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Messages - gaffer

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1
Released Mods / Re: [WEAPON] New Heavy Weapons
« on: June 23, 2021, 08:22:58 pm »
Great looking work! Looking forward go trying this.

2
Tools / Re: UnitSprite Studio
« on: April 08, 2021, 05:22:01 am »
Not a coder by any means,  but i could see that being accomplished with a shift+click function  to select multiple 'layers' (L arm, R arm, Legs). Nice idea

3
Tools / Re: UnitSprite Studio
« on: April 07, 2021, 04:57:14 pm »
Really enjoying this tool bohemond, appreciate your work on this.  I personally can't seem to work the animation shift but only briefly fiddled with it.  As Leflair stated it would be super handy to move pixels (ie cut, paste. Drag).  Cut seems to work (Cntrl+X) but not paste (nor Cntrl/alt+click to drag) Not sure if it's set up for that or if I am just doing something wrong.  It is very nice to select an area of pixels and quickly shift the brightness/darkness within the color or shift to entirely new color set. 

Overall loving this tool and looking forward to any future updates. 

4
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
« on: April 05, 2021, 08:10:24 pm »
Appreciate it Robin.  I will backup and give it a go, and share result.

5
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
« on: April 03, 2021, 08:50:26 pm »
Question:  noted in readme /mod details savegame backward compatibility is not supported.  Anything savegame breaking from .12 to .13? Can always backup files just less hassle to know beforehand.  Thanks

6
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
« on: April 03, 2021, 08:46:50 pm »
Love this mod Robin!  Thank you for making it a reality and your continued development on it.  Regards.

7
OpenXcom Extended / Re: [DONE][Suggestion] Battery-powered weapons
« on: January 25, 2021, 01:17:18 am »
Keeping an eye on this.

Thanks Meridian.

8
Tools / Re: Lasers & Legos: How to Make X-Com Terrain
« on: November 15, 2020, 04:40:18 am »
Very helpful, thank you!

9
Resources / Re: [ITEM][GRAPHICS]Motion Scanner interface and object re-skin
« on: November 15, 2020, 04:34:30 am »
Refreshing and exciting.  Appreciate your efforts here.  Can't wait to try them.

10

Did you find any of the tracks distracting so far? Overpowering?

I will upload the remaining tracks in the next few days. However all important tracks are already here, the only missing ones are Intro, Victory and Defeat movies, and the pre-mission for T'Leth. But I have some cool stuff planned for after that. Stay tuned ;)

Personally no, it plays great on my galaxy s8.  One instance tight as I threw a flare into the darkness and a xarquid was revealed the score climaxed and it made the moment terrifyingly wonderful. 

Cant wait for the rest.  Doesn't seem repetitive,  perhaps just me.

11
Fantastic work.  Thank you for this!  Looking forward to future updates.

12
Resources / Re: [CRAFT] 1960 Cadillac El Dorado
« on: September 30, 2020, 08:19:10 am »
Slick!

13
Resources / Re: [ARMOR] [GRAPHICS] Alternate Personal for UFO
« on: September 28, 2020, 08:23:15 pm »
So I believe you can just check layersDefaultPrefix properties in armours (file Piratez.Armors.rul) to make sure that the layers are correct.

Will check this out.  Thanks!

14
Resources / Re: [ARMOR] [GRAPHICS] Alternate Personal for UFO
« on: September 27, 2020, 01:40:24 am »
Yes, Solaris! I did download your example and looked through it.  Wasnt sure if Dioxine had something different. he mentioned a data structure that could be changed at a whim (easily?)  Thanks again for the example structure.  If I do my large mod, I have 8 to 10 armors I wanted to use so it would be beneficial then I believe.

15
Resources / Re: [ARMOR] [GRAPHICS] Alternate Personal for UFO
« on: September 26, 2020, 07:41:52 pm »
Well I don't use standarized bodies either, each face comes with unique body (well, semi-unique - sometimes there's simply no need/inspiration, but the data structure I keep make it possible to change that at a whim). Layering doesn't make a difference here - it only makes the whole process of implementation a LOT faster and easier, not to mention much more compact, especially if you have dozens of armors.

Do you have an example of your data structure for reference? Perhaps in Xpiratez files?

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