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Messages - Cirius

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46
Thank you, thank you, thank you!!!

...I am going to go so nuts with this.


47
Work In Progress / MODDERS REJOICE! NEW GRAPHICS ARE EASY NOW!
« on: May 24, 2013, 10:31:07 pm »
This statement intrigues me, anyone care to elaborate on what it specifically means?

48
Work In Progress / Re: OpenXcom mods
« on: May 24, 2013, 10:22:03 pm »
Doom mod here , need some map builders to do some large levels and a way to LINK levels  together without Geoscape , maybe with story pages between them

That's a very interesting idea actually, having linked maps together to form a kind of mini-story.

I suppose once TFTD's multi-stage missions  are done that might be possible, although as I'm typing this, I'm realising that the Cydonia mission pretty much does it already?

Ho hum, one for the technical wizards I suppose.

49
Open Feedback / Re: A Few Questions Regarding The Rulesets
« on: May 08, 2013, 11:37:57 pm »
Thanks a lot, I just spotted the fixedweapon info in the ruleset, but that's all good to know.

I still haven't figured out how to get the terrorist weapon spawning working though. I've added a straight copy of the cyberdisk_weapon to the list, but changed the name to ETHEREAL

type: ETHEREAL_WEAPON
    weight: 3
    bigSprite: 40
    floorSprite: 31
    handSprite: 104
    bulletSprite: 8
    fireSound: 18
    hitSound: 19
    hitAnimation: 46
    power: 130
    damageType: 5
    accuracySnap: 75
    accuracyAimed: 110
    tuSnap: 30
    tuAimed: 60
    clipSize: -1
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    recover: false

Given that there is no ethereal terrorist, I'm guessing I need to create one elsewhere in the list?
I've run a quick search for ethereal, and added _terrorist to where it seemed necessary, but all I'm getting is a crash when I attempt to run the game.

50
Work In Progress / Re: the Dalek Invasion of XCom
« on: May 08, 2013, 11:00:02 pm »
Thanks, I'll try and put up an upload for anyone interested in trying them later tonight.

I haven't had the chance to integrate them into the ruleset, so they're currently just a texture replacement for the Ethereal, (hence why they're holding weapons), but it's a start.

Once I've got the ruleset figured out, we'll see about the possibility of adding them as a separate race altogether.

[UPDATE: 08/05 21:30] There you go - Download link added to first post.

51
Open Feedback / A Few Questions Regarding The Rulesets
« on: May 08, 2013, 10:18:47 pm »
Apologies if this topic is in the wrong place.

Now I've started work on the dalek mod, I'm getting a little bit confused when it comes to comprehending the rulesets.

How do you attach a species-specific weapon to a creature, like the cyberdisk/silacoid? I note there's a - type: ***_WEAPON section that defines what the weapons do, but I'm not seeing anywhere in the ruleset that actually covers their assignment to the creature itself?

I'm guessing it has something to do with the 'itemsets' further down the ruleset, but I'm flummoxed nonetheless.

Misc Questions:
What does the 'fixedWeapon: true' field do?
I'm presuming 'spawnUnit:' determines what unit is spawned by the death of the zombie. Will this work if added to other units?
Likewise with the  Chrysallid's 'zombieUnit:' field. Is this hardwired to the Chrysallid, or can I merrily add it to other units to enable zombification?

What do the Cyberdisk & Silacoid's 'specab' refer to?

Again, forgive my interminable questions. I'm sorry if the rulesets have been explained somewhere and I just haven't seen it. If not, we could really do with a wiki or tutorial somewhere.

52
Work In Progress / Re: the Dalek Invasion of XCom
« on: May 07, 2013, 11:49:29 pm »


And we are in business. Thank you so much for your help. Now the work begins in earnest...

53
Work In Progress / Re: the Dalek Invasion of XCom
« on: May 07, 2013, 11:38:40 pm »
I'm using 1.41 apparently, no idea where i picked that up. I'll try downloading 1.5 to see if it makes a difference.


54
Work In Progress / Re: the Dalek Invasion of XCom
« on: May 07, 2013, 10:44:59 pm »
Knock yourself out.

I've added the original sectoid files, the ethereal files I tested and also the bigobs file I added the pistol to. All are suffering from the same apparent problem.

https://www.mediafire.com/?a7hk4l5v9q8alo4

55
Work In Progress / Re: the Dalek Invasion of XCom
« on: May 07, 2013, 10:15:54 pm »
Perhaps you didn't "replace", but "deleted" and "inserted" instead, and now the indexes are wrong? try clicking on the frames in turn and watching the number in the lower-left corner of the pckview window... if the numbers are not in order, something was messed up :)

Nope. Indexes all read exactly the same as vanilla xcom.  This is really putting a downer on things, as I've absolutely no idea what's going on here.

56
Work In Progress / Re: the Dalek Invasion of XCom
« on: May 07, 2013, 02:02:17 pm »
you could always define them to use the civlian/ethereal drawing method, their spritesets don't include arms or legs.

Hitting exactly the same problem with using the Ethereal spriteset.

I've replaced ALL of the Ethereal sprites, apart from the death animations. The sprites are rendering correctly, but in completely the wrong situations. When the ethereal moves, it plays the death animation in a loop, despite the fact I never changed the death anims. I'm beginning to suspect it's a problem with PCKView correctly saving the PCK after I make changes to it, as I can't for the life of me see what I'm doing wrong here.

UPDATE: Yes, there's definitely something weird going on with PCKView. I tried to replace the pistol texture, and after saving and trying in game, every single weapon had screwed up royally.

57
Work In Progress / Re: the Dalek Invasion of XCom
« on: May 07, 2013, 01:38:39 pm »
Thanks guys.

Here's the current PCK as it stands.



I've currently only replaced the torso/head sprites up in the top right, as I figured as they were always visible, I'd be seeing them show up straight away in game. However, the alien is now completely invisible, aside from his weapon. The dalek pops up periodically, but the angle it faces seems to be unrelated to the sprite I've erased.

I appreciate I'll need to erase the rest of the limbs at some point, but since adding the dalek sprites, I don't even seem to be seeing them either.

58
Work In Progress / Re: the Dalek Invasion of XCom
« on: May 06, 2013, 09:38:04 pm »
now the daleks opend the door,... will we seen things like "the predator" and "alien" (including facehuggers!!!!!!) comming to the xcom universe?,...

Once I've got the hang of this, it's more going to be a question of stopping me...

My current plan, however, is to work through the main Dr Who villains:

Daleks
Cybermen
Sontarans

Once they're out the way, I'll be looking at adding some more 'flavour' races, that'll come from either my fevered imagination, or wherever the hell I feel like pulling them from...

OK. On with today's problem:

The daleks are now in the game. (WOOHOO!) but I've hit a bit of a snag. (BOO!)

I'm using PCKView to replace the PCK sprites. Now I've figured out how to get the palette right, the colours all look fine in game.

However, here's the problem - I'm placing the sprites in the appropriate slots in PCKView, ie putting 'dalek facing north' in 'alien facing north' box, but when I go to test them in game, the PCK view seems to have shuffled itself.  'Dalek facing north' is now 'alien's left hand', and 'alien facing east' is now 'alien facing north' etc. I'm more than a little confused as to why it's choosing to do this, and am curious if anyone else had hit similar problems in the past?


59
Work In Progress / Re: The Dalek Invasion of XCom
« on: May 05, 2013, 10:14:43 am »
Hey there again. Just did the same thing again, let me know if I messed anything up.

-Redrat

Yes, I noticed this morning I used the wrong, unfixed version as the template for the new variants. Already fixed, but thanks for your help anyway.

The currently planned roster for the dalek race consists of the following. Considering it's pretty much just a simple colour switching job to produce most of them, it shouldn't take too long to get them all completed. After that, I just need to start figuring out how to get them in game.

grey soldier
red navigator
blue engineer
white medic
black leader
gold commander
special weapons dalek

I have a problem. I've just acquired PCKVIEW from the mod site, and it loads ok. However, as soon as I hit file-open, the whole thing just keels over and dies. Anyone else hit this problem? I've tried running it in Admin mode and compatability mode for all versions of Win, but it always has the same problem. Should the file be in a speciific place to function?

I'm running Win Vista, (and yes, I know I shouldn't be), & I'm also hitting exactly the same problem with a Win 8 machine.


EDIT: I'VE FIXED IT! For anyone who hits the same problem, the solution was to run in compatibility mode for XP service pack 3, and reduced 256 colour mode. Why? No idea, but it works, and that's the main thing.

Also, first post updated with further variants.

60
Work In Progress / Re: The Dalek Invasion of XCom
« on: May 03, 2013, 02:18:53 pm »
Thanks for the quick response.

Ultimately, I'd love to do a UNIT inspired total conversion,  where you command UNIT forces against a plethora of whovian aliens, but one step at a time as they say.

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