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Messages - Amiga

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31
Troubleshooting / Strange behaviour when craft weapon has 1 ammo...
« on: March 17, 2018, 12:06:51 am »
So I've created Nuclear Missile Craft Weapon. Ammo Max 1...the problem is when I set during fight Caution or Standard Attack weapon is launched and my plane is retreat on save distance straight away and weapon is unable to hit the target. Only aggresive attack works...
Is is a bug that first shoot never hit when weapon has max 1 ammo?
The only solution I've found is to set ammo max 2 insted of 1....

32
Offtopic / Re: What type of graphic filter you prefer ?
« on: March 16, 2018, 12:18:40 am »
How I feel when I see those filters:



On my machine sabre is more sharp than original (no filter) .
I've played UFO on every platform starting in 95 on A600. I don't mind to use filters to enchance graphic

33
Offtopic / My Android /Web RPG game based on Witcher Saga
« on: March 15, 2018, 11:49:56 am »
SInce a year I'm working on RPG game based on my beloved Witcher Saga. For now game is only available in polish..but ENG translation is on the way.
Here's web version (chrome recommended)
http://www.marcinkrupinski.pl/wiedzmin/
and from GP
https://play.google.com/store/apps/details?id=com.rpg.white_Wolf_Stories



34
Offtopic / What type of graphic filter you prefer ?
« on: March 15, 2018, 11:21:47 am »
Personally I really like SABR-XCOMified. Just wondering what type of filter you guys prefer....

35
Suggestions / Re: Dealing dmg to UFO only (battlescape) ?
« on: March 15, 2018, 11:08:09 am »
Me too, I can't see shit.

Are you trying to say that you play in original pixel graphic??  :o


So my 'UFO penetrator' will be available to research after Elerium, Aien Alloys, Ufo Power Source and Ufo construction:) Make sense isn't it :) and only impact on ufo structure - not human/alien body.
Of course will need shit lot of stuff to produce like Elerium, Power Source ect :) In one word - won't be OP

36
Suggestions / Re: Dealing dmg to UFO only (battlescape) ?
« on: March 14, 2018, 11:15:44 pm »
Yes, you can make an item that will only deal damage to terrain in OXCE+:
Code: [Select]
items:
  - type: STR_ITEM_TO_BREACH_HULLS
    power: 200 # Something ludicrous
    damageAlter:
      ToTile: 1.0
      ToHealth: 0.0
      ToStun: 0.0
      ToWound: 0.0


AWESOME! Going to test it!




Wohaa!  ohartenstein23 THANK YOU

37
Suggestions / Dealing dmg to UFO only (battlescape) ?
« on: March 14, 2018, 09:48:10 pm »
Just wondering if it's possible to code a wepon that dealing only dmg to ufo construction? Purpouse - breach the construction and create entrance to UFO.

38
Suggestions / Re: Keeping remaining ammo after mission in gun
« on: March 14, 2018, 02:20:48 pm »
Yes, the chance of keeping the partially-used clip is the only way.  You can't carry this partial clip past the end of battle due to how item data is stored; the ammunition in the clip and the clip as an item that contains ammo only exist during a battle, after that they go back to being an abstraction in your stores.

Edit: Just to make sure you know, the chance to recover a clip only affects a single clip; when you have multiple weapons using the same ammo, at the end of battle all the leftover ammunition is added up together and then divided to make whole clips. You will get 19 out of 20 rifle clips back no matter whether you fire one shot from each of the 20 or you fire all the ammo of just one and don't use the others.

Thanks. That make sense. Collecting single ammo and putting it back to clip :) like in real life hehe

39
Suggestions / Keeping remaining ammo after mission in gun
« on: March 14, 2018, 02:02:48 pm »
Is it possible to keep remained / not used ammo in the gun even if we used some ? I know that there is a mod to get a chance of recovering clip after mission. Is it the only way?

40
Help / Re: Custom palette for items - I really need advice :((
« on: March 13, 2018, 01:47:30 pm »
Attached are the colors you have available... it was enough for everyone so far, I'm sure you can do nice images with these colors.

Thank you  ;D  I'm sure this i completely enough for me! I will definitely try it today.
Oh i thought it's .pal file...anybody has exported palette with those colours? Or I need to add them manually using color picker :)

41
Help / Re: Custom palette for items - I really need advice :((
« on: March 13, 2018, 12:56:58 pm »
Since you are using PS, just take an image of the same type (for example a bigob) which you know works correctly (perhaps from another mod). Go to the palette and save it as a file. Then open the image you made, convert it to RGB and then back to indexed colour, at which point load the palette file.

I will try this step at home tonight...but my palette from working image is really limited to few shades of colours. Using this palette replacing my new image colours completely for different one

42
Help / Re: Custom palette for items - I really need advice :((
« on: March 13, 2018, 12:55:15 pm »
Decreasing color depth is not enough.

As I said before, the game will throw away your palette and replace it with its internal palette... so using a custom palette makes no sense. You need to use the same palette that the game is using.

That's why I'm confusing at this step. How can I keep image original colour and using internal game palette in the same time?

43
Help / Re: Custom palette for items - I really need advice :((
« on: March 13, 2018, 12:12:35 pm »
So my steps.
1. I'm taking some .png file from internet
2. Decreasing colours in InfranViw to 8 bit/ 255
3. Opening in PS CS4. Choosing index0 color to make background transparent...
4. Checking..colors messed up:(

I'm away from home now so  I can't send img

44
Help / Custom palette for items - I really need advice :((
« on: March 13, 2018, 11:36:46 am »
Thanks to you guys I know how to use proper colors/better for UFOPEDIA wchich is freaking amazing....I know how to create own base crafts/ sprites but I'm still struggling with items / weapons colour :((
Can anybody write good tutorial how to set colours from lets say custom image to match original image palette but fully compatibille with game?
AT the moment I have one palette and all weapon using the same colours :(( It's the last piece of my puzzle to sort out...
I'm using InfranView, Gimp and PS CS4
I'm using OXCE+

Quote
.. the game doesn't care what color you put in your palette... when the images are loaded, your palettes are ripped off from the images, discarded and replaced by the palettes that the game wants. The GIF transparency is more or less the only exception... but it is definitely not a feature, it is a side-effect, and should not be used.

- but I can't make it work....

45
Unpack this file to your GIMP folder, usually %UserProfile%/.gimp-2.8 on Windows.

It contains script itself and a reference palette, which is a palette where mandatory Bootypedia colors are in place, and other slots are filled with #B00B15

When you run Gimp, there will be "Make pedia-compatible" option in Images menu, and it does just that with current image. It will ask you for reference palette and filler color, but they are set right by default, so you can just press OK.

Internally it does pretty much what Meridian describes in this https://openxcom.org/forum/index.php/topic,4957.msg72548.html#msg72548 post.

UPDATE: 1.0.1 version. Fixed couple of bugs, found thanks to Escavel and Solaris Scorch. One bug was that first color in reference palette was wrong, other was that script failed when there were too few colors in image. Both are fixed


I have some trouble with it.
1. I've opened infranView and resized img to 320x200 + decreased colours to 256
2. In GIMP from IMAGE/Make-Pedia Compatibile
3. Reference Palette XCOM-Ufopedia-Fixed
4. Export as PNG

..and doesn't work...

What I'm doing wrong?

UPDATE
Sorted out now!  I've forgot to name asset as _CPAL and now all working fine!

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