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Messages - Aldorn

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31
I think it was simple at the beginning, but as we, modders, are always asking more and more possibilities, it became complex  ;)

32
Troubleshooting / Re: Graphics overlap
« on: July 07, 2015, 12:03:41 am »
Just made a test, it doesn't fix it from my side, but wait for Arthanor to confirm

33
It depends if you want to install the V1.0 (-> data folder) or last nightly build (-> new directory structure)

It depends also on mods you want to install

I think (but I am not the best to give you an advice on this, as I'm back after a year) you should install the V1.0, as most of mods should be compliant, or propose a version compliant with V1.0

So, my advice is : as first step, keep it simple, install V1.0 (data folder) and check if it works

34
Did you have a look at this ?

Are you sure to have the right version of original XCOM (better is to buy it on steam for example, for only 5€...) ?



35
Tools / Re: Applying palettes in gimp
« on: July 06, 2015, 07:31:42 pm »
To fix such image in Grafx2 :
(Grafx2 keeps two documents open at the same time. The one you see is called the "main page", and the hidden is called the "spare page")
Before starting :

Putting the colors in the right indices
  • Open the image that you want to fix
  • Use the magnifier then mouse wheel to see a larger part of the image, you'll need it.
  • Switch pages (TAB key, or left-click the page icon )
  • Open an image which has the correct palette for what you're doing. Just pick an image from an openxcom mod that everybody has
  • Right click the page icon, and select "Copy to spare : Palette and remap"
  • Switch pages again
Checking the background color
  • Right-click the fill icon
  • Hover the mouse on a part of the image which "should" be transparent. In the status bar, if you see that it's color 0, you can stop there. The status line should list something like X: 384 Y:243 (■  0)
  • Left click. It replaces every occurrence of this color with color zero

GIF transparency

This is totally optional because openxcom doesn't care about it, but for web usage, you can check that the right transparent color is selected.
  • Click the "layers" icon
  • Check that the number is zero. If it's not, click on the number button, then click on the image in any part that should be transparent
  • Check "Background" if you want the GIF(or PNG) to use transparency. If you want the image to be fully opaque, uncheck it

Hmmm. Let's go through it step by step to make sure it's fine.

First of all, we need to determine which palette we need, because OpenXCom uses a couple:
- general (used for bigobs and Ufopaedia)
- battlescape
- interception
- base
- ufopaedia only
(not a guaranteed complete list, but probably)
For the sake of an example, I'll assume we're doing a weapon - which means a "general" palette.

First, let's make the palette file. I'll use Dioxine's Flamethrower mod, and specifically Flamethrower.gif.

1) Making the palette file.
a) Open the Flamethrower.gif file in Photoshop. (CS3 in my case, not sure if other versions are any different)
b) Image -> Mode -> Color Table.
c) Save... -> Save as palette-general.act.

Now,
2) Converting the new image.
I'll take OpenXCom's logo as an example.
a) Open the logo.png file in Photoshop.
b) Image -> Mode -> Indexed Color...
c) In the Palette... drop-down menu, choose Custom...
d) Load your palette-general.act and click OK, then OK.
e) Done!

Men, thanks for these guides

36
Work In Progress / Re: [Question] Is there a limit for map-sizes?
« on: July 06, 2015, 06:56:15 pm »
What a explanation !  ::)
Thanks Hobbes  ;)

I was just having a look at another post speaking about mapScripts  8)

EDIT : this one https://openxcom.org/forum/index.php/topic,389.msg37521.html#msg37521 :)

EDIT2 : and I downloaded the last version of your terrain pak, that will help :)

37
Troubleshooting / Re: Graphics overlap
« on: July 06, 2015, 06:15:41 pm »
To be sure, I suggest you to make following test

- get attached file, copy and paste only your ammunition pixels on it (also try to keep max of background pixel unchanged)
- test it under OXC

Then
- try the converter on your new file to only change one color
- test it again under OXC

Result ?

38
Troubleshooting / Re: Graphics overlap
« on: July 06, 2015, 05:51:48 pm »
I think your ruleset is correct, and instead it has something to do with the palette you use, especially with background color


-> Have a look at 001 below, you can see that your ammunition is hiding rounding lines (right)

-> Have a look at 002 which is an example of ammunition 2X1 but with correct background colour : no issue

-> 003 is how your .png likes under my OS (W7) compared to a correct .png

-> 004 shows same issue but on your grenade, that hides part of my X-Ray equipment ! (compared to my incendiary grenade just above ;-))








39
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.2
« on: July 06, 2015, 03:02:38 pm »
So you are designing/building a sequel to Earth defense  :o  :)

40
Work In Progress / Re: [Question] Is there a limit for map-sizes?
« on: July 06, 2015, 02:46:17 pm »
I would have a question...ied

I made some tests with map sizes :
- Around 1 year earlier, it was possible to set map size up to 150X150 (tested with night build openxcom_git_master_2014_08_24_0727)
- I installed recent night build (openxcom_git_master_2015_07_06_003 -> congratulation for your pugnacity :)), converted to new directory architecture (and had to solve only one issue (nice !!) regarding "Holodrone terrorist size") but testing maps using "New Battle" system, I'm encountering an issue with most of my map sizes

Now, it seems to accept map size of 70X70 as a maximum

Does anyone confirm ?



41
Programming / Re: OpenXcom 1.1
« on: July 05, 2015, 03:32:55 pm »
Being away for a year, I'm surprised to learn that there has been a clash there !!

I'm not sure to well understand the reasons of this, but...

Please, please... Do not bother SupSuper !!!

You can challenge him, lots of community members are making lots of amazing evolutions, and I'm very grateful for that. But do never forget SupSuper (and Warboy) realized what nobody never did before and certainly will never perform in the future regarding UFO. Even if you sometimes disagree with his point of you, be eternally grateful to him (them) for the amazing job they realized.

I agree with CryptoCactus conclusion (except for suggestion, as I don't really have any opinion on that)
I've been around ye olden internettes a long time, and here's the #1 problem open-source/freeware/fan-made projects run into: dev burnout.

So honestly, Warboy, SupSuper, all yall - fuck trying to please everyone. You do exactly what is easiest - and most fun - for you. If that means making nightlies less accessible, slowing down progress, backtracking, whatever - you do what you need to do. People will bitch and moan no matter what you do. That's just how humans work. So do what you think is best. If anyone disagrees too strongly with you, they can make their own fork or whatever else - otherwise they can dealwithit.jpg

Also, bear in mind, you guys could quit right NOW, and we already have a better Xcom than we've ever had before. You've done it - you've won. The project wasn't abandoned at v0.037 (or whatever) like so many other unpaid projects littering the tubes. We have a complete, playable, new-and-improved game, and we have y'all to thank for that.

If I were you, I would just seal off OXC at either 1.0 or whichever nightly you're most comfortable with, and rename all the new nightlies OpenTFTD - essentially making it its own project. That way you don't have to worry about TFTD support interfering with OXC gameplay, and anyone playing the latest builds would be doing so essentially as beta-testers for project#2, OTFTD. If that makes sense.

Either way, you do what you want/need to do, end-users can suck it up.  :)

Edit: yes, I am a SupSuper inconditional !

42
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: October 31, 2014, 06:09:18 pm »
Hi,
Regarding craft issue with HWP, I tested your mod (I downloaded it from header post of this topic)
In order to test this issue, I also replaced PLANE.MAP and PLANE.RMP in a fresh install, respectively with your skyaguardian then skywarden
I did not notice any failure with standard HWP (going out, drive some squares, then going back into craft)

Could you make an accurate description of this issue ?
Could you eventually provide options + installed mods (also all needed stuff to make it work from a fresh install) + savegame where it happens ?

43
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 08, 2014, 11:55:24 pm »
Nice improvement Ivan  :)

44
Aldorn - is it possable for you to explain how to set up the wreck sprites - I've set up and am now using Diffrent graphics - but I am still  haveing trouble with the wreck sprite. Is it posable to see a sample code.

Have a look here, I already posted an example

Look at MyMod_Armors
Example
# Regular HWP
  - type: HWP_REGULAR_TANK_ARMOR
    spriteSheet: HWPRegular_SpriteSheet
    corpseBattle:
      - HWP_REGULAR_TANK_CORPSE_1
      - HWP_REGULAR_TANK_CORPSE_2
      - HWP_REGULAR_TANK_CORPSE_3
      - HWP_REGULAR_TANK_CORPSE_4

Then look for HWP_REGULAR_TANK_CORPSE_1, ... in other files


45
Work In Progress / Re: Asking for graphics help
« on: August 23, 2014, 11:56:04 am »
I made this one (it's an adaptation of the pistol, not created from scrash)

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