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Messages - NoelBuddy

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31
Work In Progress / Re: Mod Idea, maybe someone has a use for it....
« on: November 07, 2014, 07:11:52 pm »
 :o

Actually working on something exactly along these lines of reasoning at the moment.

Not to reveal too much but I'm trying to put together an early 20th century setting and I was going to make teleporters as the late game craft with certain drawbacks that explain why you don't have them at the beginning of the EU game.

Any idea how fast your have to make the ufo for this to simulate a teleporter?

Haven't got that far in testing it yet, but in the Piratez mod there's a set of "crafts" with maxSpeed: at 9999999

32
Suggestions / Re: Better path finding for civilians like avoid fire
« on: November 06, 2014, 06:36:43 pm »

I'd personally add that after they've seen the agents, they try to come close to the agents' side if all those previous conditions are not acting on that civilian, and ultimately near the Skyranger. That would make you feel you're really protecting those civilians (rather than just using them as a meat shield  ::) they shouldn't just keep moving like crazy)



How about, if when they start their move they are within 3 squares of a soldier they bee-line toward the skyranger, basically the soldier telling them where to go. So...

if they see an alien: full panic move away as much as possible
else: reject any path ending in fire and;
check if they have been told to go to sky ranger, if yes do so;
else:
check if they are within range of a soldier to tell them, if yes set status to told and go;
else:
check if they can see a soldier, if yes move towards them;
else:
find nearest hit or explosion from previous turn and move away.

33
Suggestions / Re: Better path finding for civilians like avoid fire
« on: November 06, 2014, 04:25:34 am »
Not sure how difficult the programming would be, but perhaps an intelligent civilian option similar to the sneaky alien setting would be good for this.

Have them:
Avoid any path that ends on a burning tile
first move away from any visible aliens
if no aliens are visible move away from gunfire and explosions
...

...the next step from that would be adding police and armed civilians.

34
Resources / Re: Altoid aliens
« on: November 06, 2014, 03:42:08 am »
This still needs some adjustment, particularly I #'d out a bunch of the research things that are incomplete, but should work a bit smoother.

35
Tools / Re: 3D pixel art editor using voxels
« on: November 05, 2014, 10:08:49 pm »
Umm... so what do you have so far?

It sounds like it could be useful, I'm not much of a programmer so could mostly only help in testing functionality but would be interested in trying it out.

36
I'm not sure that messing with trajectories would do anything, Terror ships are directed by the trajectories, but once it hits the city it turns into a Terror Site.  In the alienDeployment: section find the STR_TERROR_MISSION entry and add "shade: 0" if you want to make all terror sites always daylight without affecting the other missions

The trick Meridian mentioned with targeting it is your best bet and also evidence of hardcoded behavior, other landings controlled by the groundTimer don't react to being targeted.

Am currently experimenting with UFO landings, will report back if I find anything else.

37
Released Mods / Re: [ARMOR] Combat Armor
« on: November 02, 2014, 10:59:41 pm »
I love your graphics! How can I apply them? In your files XCOM_4.gif is a single picture while in the original version it comes as a group of splitted pictures.

Why thank you! Right, forgot I changed that...

Replace:
Code: [Select]
  - type: XCOM_4.PCK
    width: 32
    height: 40
    files:
      0: Resources/CombatArmor/XCOM_4/

With:
Code: [Select]
  - type: XCOM_4.PCK
    width: 512
    height: 720
    subX: 32
    subY: 40
    files:
      0: Resources/armored_vest/XCOM_4.gif

in the ruleset and make sure XCOM_4.gif is in the "Resources/armored_vest/" folder.

38
Open Feedback / Re: UFO LANDS @ SEA?
« on: November 01, 2014, 05:36:49 pm »
i don't recall seeing this.

Um, well then I'm not sure how to refer to the change, late September, that allowed for a new textured globe via the rulesets, but that's what I was referencing as a possible suspect. Prime suspect being my own meddling with trajectories, but I'm a my limit of understanding for those until further experimentation or someone points out where I may have screwed up.

39
Open Feedback / Re: UFO LANDS @ SEA?
« on: October 31, 2014, 07:52:27 pm »
My thoughts too. I don't recall seeing this in 1.0 and there was a recent overhaul of the mapping, so there may be some refinement needed to make the map the computer is working with match the image it's showing.  I don't usually let UFOs land except in the early game so it may be a issue that just went unnoticed.

The mod I'm working on involves at least one landing in most of the trajectories, so I'll probably be seeing it more now. I wanted to be sure it wasn't something I did before I went any further.  The ruleset I posted with the save fit's what I'm trying to do for now so if that's not the cause I'll keep track of when/where it happens.

40
Open Feedback / Re: First Impressions of Openxcom
« on: October 30, 2014, 05:18:39 pm »
9.) There are alternate graphics out there, but if you don't find one you like feel free to make your own, making a good picture is the hardest part.

41
...then my only advice is be insane  :P

EXCELLENT!! That's my chief qualification!

42
I can recommend Sketchup. It's free and pretty easy to learn. That's what I used to make a new craft (see pic below, though it still needs some touch ups). The hard part is chopping up the 3D model in photoshop. Perspective is kind of tricky, but the ISO view got it close enough and the rest was touched up in photoshop. Taking it apart though and turning it into tiles is really freaking hard.

And now my using an isometric rendered video game as an excuse to practice 3d drawing comes full circle.. er full sphere rather.  Like the work, any recommendations for someone who's comfortable using sketchUp but hasn't attempted anything like this before?

43
Released Mods / Re: [HWP] Sectopod HWP V6 OpenXCOM
« on: October 28, 2014, 03:50:36 am »
Dog nmad it! Well at least reformatting will be simple.

Between it's refusal to let you actually work with an index and the very limited info I've been able to find on the matter it seems photoshop only very begrudgingly supports indexed colors.

44
Released Mods / Re: [HWP] Sectopod HWP V6 OpenXCOM
« on: October 28, 2014, 03:35:39 am »
So if I understand this correctly,  it is as simple as making sure the first color(index:0) is set as a color?

So the first image will only show up correctly on PCs, but the second will work for both Mac and PC?

45
Released Mods / Re: [HWP] Sectopod HWP V6 OpenXCOM
« on: October 28, 2014, 03:02:42 am »
oxc-mac has problems with png(/gif?) images that have a transparent color in index 0

I've been using OXcom modding as a good excuse to learn what I'm doing with graphic editing software(mostly Photoshop and GIMP). I've seen some talk about what's causing the problem, apparently the way Macs handle the Alpha channels in the colors is different? Anyhow my question is, as a modder who is working in Windows and is interested in developing a better understanding of what I'm working with, is there something I can do when creating the images to make them compatible?

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