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Messages - Aldorn

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46
Programming / Re: Ufopaedia screens for Armor and Vehicles
« on: August 23, 2014, 11:51:01 am »
I agree for both HWP and Armor Ufopaedia  :)

47
remove the fact the a new game sets skytooper as your crew trasport and removes your interseptors i think that was in there for testing ?
Right, it is just here as an example
Stuff is available, then it's easy to mod it as expected (add weapons, rent cost, research, ...)

48
Troubleshooting / Re: Weird issue with Medikits.
« on: August 18, 2014, 03:24:53 pm »
that is a fun one
crash happens if you have sslr in backpack and medipack in hand
why ? no idea but another strange thing happened
as i placed the medipack besides the ssrl it disappeared

i did not see anything obvious wrong with ssrl so  my best guess is the loadout in your soldier was corrupted while modding stuff while using the same game/save
I did not have a look at files, but could it be that :
- ssrl sprite is not transparent (also "black is real black")
- ssrl width defined in "items:" section is 1 ?

49
By the way, Aldorn, as per field troop reuqest: would be possible for you to modify the Skytrooper craft without the two lateral doors platforms? They would like to be sure that this event will not happen again! :-)
I let you rename all the files to your convenience

50
Troubleshooting / Re: [CRAFT EQUIPMENT SCREEN] Placement combo issue
« on: August 17, 2014, 12:55:53 pm »
Thanks for the hint, I will try it :)

51
Programming / Re: Double Skyranger Minor Bug (Possible MiB bug)
« on: August 17, 2014, 11:12:54 am »
Hey someone find a way to make 2 Skyrangers land on a same mission !
 :)

52
Troubleshooting / [CRAFT EQUIPMENT SCREEN] Placement combo issue
« on: August 17, 2014, 11:09:05 am »
I installed a recent nightly build (also openxcom_git_master_2014_08_12_1512) (beware that lots of mods are installed, as making skyranger have only 10 places)

While trying to reorganize Skyranger placement, right clicking on a down arrow to make soldier placed at end of list (screen shot 1), all arrows are pushed to top of screen (screen shot 2)


Making some test on a standard install (i.e. without any mod), issue is different but still there (screen shot 3 and 4) : screen is "emptied"

PS : for both installation, I use "old" dll (I think from 1.0 ?) as they are not provided with nightlies (anymore ?)

53
Oh man.. Almost there! I was trying to be as accurate as possible, sorry. For me the fuselage is the whole cylinder, so if adding to the top/walls, it would also add to the floor. Could you elongate the floor of the long skyranger to go with the elongated walls/top? (Making it cargo space 16, by pushing the ramp back one tile and adding a "row" of floor tiles).
Done for Longer

Also, could you move the side door to behind the wings? Good point on the overlap with the "X" symbol, so, could you move the "X" one tile back too. (So the doors go where the backmost/rightmost "X" currently is, immediately behind the little wings, and a new "X" immediately behind these new doors = one tile back from where the backmost "X" is on a regular skyranger.) Basically, take the door you just added, and the "X" to its right, and move them both one tile towards the back of the aircraft.
Done for both

Finally, would it be possible to add floor tiles hanging off the sides of the skyranger in front of where the side doors are? (like you have done for the plane in the top right spot of your preview on your first post).
Done for both, but beware adding this ground tile will make your units deploy on it...
(This means capacity can be raised to 16 resp.18)

Is it ok now ?

54
Not sure if savegame would be compatible, but could you try to disable FMP then load your savegame ?

Because if it works without FMP, this means you should then put your request on FMP thread...

55
Released Mods / Re: Ironfist Dropship 1.0
« on: August 17, 2014, 02:47:49 am »
Well done !
And thanks for stand alone mod :)

56
Nice job Dioxine  :)

57
Hi Aldorn!

I am working on integrating new crafts in my mod, and I was wondering if you could flex your craft building abilities again by making:

1- A regular skyranger, but with a small (one tile wide) side door on each side, right behind the small front wings.
2- Take the craft above, elongate the fuselage by adding one tile behind the large rear wings, keeping the wings where they are, but moving the vertical stabilizers (the vertical wings) back one tile, so they are still at the back of the plane.

Thank you in advance!

Not sure to have well understood your request. If it does not suit your expectation, try to be as accurate as possible (I did not put the side door right to the cock-pit to not loose the XCOM star ; I did not add any floor tile to the second version as not mentioned...)

Rename all files before use (from PLANE.xxx to WHATYOUWANT.xxx) to avoid overwriting vanilla Skyranger


58
It would be nice if it could be a good solution from dev team point of view ::)

59
Now I understand
Unfortunately this is not possible at this time... :-[

60
Ok, I think I found the cause...
Nice

A little request to you, just for "eye candy", but I think it will improve the looks of the mod: would you consider to modify the two "big eyed" smaller craft to have a larger (longer?) radome to emphasize its role as sensor/exploration craft? I think they would look more different to the others and will add to the immersion of the game... :-) A million thanks again!
I'm sorry I am not sure to understand your request

Are you speaking about SkySpotter and SkyWatcher ?

If so :
- larger is not possible, as I miss sprites to make it nice
- longer would make it like Skyranger...

Did you perhaps expect something like this ??

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