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Messages - Ran

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121
Suggestions / Re: [GAME OPTIONS] editing base resolution
« on: February 28, 2014, 12:16:52 am »
Works fine for me, just thought I'd address this issues as several people have asked me how I achieve the higher resolution in my screenshots.

122
Resources / Re: Recolored hit- and bullet sprites
« on: February 28, 2014, 12:12:17 am »
I see, thanks!

But still, why won't the laser hit sprites work?

123
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: February 27, 2014, 01:30:34 am »
Check your options.cfg and see if you have named the rulesets correctly.
It's supposed to be
Code: [Select]
rulesets:
  - Xcom1Ruleset
  - Piratez
  - Piratez_Factions
  - Piratez_lang

Do not add '.rul' to the filenames!

124
Resources / Re: Recolored hit- and bullet sprites
« on: February 27, 2014, 01:23:56 am »
The laser sprites have been changed to red, green, blue and purple, enjoy your colored lasers :)

For reasons unknown to me the hit sprites do not work yet, they get replaced by the original orange one.
The recolored plasma hit sprites work, I see no difference between them and the laser hit sprites, it's a mystery to me... :-\

Could someone please check what's wrong here?

125
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: February 26, 2014, 09:42:25 pm »
Try it, it's absolutely hilarious. I love the humor... ;D

126
Tools / Re: MCDEdit
« on: February 26, 2014, 04:14:59 am »
I was hoping for a simpler approach than the obvious, but I guess it's back to 3.11 then :(

127
Resources / Re: Recolored hit- and bullet sprites
« on: February 26, 2014, 04:09:16 am »
Ah right - I knew they were somewhere... :-[

I have recolored Plasma bullet and hit sprites to red, purple and blue and attached a ruleset, seems to work.

Code: [Select]
items:
  - type: STR_WEAPON
    bulletSprite: 11
  - type: STR_AMMO
    hitAnimation: 99
extraSprites:
  - type: Projectiles
    height: 3
    width: 87
    subX: 3
    subY: 3
    files:
      385: Resources/ModFolder/PlasmaBulletSprite_red.png
  - type: SMOKE.PCK
    height: 80
    width: 160
    subX: 32
    subY: 40
    files:
      99: Resources/ModFolder/HitAnimation_Plasma_red.gif

However I don't get the file numbering. It seems the bullet sprite file has to have file nr. 385 (taken from the Magnum ruleset), even though the bullet sprite is numbered as 11. Other numbers render the bullet invisible.

128
Resources / Recolored hit- and bullet sprites
« on: February 26, 2014, 12:05:16 am »
Could someone provide me with the bullet sprite file?
I have the unpacked smoke.pck from https://ufopaedia.org and already have different colored laser and plasma hits but I need the bullet sprites, pckview won't work for me.

129
Tools / MCDEdit
« on: February 25, 2014, 07:23:55 pm »
Is it possible to run MCDedit on Win7 x64?

Program won't start saying it's the wrong version of  windows. :-\

130
Suggestions / [GAME OPTIONS] editing base resolution
« on: February 25, 2014, 07:19:38 pm »
I think it might be useful to have an option to increase base x and y resolution in the game options as many newbies do not know that it's possible to edit this in options.cfg.

I normally play on 3x the base resolution which is 960x600 and then resize to fullscreen.
This gives you a great overview over battle- and geoscape and also resolves the issue of low graphics resolution as everything is much smaller.

131
Work In Progress / Re: The Piratez Mod!
« on: February 25, 2014, 07:01:42 pm »
Yep, that's it.
So far I encountered three and all had some black walls which would not illuminate.

132
Work In Progress / Re: The Piratez Mod!
« on: February 25, 2014, 06:06:21 am »
I'll keep using this thread for bug reports if you don't mind...

No crashes so far in v.0.5.1, but the gunship still has some serious issues.





133
Work In Progress / Re: The Piratez Mod!
« on: February 24, 2014, 03:24:39 am »
Thanks!

Crash is reproducible, see attached savegame.
The error occurs between Jan12-13th and indeed seems to be related to the Fighter trajectory.
Setting groundTimer to 10 seems to do the trick, so far no further crashes.

Maybe you should open a separate Thread for bug reports to keep things tidy.

By the way - why do all countries have cool pirate names - but Canada is just Canada? :P

134
Work In Progress / Re: The Piratez Mod!
« on: February 24, 2014, 01:27:19 am »
Your mod contains over 10.500 files - are you serious?  ;D
That's absolutely fantastic, I feel like back when I was playing UFO for the first time. No Idea what's about to happen.  :)

Managed to down an Academy ship and after an hour-long battle my girls had killed 23 heavy armed and armored crewmembers with swords and axes. Reeally tough, just the way I like it.

Two possible issues I encountered:
.) The items "OLD FIGHTER HULL" and "CLOAKING DEVICE" can be purchased, but they have no documentation and I can find them nowhere in my equipment.
.) The Academy ship seems to be missing a wall, the one next to Miss Pantaloons always remains black



Build used:
2014_02_23_1921

EDIT: game just crashed in geoscape while I didn't do anything.



135
Open Feedback / Re: changing difficulty in savegames
« on: February 18, 2014, 12:03:10 am »
Oh Yea!

Intercepting UFOs on difficulty 8 is really hilarious... :D

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