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Messages - gix

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16
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 08, 2016, 10:39:47 am »
Hi, Solarius
Quote
Well, I don't have the inventory dolls for these.
Oh, they're there (gif's - hope they work as GIF format, the MIB's are so - or need png? Which means MIB are also missing inventories):
  • Races_Compilation/WhiteEtherealRace/inventory_ETHEREAL_WHITE.gif
  • Races_Compilation/HybridRace/inventory_HYBRID.gif
  • Races_Compilation/ChtoniteRace/inventory_CHTONITE.gif
  • Races_Compilation/GazerRace/inventory_GAZER.gif
  • Races_Compilation/WaspiteRace/inventory_WASPITE.gif
  • Races_Compilation/WaspiteRace/inventory_WASPITE_XXXXXX.gif
  • Races_Compilation/ReptoidRace/inventory_REPTOID.gif

17
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 08, 2016, 09:53:47 am »
Hi, Solarius
You need to add the 'spriteInv' entry to a lot of bunch of armors for aliens (basicaly to everyone who doesn't have allowInv: false):
  • ETHEREAL_ARMOR_WHITEx
  • HYBRID_ARMORx
  • CHTONITE_ARMORx
  • GAZER_ARMORx
  • WASPITE_ARMORx
  • REPTOID_ARMORx

And restrict inventory to the ones wielding built-in weapons:
  • SPITTER_ARMOR
  • SPITTER_XXXX_ARMOR
  • CEREBREAL_ARMORX
  • CEREBREAL_LARVA_ARMOR
  • SALAMANDRON_ARMOR
  • CYBERMITE_ARMOR
Hope this is the exhaustive list...

18
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 05, 2016, 09:24:30 am »
Hi, Solarius
Don't know if it's on purpose, but ufopaedia and manufacture for STR_HOVERTANK_LAUNCHER:
Quote
ufopaedia:
  - id: STR_HOVERTANK_LAUNCHER
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    weapon: STR_ROCKET_LAUNCHER
    requires:
      - STR_UFO_CONSTRUCTION

    text: STR_HOVERTANK_LAUNCHER_UFOPEDIA
And:
Quote
manufacture:
  - name: STR_HOVERTANK_LAUNCHER
    category: STR_HEAVY_WEAPONS_PLATFORM
    requires:
      - STR_FUSION_MISSILE
      - STR_UFO_CONSTRUCTION
    space: 30
    time: 1200
    cost: 900000
    requiredItems:
      STR_ALIEN_ALLOYS: 20
      STR_ELERIUM_115: 20
Don't think we want the ufopaedia entry before uncovering the fusion missile(or at least when the fusion missile prerequisites for research are met)...

19
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 02, 2016, 08:26:07 am »
Hi, Solarius
The stormtrooper armor shall appear in ufopaedia only when it's research is completed. As now, it appears when it's research is available:
research:
Quote
  - name: STR_STORMTROOPER_ARMOR
    cost: 220
    points: 10
    listOrder: 2810
    dependencies:
      - STR_POWER_SUIT
      - STR_GRAVMODULE_ARMOR
ufopaedia: current, corrected:
Quote
  - id: STR_STORMTROOPER_ARMOR_UC
    type_id: 5
    requires:
     - STR_POWER_SUIT
      - STR_GRAVMODULE_ARMOR

      - STR_STORMTROOPER_ARMOR
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_STORMTROOPER_ARMOR_UFOPEDIA
    listOrder: 1810

20
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: March 26, 2016, 05:40:31 pm »
Hi, Solarius
Quote
You already can get elerium from everything that contains it. Is there anything else you'd like to be recoverable?
Maybe you want to recover/recycle some alien electronics from owned cyberdiscs or grav modules from obsolete armors...

21
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: March 26, 2016, 11:58:33 am »
Hi, Solarius
Quote
I thought the page would be down temporarily, but maybe I should edit that first post...

I'm not comfortable with it since it's not my post, but I guess it can't be helped. I'll wait a few more days though.
It's understandable, that's why I said in my line (will emphasize): 
Quote
YOUR first post
...which makes the thread's second post ;).

And a manufacture suggestion - all manufacture-able items (equipment for instance, don't know how the game will behave on a craft disassembly - probably won't like it) could be disassemble-able, in order to recover some goodies (e.g. alien alloys, grav modules, elerium)...

22
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: March 24, 2016, 08:06:22 pm »
Hi, Solarius
The reptoid autopsy ufopaedia picture is... well... IMO unrelated to the subject?
Better suited IMO to an alien technology...
And a question - is the FMP's page on the mod (openxcom.com) site working? I think no (after an age of waiting, there opens and shows the v1.8.1). If so, I'd suggest to add in your first post in this thread the download links for this mod (like a sticky note or so)...

23
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: March 22, 2016, 11:58:15 pm »
Yes, it was reported before and will be fixed in the next release. Really sorry about that.
Don't be sorry - you've done a really wonderful job with this mod...

24
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: March 22, 2016, 09:49:17 pm »
LMG AA rounds power is 40, just as normal rounds - should be higher, right?

25
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: March 13, 2016, 03:46:39 pm »
Hi
I would like to report a little bug/incoherence in FMP. Although Hawkeye&Darkstar aren't available from starters, they're shown in the base information's monthly costs panel. This is happening because those crafts lack the corresponding requirements in craft_FMP.rul:
crafts:
  - type: STR_HAWKEYE
    requires:
      - STR_IMPROVED_RADAR_CRAFT
  - type: STR_DARKSTAR
    requires:
      - STR_ULTIMATE_RADAR_CRAFT
The corresponding ufopaedia's are good, they have the same requires...

26
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 18, 2015, 06:17:31 am »
Hmmm, thanks. I'll think about it, that's what I can promise.
Hi
FYI just posted Pull Request #1062 CTD when no bigSprite for this...
which I just closed - I used some older buggy build, (prior to sep 29 when a thing about negative sprites in mods was fixed)...
Sorry about the commotion
BR

27
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 03, 2015, 06:52:55 pm »
Thanks for bringing it to my attention. Just to clarify, you mean that using vanilla fixed weapons crashes the game while modded fixed weapons do not, am I understanding correctly? (Can't test it ATM.) If so, I can look at this, sure.
Hi. No. I think both could crash it. Not sure if it actually happens in vanilla.  Maybe in debug mode when selecting a terror unit with livingWeapon which has usually it's  bigSprite to -2. Now in vanilla there may be a protection against negative numbers, but in mods the bigSprite is calculated as modIndexĂ—1000+bigSprite from ruleset(modIndex being the mod place in the current mod list). This applies for All non vanilla sprites. And also to the corresponding resources. Then it may be also a programming glitch.
I mind controlled a cryssalid in FMP and a MIB sectopod. And both crashed when selected, until I  created a supplementary minimod where I  put the unit's weapon bigSprite to 93 (a tank turret in FMP) and also added in the minimod the same resource line from FMP. And now it works, the game is stable and as a bonus I have some nice turrets in the cryssalid 's right hand.....

28
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 02, 2015, 10:45:19 pm »
Hi.
Don't know if it's appropriate to post it here, since I think is also vanilla behavior (not sure, though), but...
I managed to mind control a terror unit (it's weapon ruleset item bigSprite being -2). Once selected to do some damage with... CTD, since no protection in RuleItem::drawHandSprite.
Solved by adding a new ruleset containing a good bigSprite (along with it's copypasta from FMP).
I think for this cases some BIGOBS additions are in order (not an artist myself) for the terror weapons...

29
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 30, 2015, 09:17:56 pm »
Ooops - sorry - didn't know where it actually belongs.

30
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 30, 2015, 08:58:06 pm »
Hi, Solarius
I think there's a misplacement for Kuwait City:
 [66.6, 66.6, -34.31, -34.31, -1, STR_KUWAITCITY] - those coordinates are actually around Ghizil in Afghanistan...
Wikipedia says Kuwait city is around 29.4N 48E, i.e. [48.0, 48.0, -29.4, -29.4, -1, STR_KUWAITCITY]
Also, Fiji's capital [178.5, 178.5, 18.13, 18.13, -1, STR_FIJI] is Suva.
And, finally, please find attached some other cities across the world (I use a slightly modified OXC that appends instead of replace the mission zones)

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