Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TurkishSwede

Pages: 1 2 3 [4] 5
46
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: April 09, 2014, 09:47:49 pm »
I figured it out. It was totally my bad. I forgot to change image.dat to account for the new terrain sets. Works fine now,  I will begin to look at these maps to see what I can do.

47
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 09, 2014, 09:46:03 pm »
Yes, no worries, this mod replaces nothing from the vanilla game. All original data will remain intact.

48
Suggestions / Re: Completed map tilesets need implementation in OXC!
« on: April 09, 2014, 09:39:55 pm »
I would be happy to help out with this any way I can. I downloaded Hobbes stuff, all his maps use modified vanilla terrain files. I renamed all of them according to the map that uses them, rename the maps so they don't overwrite vanilla maps, and had the same problem. Given key not present in dictionary. Then I had a brilliant thought, where in the heck is this dictionary? Eureka! I added the renamed terrains to the Images.dat file and I can now open Luke's expanded terror sites, and both of Hobbes mapsets!!! I'm so all over this.

49
Released Mods / Re: [WEAPON] Laser Sectopod
« on: April 09, 2014, 07:48:15 pm »
So only the visual effect was changed? I'd suggest also changing the damage type to 4, so it does laser damage against possible laser resistance, and also if it accidentally hits another Sectopod...

50
Released Mods / Re: [MAPDATA] Supply Ship Door mod
« on: April 09, 2014, 07:41:53 pm »
This has officially been included in LukesextraUFOs mod. It is also optional, ReadMe includes instructions on changing the frequency of occurrence.

Thanks Solarius Scorch!

51
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 09, 2014, 07:33:21 pm »
Vanilla scout ships will still appear; the others are 'replacements' but you'll still see all the old layouts. The first two UFOs in the list of those that can appear are the original layouts, one normal and the other rotated.

52
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: April 09, 2014, 07:30:04 pm »
I want to test the crap out of these. I got the old MapView you were talking about, I can now open these maps for viewing routes but I can't see a tile list.

Thanks Warboy for making a ruleset for this, I had not the first idea how to do that.

Has PMPROG made any progress on getting the good Mapview to behave better?

53
Work In Progress / Re: UFO upgrades
« on: April 09, 2014, 09:34:33 am »
I can officially say that I have tried every possible combination of the files I have with no success. They open just fine for me when I tell them to use the vanilla FRNTURE set, but that's obviously no solution.

I can also officially say that this mod is Complete and Live! Check out the Completed Mods section to download it.

54
Released Mods / [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 09, 2014, 09:31:29 am »
It's been a long time coming, but it is finally here! Luke83's Phase 1 UFOs are now available for download! Luke83 set out on an ambitious path full of complicated hurdles that took many long hours to get this mod to 0.6, and for a long time there it sat.

Life happens to all of us.

I was driven mostly by selfish reasons, I was quite sick of the supply ship invariability since those seemed to be my most raided ship with the 7 or 8 alien bases I have active, but after the week of work I spent just figuring out how to work with MapEdit felt my project needed to be shared. It'd be a shame to waste all this work on just me.  ::)

I basically just took everything Luke had made and went through it with a fine toothed comb, updating or creating all new routes, and vanillafying the maps as much as I could in terms of alien presence and loot. I also didn't want them to be easy. It was all for me. I hope you like them.  :D

Included: 7 Medium Scouts, 12 Large Scouts, 11 Harvesters, 10 Abductors, 8 Terror Ships, and 4 Supply Ships.

To install: Extract the data folder into your OpenXCom folder.

To Enable: Modify your options.cfg file with "  - LukesextraUFOs" under rulesets (the old, lame way), or you can do it from the main menu by going to Options --> Mods and selecting LukesextraUFOs! Groovy.  8)

Now available on the Mod Portal!
https://www.corelabrat.com/oxc-mods/mod/lukes-extra-ufos
https://www.openxcom.com/mod/lukes-extra-ufos
And his darker brother...
https://www.corelabrat.com/oxc-mods/mod/lukes-dark-ufos
https://www.openxcom.com/mod/lukes-dark-ufos

Credits and special thanks:

Luke83 did most of the work here and I can't give him enough props. He made all the new sprites for these ships, organized it all nice and drew up a lot of different layouts of each ship and most of 'em with w/ patrol routes. I'm not even sure how he did a lot of what he did, but he sure gave me a lot to work with. This mod wouldn't be here if he hadn't started it & said I could.  I actually feel very honored to help bring this to the community. ;D

TurkishSwede polished it up, vanillafied and balanced everything.

Solarius Scorch came up with the idea of putting the loading doors in Supply Ships. He's such a cool guy.

Thanks LouisDeFuines and Warboy1982 for the idea to "darken" the interiors.

This should by all means be bug free (I've deliberated long enough posting this on a last minute bug hunt) but please let me know if anything weird happens. (EDIT: One bug was found and fixed re: abductors. EDIT2: Bug in terror ships fixed, also all file names are now lowercase to help prevent a case discrepancy on Mac and Linux. Updated file below.)

The alien war just got interesting.  ;D

EDIT: New MODsite is UP! Links updated. Also added: LukesExtraUFOs_lite.rul for those who only want rotated ships appearing and not all the crazy new layouts. :)

55
Work In Progress / Re: UFO upgrades
« on: April 09, 2014, 12:35:02 am »
Luke!! So glad to see you and to have your blessing!

As for the terror sites, I can't get the maps to load in MapEdit. I keep getting the same error no matter what I try: The given key was not present in the dictionary. I know the terror site mods you have on your site have about 3 different .pck and .tab files but I could only find one .MCD file. Do you know if there is for sure some configuration of those that will make it work, or is there something you can post that will help me?

56
Tools / Re: 3D pixel art editor using voxels
« on: April 08, 2014, 10:44:35 pm »
OMG MEGA NECRO-BUMP!!!   :o

I just had to.  I just had my mind blown by this. If this idea could somehow be mixed with the newly-implemented First-Person Screenshot ability, would I really be only one of ten who'd think it was totally awesome? I think not.

Part of my brain expected something like this when I first heard about the FPSS anyway, but I have no coding experience. I can copy stuff and change numbers. This obviously is a post-1.0 thing but still, I would love to see it happen.

57
Work In Progress / Re: UFO upgrades
« on: April 08, 2014, 07:58:41 pm »
Install Lukes mod first, then install my LukesextraUFOs.rar into the appropriate folders, overwriting any old stuff. If you use MapEditDat, the files are named [ox_uf2a] instead of [ox_ufo2a] for comparison purposes. People that just want the mod should not download MapEditDat.

58
Work In Progress / Re: UFO upgrades
« on: April 08, 2014, 07:45:09 pm »
Soon enough, Louis. Soon enough.  ;)

Mr.Quiet - I took a look at it. First thing I noticed was that the ruleset included is an old Xcom1ruleset. Second thing was that I couldn't get any of the maps to open in MapEdit. There appears to be a problem with his extra terrain data set with those maps, a problem I'm not equipped to deal with since I have no image editor compatible with OXC and MCD Edit fails to run on my system. I wish I could figure it out for ya, I want those to work too.

With how complex tilesets are, I think it's unlikely that a full map list could be made using only rulesets in a way that would remove the need for .MCD .pck and .tab files in their construction, and until I have a way to edit those files, I don't think I can get this working.   :(

59
Work In Progress / Re: UFO upgrades
« on: April 07, 2014, 11:57:13 pm »
Therein lies the problem. Sorry, I didn't include the Md scout files or the Terrain data with my .rar since I was only supplementing what Luke83 had already put together. (That terrain data is pretty important, too.) Installing Luke's mod then this one should fix these problems for now. I updated my previous post to hopefully avoid future confusion.

As for the whole fresh install thing to try to fix bugs, any time you try that with mods installed, you always want to first back up your Ruleset and Resources folder because the uninstall deletes those. I learned that the hard way. That's where >90% of mods put the stuff they use. Not this particular one, but most.

60
Work In Progress / Re: UFO upgrades
« on: April 07, 2014, 07:51:45 pm »
Installing that mod made my game crash.....

Immediately on load, or once a mission is started? Did you install Luke's original mod first? Md scouts will make your game crash if you didn't do that. Once this is in Completed Mods, those files will be included.

Did it say something like, [ERROR: ox_ufo1b.MAP not found] or something like that?

Pages: 1 2 3 [4] 5