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Messages - greenscarf

Pages: [1] 2
1
The X-Com Files / Re: Want to help?
« on: May 01, 2021, 09:39:52 pm »
EAS warning music that I made up by merging CC-BY sound effects together; (credits here)
I'll also release this with CC-BY.


currently using this for terror mission and base defense briefing music on my mod, hope it could make some use for X-COM files too




2
Tools / Re: VSCode OpenXcom Modding Tools
« on: April 29, 2021, 12:31:52 pm »
I'd prefer to fix them, as in that case the tool is reporting false positives. Can I check out your rulesets somewhere so I can see what's going wrong?


these all are the false positives despite the code working as intended; linker will tell on attachment...
'cannons-conventional.rul' (STR_CANNON is pre-defined, not sure about STR_NONE)
Code: [Select]
"STR_NONE" does not exist (craftWeapons.clip) for STR_CANNON_UC
'STR_CANNON_UC' launcher 'STR_CANNON': item does not exist. This will cause a crash on loading OpenXcom!
'terror-unit-weapons.rul' (bulletSprite 10 should be vanilla blaster launcher's bulletsprite)
Code: [Select]
"10" does not exist (items.bulletSprite) for STR_SECTOPOD_AUX_WEAPON
Hint: this needs a sprite in Projectiles with spriteID 350 (10 * 35)
        (see documentation by hovering over "bulletSprite:")

'coverall.rul'
Code: [Select]
"MAN_0" does not exist (armors.spriteInv) for STR_COVERALL_UC


'awacs.rul' (on extrasprites INTICON.PCK is made of six sprites starting from 26;)
Code: [Select]
"26" (also "27", "28") does not exist (crafts.sprite) for STR_HAWKEYE (also STR_AWACS, STR_DARKSTAR)
Hint: this needs THREE extraSprites (see documentation by hovering over "sprite:"):
        - One in INTICON.PCK with spriteID 26
        - One in INTICON.PCK with spriteID 37 (26 + 11)
        - And one in BASEBITS.PCK with spriteID 59 (26 + 33)

'mapScripts_CMPV.rul' (I'm not sure about this one, but I've tested the maps that was supposed to get segfault and they were okay, looks like groups can be arbitary)
Code: [Select]
'Group '4' does not exist in terrain for RICE_FARM_SCRIPT. This will cause a segmentation fault when loading the map!

+ ADDED


Units-Alien.zip contains alien deployment data, which was split into:
  • data (where alienRank is stored)
  • width, length, height
  • civilians, alert (and background), briefing, markername, duration and despawnpenalty
since the only part where splitting is not allowed is data, files above works fine and without bug (afaik), however they're spewing out like, 40 fatal errors.

3
Tools / Re: VSCode OpenXcom Modding Tools
« on: April 29, 2021, 01:21:10 am »
Thank you for the kind words, it is appreciated! If you have any suggestions about how I could improve it even more, let me know!


I guess the ability to ignore some of the warnings would be great. Sometimes the ruleset works as intended but linker sees that as error. maybe adding #ignoreLinker  to end of line to ignore certain properties for checking?


+ also highlight syntax for loop
for example word 'loop' and 'var' not highlighted on
Code: [Select]
loop var i 10;
    debug_log i;
end;

4
Released Mods / [OXCE][WIP] OpenScarfCom - v0.1.3a update log
« on: April 27, 2021, 06:10:09 pm »



v0.1.3a
new weapon: automatic rifle/grenade
  • can be purchased from start
  • can be loaded with Heavy Cannon ammo (bit OP at the mo because all 6 are loaded at once; will be fixed asap)
  • supports different sprites for each ammo loaded (script updated to support all 16 possible combinations for 4 type of ammo)

5
Tools / Clip Studio palette for UFO battlescape
« on: April 27, 2021, 03:53:12 am »
prbly not many uses clip studio for drawing assets but anyway here's pre-constructed color palettes for x-com ufo defense battlescape.

I've also uploaded it on assets store. since clip studio does not support 8bit png export, you'll have to downscale it (and preserve palette information) via falko's palette converter

6
Tools / Re: VSCode OpenXcom Modding Tools
« on: April 27, 2021, 03:46:56 am »
this is by the far one of the most useful modding tools I've ever had. great work!!


p.s - that font is sleek. what's it called?

7
Released Mods / Re: [OXCE][WIP] OpenScarfCom
« on: April 26, 2021, 07:53:39 pm »
Sorry to be direct, but could you please disable the filter? I can't see a damn thing, it's like looking at stuff through a wet shower glass... :P
umm sorry, using filters for 5 years straight must have made me blunt; blame some introductory article that led to me into openxcom that said "there's this awesome feature called graphic filters";

although I'm comfortable with graphic filters, it should propose a problem to many others. I'll take these screenshots again without filters (gonna be a hell of a work) tomorrow (for it is 2am now).

thank you for suggestion!

8
Released Mods / OpenScarfCom: Pictures & Showcases
« on: April 26, 2021, 07:02:50 pm »

Pictures & Showcases




- Different sprites for loaded/unloaded weapons
- Automatic Rifle: 3-shot snap, 10-shot auto (almost zero accuracy)
- Marksmans Rifle: share rifle clip, has aimed shot as reaction fire
- Heavy Cannon: sprite changes; now has arcing shot
- Small launcher: can be armed with alien grenade



- Hyper & Trajectory implemented

- UFOs except small scout & supply ship can be Hunter Killers
- All projectile speed doubled


- Cannon all stats doubled (range, rof, dmg)



- Skyranger built-in cannon
- cannon does not require ammos (like laser & plasma beams)




- Interceptor built-in cannon


- Exoskeleton Armor

- Fire inflicts severe damage & fatal wounds & morale loss to units without incendiary resistances


- Default base layout
- Radar replaced with radar aircraft

please freely give any suggestions/bugs/idea/typos/balance problems here or github repo; mod.io page is also welcomed.

9
Tools / Re: UnitSprite Studio
« on: April 25, 2021, 04:14:18 am »
a great tool, reduced my worktime tenfolds :D
it's a but hard to use digitizer tablet with it tho. drawing lines are not easy, it gets dtuck midwhere and I have resorted to stabbing pens like as if i was drawing a pointillism painting. but anyway it's a novel work and I love it. please keep going on great work.

10
Released Mods / [OXCE][WIP] OpenScarfCom
« on: April 24, 2021, 07:13:14 pm »

*latest OpenXcom Extended Needed*

Download/More info/Credits Available at
mod.io page
github repo


A total conversion mod that focuses on replayability and QOL.

some of the main features:

Battlescape:
Quote
  • sprite changing based on loaded clips (currently on rifles)
  • integrated Hyper & Trajectory
  • integrated powered exoskeletons
  • increased smoke and fire damages (incendiary now deadly against no resistances)
  • fire inflicts morale loss & fatal wounds
  • alien uses spotter & sniper tactic
  • alien carries multiple primed grenades
  • alien can be stunned from smokes
  • aliens can surrender if you make them panic enough
  • rifle and auto-cannon merged into automatic rifle and marksman's rifle that uses same ammo; AR has 3-shot burst for snap, MR aimed shot for snap (for reaction fires)
  • heavy cannon is now an actual multiple grenade launcher with arcing shot
  • small launcher can fire alien grenades
  • hwp replaced by UGV. with dual-weapons and operator getting XP as well (buggy atm)

Geoscape:
Quote
  • surface radar replaced with AWACS (thanks to redv)
  • all crafts can now auto-patrol
  • UFOs have chance to become Hunter Killers that could try to disengaged when damaged enough
  • Built-in Cannon for interceptor & skyranger
  • Dogfight projectile speed doubled
  • Cannon all stats doubled (dmg, range, rof)

for full list of milestones & planned features please check mod.io page or github repo link above.




SUBMOD CREDITS

> i have no rights to any of the mods included below. scarfcom could not have been developed without help from these mods. mod assets are in seperate folders. these mods included are out of my bounds all rights goes to their respective owners.
if you are the author of these mods and do not wish these mods to be used, please let me know, or PM me on openxcom forums, or contact me with honestlawn005@gmail.com. it will be removed immediately.
Spoiler:
Community Map Pack by CMP admin and various contributers
Extra Explosions by Arathanor, Strarvingpoet
AWACS AIRCRAFT by redv
HQ sounds by daedalus, hellrazor
Combat Armor by Warboy1982, Ryskeliini recolor by Solarius Scorch
please be notified that it is on active development and is VERY BUGGY and VERY UNBALANCED.

please tell me freely if you find any bugs/ideas/opinions. or you could put a pull request yourself! also
if you need anything steal any codes and assets I've done (in OpenScarfCom folder) freely!

11
Released Mods / [UPDATE] Hyper & Trajectories for Hardmode Expansion
« on: April 23, 2021, 09:21:44 am »
link moved to https://openxcom.mod.io/oxce-hyper-trajectory




now hyper & trajectories officially support hardmode expansion!
please keep in mind that you'll need oxce to run hyper & trajectories.


btw I've found out I was using alternative account all the time by mistake (auto-logins), it would be nice to remove these topics entirely, since I've accidently removed my alt account before removing topics above...

12
Released Mods / Re: [ARMOR] Powered Exoskeletons
« on: April 23, 2021, 05:09:40 am »
Ah, yes, those flags are meaningless in OXC.  Hmm, could probably just remove the bonus TU (since you can't adjust AllowsStrafing either).


thinking of, since both allowstrafing and tu bonus are negated (because it's oxce feature), it could be okay to keep the code as is, I guess?

13
Released Mods / Re: [ARMOR] Powered Exoskeletons
« on: April 22, 2021, 03:46:19 pm »
1. It's not a true powered suit, it's a hydraulic exoskeleton. The +10 TU feels undeserved; if anything, I think it should penalize your TU.
2. The "turnCost: 3" flag is troublesome. I understand the intention to limit the armour's mobility, but modifying the turn cost will made it harder to shoot at anything not directly ahead of you, and I think it's unfair. I believe that "allowsStrafing: false" is punishing enough.

fair points. my intention was that the TU bonus provided are compensated by high cost of turning, but giving exoskeleton negative weights looks sufficient. also found out that I have set stamina recovery to flatHunred: 15, so that was the reason soldiers were never going out of stamina. adjusted so now they can also be tired from extended running, still they have better energy regeneration from other armors. (TUx0.5 and TUx0.6 over TUx0.33)

thanks for suggestion!

14
Released Mods / Re: [ARMOR] Powered Exoskeletons
« on: April 21, 2021, 08:39:11 pm »
Nice.  I'll have to give it a try as well (and can probably test it in OXC for you).
thank you. please keep in mind that even if there's no bug it uses some of oxce features (namely turning costs and stamina recovery) so it would work differently from oxce version.

15
Released Mods / [ARMOR] Powered Exoskeletons
« on: April 21, 2021, 04:22:18 pm »



X-COM recently had contract with powered exoskeleton suppliers. While  a bit cumbersome, it grants extra mobility and assists soldier's load. You can also manufacture enchanced version powered by elerium after researching alien alloys and elerium-115.




it uses OXCE features to simulate better stamina regeneration (vanilla: 0.33 x TU, this: 0.5 x TU, 0.6 x TU) so OXCE version exoskeleton would work better than OXCE version.
the elerium exoskeleton is intended to be same tier as personal armour, so you could choose between mobility and heavier loadout or decent protection from all directions (notably explosives).

downloads are at the bottom of the post.


Credits: combat armor mod
by Warboy1982, Ryskeliini
recolor by Solarius Scorch


Use the mod freely; all my works are released under CC-BY.

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