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Messages - Daedalus

Pages: 1 [2]
16
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 19, 2014, 12:18:07 am »
I would rather change this....

Quote
  - type: MIBTANK_CORPSE_1
    floorSprite: 900
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_2
    floorSprite: 901
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_3
    floorSprite: 902
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_4
    floorSprite: 903
    invWidth: 0
    invHeight: 0
    recover: false

To this...

Quote
  - type: MIBTANK_CORPSE_1
    floorSprite: 141
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_2
    floorSprite: 142
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_3
    floorSprite: 143
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_4
    floorSprite: 144
    invWidth: 0
    invHeight: 0
    recover: false

17
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 18, 2014, 07:54:35 pm »
Nah, I think it's fine - you can use it, since it's human weapon, but detailed information will appear only when you research this technology. Reasonable enough.

18
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 18, 2014, 12:29:51 pm »
Yeah, there seem to be no requirements set for gauss and MiB laser weapons in ruleset, so once you get them from MiB's, you can use them. Not sure if it's intentional, though.

19
Work In Progress / Re: Remastered Sounds Project
« on: July 18, 2014, 11:06:09 am »
Can you please share where exactly did you find the female screams and UI sounds? I need them badly...

20
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 17, 2014, 05:30:01 pm »
Thanks for the updated. Quick (very small) bug report:

Quote
  - id: STR_LASER_RIFLE_MIB
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_LASER_RIFLE_UFOPEDIA
    listOrder: 3825
    requires:
      - STR_LASER_RIFLE

Should be:
Quote
text: STR_LASER_RIFLE_MIB_UFOPEDIA

There's also a leftover string in FR translation:
Quote
STR_MIB_AGENT: Agent MiB

But I don't think it matters... My compare tool just pointed it out, so I'm reporting. ;)

21
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 16, 2014, 11:07:06 pm »
Small bug report...

In 0.5.5b version I found this under the "ufopaedia" between MiB laser pistol clip and laser rifle clip:
Quote
  - id: STR_LASER_
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_LASER__UFOPEDIA
    listOrder: 3825
    requires:
      - STR_LASER_RIFLE

I believe it should look like this, right?

Quote
  - id: STR_LASER_RIFLE_MIB
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_LASER_RIFLE_MIB_UFOPEDIA
    listOrder: 3825
    requires:
      - STR_LASER_RIFLE

22
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 16, 2014, 10:12:17 am »
It's now much easier to fight the MiB if you know how to. I made a radar base (just access lift + large radar system) on each continent, covering like 95% of the Earth's lands. Works well... at least for now.

What bothers me is that those little buggers tend to build their bases just outside of your radar coverage. Most of the bases I have destroyed so far were placed out of my radar range and some of them I found only by accident (following a UFO or going for other MiB base).

What's even more bothering, they can somehow build their bases on the water (or on one-pixel, non-visible islands), so if you won't spot and follow the initial UFO, which then spawns the base, then you're pretty much f***ed, since you got like 1% chance of finding the base later on somewhere in the middle of an ocean.



Base was somewhere between those two jets:




BTW, during this playthrough I haven't spotted those new aliens added by the mod (got plenty of them previously, though). It's more than half a year now and I didn't see even a single one... I just hope it's a bad luck, not some issue with the latest nightlies.

23
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 15, 2014, 11:37:36 am »
Yeah, I thought that this can be MiB related, since it starts near the half of the year, when MiBs begin to show up. By that time I had 1 or 2 bases, so I covered two continents at most. Not much, but still I think you shouldn't get so low score for events that are beyond your reach - especially when you combine it with harder overall gameplay (modified tech tree).


edit: Oh, ok. That explains a lot. So there's currently no other way than to build as many bases as possible to cover most of the Earth or have your ships patrol the skies all of the time, and then rush to destroy MiBs as soon as you spot one. Quite challenging. ;) Shame that MiB bases cannot be added as normal alien bases, but well... I'll try how it works on the new version of the mod. When we can expect one?

24
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 15, 2014, 10:56:36 am »
Really nice mod. I love how it adds all the new stuff making the game much more diverse and interesting, while at the same time it makes it much harder and longer.

Although, I believe there's a nasty bug somewhere here...

At first I was playing Veteran Ironman with only Final Mod enabled (+some options), afters few months of doing OK I finally got my butt kicked by some aliens and lost all my men and ship in terror mission. Nothing from what I couldn't recover. I've started to rebuild my strength, but at the end of the month instead of losing some income I got information that X-Com is no more and aliens won. Well, "I suck" I said to myself and started again...

Second try with the same settings. Doing fine, few months passed, MiB starting to show up. Had some trouble with them and with aliens, lost some men, but it wasn't a disaster. Waited for new month to get some cash and upgrade the base, but suddenly I got like -4500 score out of nowhere. Next month had some ups and downs, but it wasn't that bad, still it ended in X-Com being disbanded and alien win.

Third try, same settings. Doing really well. Few months (3-5, can't remember) passed. Kicking alien asses hard. Nice month for me - won terror mission with only one soldier dead, shot down couple of smaller UFO, all crash-site missions won with no casualties. Ignored one very large UFO, but didn't have a power to even scratch it for now. Expected like 700-1000 score at the end of the month, but I got like -4300. "Where the hell did that came from?!" asked myself. Well, next month I tried even harder - everything went great, but at the end of the month I still somehow got terrible score and game ended.

I thought that game was bugged, but when I tried it without the mod, it's almost a year now and I'm constantly getting around +1000 to +2000 score each month, so it must be something with the mod.


For Final Mod I was using latest nightly at that time, which was "2014-07-09 18:15" build I believe. For clean OpenXCom I used current nightly. I'll try how the mod works on latest nightly when new version (with updated MiB) will be available. Hopefully that game-breaking bug will be gone by itself by that time.

Best regards.

25
Released Mods / Re: [SOUND] High Quality Sounds
« on: July 12, 2014, 01:42:07 pm »
Thanks for all the comments.


Quote
Will be great to have even more sound effect variety. Are you planning to expand this mod in future?

Yeah. This was an initial release (quick conversion from UFO:TTS) and and after playing OpenXCom for a while with original sounds I must admit that some of the new sounds really need to be changed, since they're not as scary as they should be. They're just to... well... soft.

I also plan to add many new sounds, which originaly were not there due to limitations, like different fire effects for each weapon... I already have some nice sounds I use for various mods (shotgun, magnum, sniper rifle). Unique death sounds for each alien would also be nice.

Although, it's hard to tell when I'll have time to prepare the next version since I'm quite busy with my work and my other modding projects (for Mount&Blade game).

26
Released Mods / [SOUND] High Quality Sounds
« on: July 01, 2014, 08:24:57 pm »
Hi.

Some time ago I put together a pack of sound effects for "UFO:The Two Side" game. I made it mainly for myself, since I love playing with headphones on and those old cracky UFO sounds just spoiled much of the gameplay fun for me. In the end, the pack was included in Ufo:TTS as the default sounds effects.

When I saw that OpenXCom finally reached 1.0, I thought it would be good to make a sound replacement mod using my old sound pack, hoping it will be usefull to at least some people.

The pack is not 100% finished and it lacks few sounds, which were not used by Ufo:TTS. What's more, I'm not totally happy with some of the new sounds, since in OpenXCom it's possible to give each weapon and each creature different sound (which is awesome), while I had very limited options when making this pack for Ufo:TTS.

Anyway, the pack is available here:

High Quality Sounds @ OpenXCom.com

It works as a mod, so it doesn't actually replace the old files (to have the old sounds back you'll just have to disable the mod in game options, that's all).




Feel free to post your comments and suggestions. I plan to update this pack in the future, so if you come across some better samples to replace the original ones, just post them.

BTW, you did awesome work on OpenXCom, guys.  ;)

27
Work In Progress / Re: Civilian medi-kit
« on: December 18, 2013, 08:57:22 pm »
I don't know what's the norm for modders to number new resources (like bigSprite), so I picked my member number (1020) and started counting at 00 for any sprite I may add. This should avoid conflicts.

I think the numbers are seperate for each ruleset. I have few mods installed in my OXC which use the same sprite numbers and all of those mods work correctly, no graphics are overwritten. So it should work just fine if you use the first free sprite numbers.

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