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Messages - shinr

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46
Open Feedback / Re: OpenXCom TFTD MT-32 Music Pack?
« on: June 29, 2014, 10:03:25 pm »
Related to TFTD music, but not important enough to warrant its own thread;

Found some TFTD mp3 files buried among my files, remembered that I got them from here; Since the GameFront link in the description is dead, I decided to share:

https://www.dropbox.com/s/tpsh8enqreyhr6r/TFTD%20Music%20MP3%20Original.rar
https://www.dropbox.com/s/5zlhlok4gtu5f7o/TFTD%20Music%20Ogg%20Online%20Converted.rar

Don't know if these are a fan remasters, legit MIDI playback you can actually hear ingame or a CD redbook.

NOTE: Since the one who originally made these apparently used the CD version, GMNEWINT, GMLOSE, GMWIN are missing due to them being replaced by FMVs, and so is GMWAITLO, which sounds like a shortened GMGEO6, so they probably made a mistake and missed it (and I substituted GMWAITLO with GMGEO6 in the files).

47
Work In Progress / [Request] New weapons for TFTD
« on: June 27, 2014, 08:46:55 pm »
I would like:
-General:
--Sniper Rifles for all tiers;

-Graphics for the imminent UFO Defense weapons import mod:
--New looks for the weapons to show off that they advanced during the 40 year timeskip, even if it is barely noticeable with the Plasma weapons due to Elerium shortages.

-Standard Weaponry:
--Dart Gun and Jet Harpoon replaced by guns that look like something the Special Ops would use in water heavy missions, not self defense tools for marine biologists;

-Gauss Weaponry:
--Change the USOpaedia descriptions so that they are actual Gauss weapons, not some kind of weird Plasma weapons off-shoot;
--Add Gauss Auto-Cannon;
--Add Gauss equivalent of a Rocket Launcher;
--Add High-Explosive and Incendiary ammo for above and Heavy Gauss.
 

48
Work In Progress / Re: [Request] Extra facilities for human base
« on: June 24, 2014, 01:47:27 pm »
Suggested simulating adjacency at the suggestions: https://openxcom.org/forum/index.php?topic=2420.0, and then Solarious directed me here.

Adjacency bonus for Defense Facilities: Do they get extra shots or a better chance to hit? If it is the former, do they get extra shot for every adjacency, or for every X adjacency? (ex:2 Adjacent Defenses do not give you an extra shot, 3 Adjacent Defenses gives you an extra shot).

Adjacency bonus for Hangars: Since having an extra Craft will have a bigger impact on balance than some extra room for other facilities, I will repost what I suggested in my thread: Due to the size of the crafts and the necessary equipment to service them, you need a minimum of 3 Hangars stacked in a line(2x6/6x2) to get a enough room for the extra 4th craft, or a 4x4 to fit the 5th Craft in the Center.

EDIT: A question: Will the "Single Use Facilities" have bonuses, at least between the Small and Large Radars?

49
At the most basic, the same but more: More room in Living Quarters\Stores\Labs\Psi-Labs\Workshops\Prison\Hangars, Higher chance to hit for Defense Facilities, Bigger Detection Range and/or Better Chances of detecting UFOs with Radars etc, etc.

Also, I think for the sake of balance the Hangars should have smaller bonuses: Due to the size of the crafts and the necessary equipment to service them, you need a minimum of 3 Hangars stacked in a line(2x6/6x2) to get a enough room for the extra 4th craft, or a 4x4 to fit the 5th Craft in the Center.

50
One of the few neat things Nu!XCOM had is that adjacent facilities of the same type got bonuses.

As far as I can understand, coding something similar in OpenXcom would be problematic, so how about simulating it with 1x2/2x1, 1x3/3x1, 1x4/4x1 and 2x2 versions of existing facilities?

Examples: One vanilla laboratory can hold room for 50 scientists; 1x2 can hold 120, 50x2 plus 20 from extra space; 2x2 is 300, 50x4 plus 80 from horizontal and vertical adjacency plus 20 from the new space in the middle.

Question: Can OpenXcom make hangars have more than one plane? Since having three hangars at the top is a common layout for base defense building, it would be nice having a 2x6/6x2 Hangar, or even 4x4 if you are very confident about defending your base.

51
Suggestions / Re: TFTD and Depth
« on: June 22, 2014, 09:58:50 pm »
About the Underwater Throwing:

My own idea is to disable underwater throwing (or limit it to 2 tiles max) for X-COM and make us rely on grenade throwers, while Aliens throw normally due to their cthulhu-tech.

Speaking of grenade launchers, is there is a mod that makes the underslung grenade launchers possible?


52
Suggestions / Re: TFTD and Depth
« on: June 21, 2014, 06:37:53 pm »
Actually, the UFOpaedia says that your soldiers have a vision range of 20 tiles during the day and 9 tiles during the night, and no variables in-between for dusk and dawn, choosing between 20 or 9 depending on far away the night is.

So your soldiers always have full vision during the day and impaired vision during the night with no other variations.

53
Open Feedback / Re: OpenXCom TFTD MT-32 Music Pack?
« on: June 19, 2014, 10:12:42 am »

54
Suggestions / Re: [SUGGESTIONS] Ideas for new total conversion
« on: June 18, 2014, 02:58:11 pm »
Master of Orion

Humans somehow managed to piss off every single alien power out there, who in turn formed an alliance and now you are tasked to defend Earth against the Alien Invasion.

55
Suggestions / TFTD and Depth
« on: June 17, 2014, 10:09:03 am »
For the long time I though that the depth level modified the darkness level in Battlescape, for example the deep water missions are automatically night missions, but after paying more attention while playing and reading Ufopaedia, it seems that the depth levels are mostly there to determine which one of the three underwater palette sets will be used, with no effect on darkness.

Of course, I could be wrong and had a streak of missions where this never came up, but in case the depth levels are purely cosmetical (outside of the occasional downed USO being too deep to recover in Geoscape), I suggest an option that allows Depth to modify darkness:

Shallow: No changes;
Medium: No changes during day, Dawn/Dusk missions always consider Night to be closer, leading to Night Missions;
Deep: Always Night Missions.

OR

Take the New Battle's Darkness Slider which has 16 Levels, and let the Depth Levels modify them:

Shallow Waters: Changes nothing;
Medium Waters: Add 4 Levels towards darkness OR Prohibits Darkness Levels lower than 4;
Deep Waters: Add 8 Levels towards darkness OR Prohibits Darkness Levels lower than 8.

56
For reference, GMGEO1 and GMGEO2 are around 8 and 9 minutes long, respectively, give or take 20 seconds.

57
Yes, I do.

EDIT: If by your question you meant if I have sound effects in the intro at all, then I have them and the AI Lady still says the "Warning! Warning! UFO Detected!", she just says it in a harsher, jarring voice: https://youtu.be/VqKrpGM5OVQ?t=41s


58
Speaking of vision, Ufopaedia says that Soldiers have a vision range of 20 tiles during the day and 9 tiles during the night, and no in-between for dusk/dawn, choosing either the 20 or 9 tile vision depending whatever is closer, the night or the day.

Is it possible to make a vision range of, say, 14/15 tiles for dusk/dawn missions? 

59
As heard here: https://youtu.be/pX0Cm3N_n6k?t=40s (old 2006 YT video), https://youtu.be/4SZRiz3-nl4?t=50s (Higher quality, but extremely low volume)

Before 1.0, I could get that voice using the 1.0 sounds option and/or a 1.0 sounds mod (that doesn't replace files) and/or MIDI option (not sure if only one was needed or all of them, don't remember), but now none of that works.

Other than replacing the sound files with ones from the Sound and Music collection, is there is anything else I can do?

60
Suggestions / Re: Faster Projectile Hit/Impact Animations
« on: June 10, 2014, 12:42:14 am »
Thank You, explosionSpeed: 2 is just what I needed.

EDIT: explosionSpeed doesn't seem to work on the actual explosions (the skull-shaped ones), but that is fine, since their current set speed emphasizes the stuff blowing up.

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