when checking for example a weapon in the equipment menu, instead of having to go out to the geoscape and click through it all?

15
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 11, 2016, 03:17:18 am »
Looks really nice. I like the new graphic for the weapons.

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