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Messages - Ran

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61
Released Mods / [WEAPON] Recolored Laser and Plasma Bullet Sprites
« on: May 18, 2014, 12:31:09 am »
Here I present recolored Laser and Plasma Bullet and Hit sprites, now finally working. :)










Plasma Bullet and Hit sprites:
Red
Blue
Purple

Laser Bullet and Hit sprites (small, medium and large version for each color):
Red
Green
Blue
Purple

Including sample ruleset which has to be adjusted to your weapon of choice.
As the latest nightly Build now allows BulletSprite to be a function of ammo, you can create several ammo types for one weapon which have different bullet colors.

See attached TestGun Mod and testing savegame for a real life demonstration of that, but keep in mind that this gun is for testing purposes only - it will barely do any damage so you can shoot the aliens in all the colors you want. ::)

62
Resources / Re: Recolored hit- and bullet sprites
« on: May 17, 2014, 09:33:53 pm »
Awesome, thanks! :D
I had to replace the transparency with supergreen, now it works.

About the numbering:
Does the sprite have to be 105 pixels long or is any multiple of particle size ok?
So the file number is bullet sprite number x sprite length / particle size?

63
Work In Progress / Re: Alternative explosion sprite
« on: May 17, 2014, 09:33:06 pm »
Yes, I know that, but how? :-[
Can this be done in the ruleset section of extra files or only by replacing the original?
I can't even open pck files let alone modify them

64
Resources / Re: Recolored hit- and bullet sprites
« on: May 17, 2014, 08:29:16 pm »
Thank you!
I used UFOpalette.act
Is there a specific file for battlescape I can use?

I'll try to extract a palette from the game's bullet sprite file for now.

65
Work In Progress / Alternative explosion sprite
« on: May 17, 2014, 08:26:04 pm »
How are explosion sprites implemented in the ruleset (are they at all)?

I wanted to implement the already existing alternative explosion sprite
https://openxcom.org/forum/index.php?topic=1257.0
but it won't work. The game always displays the original explosion. :(

66
Sorry, I know I asked before, but I still don't get it. ???

How are the numbers for hit- and bullet sprites in the items section related to the corresponding numbers for the extra files?
For bullet sprites they are very different and I don't see how the game chooses the right ones. Hit sprites are mostly the same, but that works in some cases and doesn't in others.
Currently I have the case that neither bullets nor hits are visible in several mods I am working on.

Also - is it possible to have different bullet sprites for the same weapon as you use different ammo?
As I see it bullet sprites are attached to weapons rather to ammo.

67
Offtopic / Re: Saves from Windows and DOS versions of Xcom
« on: May 12, 2014, 02:02:27 am »
I found two more floppy disks at the attic which still worked.
I have no idea which months those saves are from, you'll have to check yourself. They are from the original DOS version.

68
Offtopic / Re: Saves from Windows and DOS versions of Xcom
« on: May 10, 2014, 02:02:50 am »
I have found a floppy disk with original saves from 1996, but unfortunately it seems corrupted. :(
About OpenXcom saves - I am afraid that statistics will be difficult as behavior has continually changed throughout development. I have those saves but they are several months old and may not represent the statistics of the current nightly branch.

Attached you find some of my savegames, I have no idea where my saves from August are, maybe I can find them too.
the first 4 saves belong to the same game, the last (Sep1) belongs to another one.

69
Released Mods / Re: [WEAPON] Fusion Torch
« on: May 10, 2014, 01:43:31 am »
Thank you, Polish and French translations have been added.

70
Released Mods / Re: (Release v.1.0) Tiny Alien Base ADDON mod
« on: May 04, 2014, 08:15:05 pm »
Great!
I'd love to see more alien base facilities. :)

71
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
« on: May 04, 2014, 08:12:35 pm »
Ah, I see what was missing here, but I would never have expected the bug in the inventory. ;)
I decided to give the guy 2 Chainsaws for a change, he's the most advanced Medic after all. :D

72
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
« on: May 04, 2014, 02:17:34 am »
When intercepting a Mercenary Gunship, the game crashes with
Code: [Select]
vector::_M_range_check upon arriving on landing site.
Savegame attached.

73
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
« on: May 03, 2014, 02:56:19 am »
I support this! :)
Being able to customize haircolors would be really cool...

74
Work In Progress / Re: Maximum blastRadius?
« on: April 29, 2014, 12:59:51 am »
Man, it's a game! ::)
It's supposed to be fun, so relax.
I understand that developers don't like to see their project altered in such ways, but on the other hand - isn't that the point of Open Source? Everyone can change everything, whether you like it or not.
I always was fond of realistic nukes in games. That way it would not be a 'win' but a 'lose' button. It just kills everything if you are stupid enough to use it - everything. :P
The nuke is just like my fusion torch - I made so you could cut windows in your Skyranger or completely disassemble your own otherwise indestructible craft.
I also was working on the RA-115 Soviet Suitcase Nuke a while ago, based on the Piratez briefcase but due to the radius limitation It never 'worked' as intended. It was supposed to be some super rare artifact you could recover and sell, but if you were dumb enough to  use it, well... 8)
See test mod attached, it's still lacking handobs and proper implementation but you can buy and 'use' it if you manage to remove the blast radius limit.


75
Work In Progress / Re: [Request] Corridor for human base
« on: April 28, 2014, 01:27:56 am »
Yes, I know. The flags can be set in MCDEdit.
But that's not the point.
As I said I don't want aliens to attack stores and hangars but make them take damage if you blow them up with blaster bombs. They don't need to be completely destroyed but some sort of damage penalty between all and nothting would be fine.
I've always found it a bit harsh that facilities (and everything connected to them) were completely destroyed because the aliens blew up some minor stuff upstairs.
What about the approach that buildings can be damaged and lose their function until they are repaired - which may take a fraction of the original build time and some money of course?

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