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Messages - XOps

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91
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: June 29, 2015, 05:13:11 am »
In the available download version the Muton Guard is missing as a live soldier item, causing some nasty CTDs at mission end.
Apart from that easily fixed bug, no problems so far. Love the Overlord and Energy-Alien!  :)

How did you manage that? I didn't make a live alien for the muton elite guards because they are only present on the very last mission where there is no recovery of any equipment since it's the end game. Oh well. I'll add an item entry in the new version just in case. I'm glad you like the Overlords. They were a pain to sprite.  :)

92
Troubleshooting / Re: Mod order of precedence
« on: June 29, 2015, 05:08:48 am »
I have seen and love the new terrains, but I have yet to see new UFO (from luke's) or any of the new aliens.

Load order shouldn't make much difference. You should be seeing the new UFOs although I suppose there are not really any new UFO types since Luke's UFOs are mainly just rearrangements of the interiors of the existing UFOs. As for the new aliens, well both of the aliens introduced only show up in later months. Arthropods are mid game and Gazers late game. Even still, races are randomly selected for missions each month so its possible the game just never chose them. If you want to make sure then use the New Battle option in the main menu then click the race box to see if they are present.
The only problems I may see is the CULT mod since it's rather old and I don't know if its been updated to work with the newer versions of the game.

93
Tools / Re: MAPVIEW upgrade
« on: June 25, 2015, 05:52:58 pm »
Just a small note for future revisions. The older versions had the madID in the tileset window corner. See top left of the image linked below.
https://www.openxcom.com/content/modimages/BXWGGNOP062520150949.png
This is very handy for those of us working within tile limitations. It would be nice if this info was displayed somewhere.

I'm currently converting the ships from TFTD and I've ran into a few issues with MapView when editing large maps (30x30 or bigger). I've attached a pic of the biggest resolution I can achieve while editing to illustrate the ideas below:
* Is it possible to add the Zoom function to the Top and Routes views?
* I've tried to adjust to the new colors/symbols for the tiles but there are still a few kinks that are distracting: yellow is a color that I usually dislike and but before it had a lesser tone and was more hidden. Would it be possible to have some other way to mark ground tiles?
* The bars used to represent walls can be hard to distinguish from the squares used for objects. Perhaps go back to the straight line used in the previous versions of MapView?

All of this is really very particular to the use (very large maps) that I'm recently doing. Other than that, everything is working well :)
I second this. I've had to use the older version for working on new large UFO maps so I can see the walls.

94
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: June 19, 2015, 06:08:58 pm »
A useful piece of writing advice is to murder your darlings. Well the tech tree is darling to me, but I play tested it and it just wasn't fun. Too many filler techs that add nothing. So that's getting gutted and I am considering starting over with it. Ditto for the crafting system, though I am going to try playing with alien weapon self destruction to see if that can help reduce the sheer amount of micro management a crafting system generates. Basically, those are the two big bug bears that hold this project back from even a beta release. Technically, its playable from start to finish right now. It just isn't fun.

In better news, the new UFOs near completion. After my initial series of UFOs, I did some testing and I still find like 90% of the missions involve scouts. This is partially the fault of me using the vanilla UFO deployments which use a ton of smaller craft. I still need a few more mission specific UFOs. I made a constructor ship which only shows up during the building of an alien base. I also added a destroyer which only shows up during retaliation missions. The cloner UFO is done too and it shows up on infiltration and alien base missions. I still feel like a need a few more. It would be nice if almost every mission had a two specific UFO types.

On the battlescape side of the new UFOs, I have done a bit of testing on that too. Many of the UFOs hover on the battlescape so boarding actions must take place using grav lifts. This makes the initial breach more difficult on many UFOs. The Battleship is ground level, but still a freaking death trap. Supply ships are easier to clear, but harder to approach now since aliens are constantly popping out of its side doors to take potshots.
I also think I fixed my M_range_check issue. One of my tiles reference a non existent dead tile. I haven't gotten a crash since then.

Also in good news, I finally managed to make some really good new alien weapons to replace the older more vanilla models.

Unfortunately, these new alien weapons make the XCom plasma weapons look lame, so I may end up having to replace those down the road too. I still need to replace the small launcher and blaster launcher though. I think the aliens are going to get something a little better than the small launcher, but the blaster launcher will probably just get a reskin. I also want to add some more elite weapons for the late game aliens.

95
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 19, 2015, 05:47:05 pm »
Trying to include more-or-less finished facility dependencies tree for the next release, so the developement tree isn't missing any major focal points, hope I'll be able to include the Spartans as well.

I'm expanding the line of specialized workshops, to make the manufacture of top weapons more difficult.

This is a big temptation for me. Mostly because it's finally a way to control all of the manufacturing screen clutter. Also, congrats for finally getting this out the door. I will be watching, ready to pirate your code should I ever jump ship to Extended.  :) Also the Spartans look cool. Makes me want to redo my cammo patterns on my paper dolls.

96
Tools / Re: MCD Edit by volutar
« on: June 19, 2015, 05:37:27 pm »
Since there isn't any fucking direct download link in this entire thread...

MCDEDITv1.17g

Anyway i have a few questions on how to use this editor, how can i copy stuff from one MCD file to another?
How can i remove entries?
How can i add entries etc...?

Right click on the entries themselves. The options allow you to add, insert, delete. Etc. Tip: Inserting or removing entries can be problematic because the program doesn't automatically adjust Die_MCD references. Be sure to fix those if you rearrange entry positions.



The manual isn't really helpfull in this regard, since my files keep unchanged (and yes i have write permissions)
Also the loading times of this editor are way to long. i presume it comes from those LOFT entries, can't we have those as tabs?
And how should i work on multiple files? (for C&P)
Don't know about the file write permissions. I've never had that problem. Same with the long loading times (though I have an i7 with 8 gigs of ram, so my system is pretty powerful).  Working on multiple files is fairly easy. You can have multiple instances of the MCD editor open at the same time and can copy and paste between them freely. Just be sure to save one before working on the other since have two editors open with pending changes makes the whole thing act kind of strange (it won't save or close).

I can help you with specific questions if needed. It's a pretty complex program, but it's fairly intuitive once you get the hang of it. It just takes some playing around with and a bit of patience.

97
I would also recomend, Dioxine's Piratez Mod - The very first total conversion mod. Fun storyline, tons of weapons, numerous new enemies, and a massive difficulty spike.
https://openxcom.org/forum/index.php/topic,1898.0.html

Excellent, thank you, this is what I was looking for. One last question before I start hacking at all these, because I hit another knot and I'm fairly sure I know the answer, but not yet how to apply it: Can I have a ranged stun weapon use anything but the default explosion hit sprite and noise? Seemed to just use the same sprites, but silent when I tried to do anything fancy with it.
Code: [Select]
items:
  - type: STR_TASER
    size: 0.1
    costBuy: 2450
    costSell: 1825
    weight: 6
    bigSprite: 5
    floorSprite: 5
    handSprite: 112
    bulletSprite: 5
    fireSound: 11
    compatibleAmmo:
      - STR_TASER_DART
    accuracySnap: 40
    accuracyAimed: 68
    tuSnap: 25
    tuAimed: 60
    battleType: 1
    listOrder: 2350
    invWidth: 1
    invHeight: 2
  - type: STR_TASER_DART
    size: 0.1
    costBuy: 120
    costSell: 90
    weight: 3
    bigSprite: 4
    floorSprite: 4
    hitSound: 19
    hitAnimation: 36
    power: 45
    damageType: 6
    clipSize: 3
    battleType: 2
    armor: 12
    listOrder: 2375

It's the hitAnimation setting. It references a SMOKE.PCK frame.
https://www.ufopaedia.org/index.php?title=SMOKE.PCK

However, if it is an area of effect explosion then it references a frame in X1.PCK
https://www.ufopaedia.org/index.php?title=X1.PCK

I think this mod has a taser you could use as an example.
https://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack


98
Default ruleset list order is here.
https://www.ufopaedia.org/index.php?title=Ruleset_List_Order_%28OpenXcom%29

Ruleset reference is here
https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29

Ruleset reference with nightly updates is here
https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_%28OpenXcom%29

The coding for the UFOPaedia entry looks correct except for it probably should be STR_SNIPER_RIFLE_CLIP rather than Sniper-Rifle_Clip. I've never tried using lower case on string names, but I usually play it safe and keep everything capitals with underscores.

Related question, how do I keep the syntax consistent (rename it "STR_SNIPER_RIFLE_CLIP") while keeping it as "Sniper Rifle Clip" in-game?

Names and text are defined in the extraStrings section.
Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip

I would recommend downloading a few mods and mimicking their code. That's how most modders get their start.

99
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: June 07, 2015, 03:50:21 am »
One of the best I've seen, and the conversion to XCOM palette isn't really that damaging. Finally a paperdoll that does the three-eyed armor the justice it deserves! :)

But I like complaining about the palette :). The Battlescape palette isn't really all that bad. Other than having too many off yellows, it's a pretty balanced selection. The Geoscape palette though is much much worse.

If you need any help with those, specially the last one, just ask :)

PS: I have just discovered the Armor section of this mod... I'm feeling a kid on a candy store :D

Thankfully I found that adding routes wasn't as time consuming as I feared. I got all my routes finished today. Still probably needs some tweaking though.

I do have a question for you though Hobbes. I am getting vector::_M_range_check on some of my maps. After a little testing, they seem to occur on crashed UFO maps. It typically crashes out at the end of the Alien's first move or before the mission even starts. I suspect it has to do with dead tiles, but I am not really for certain. Any ideas?

Would you mind if i borrow some of your Armor sprites?

No problem. Just credit me. Also, if this is for your hardmode mod, I would recommend plundering the Alien High Explosive too. That thing is absolutely brutal. I've had missions where that one stupid weapon nearly squad wiped me.

100
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: June 05, 2015, 10:35:14 pm »
Got all of the UFO maps done. Well except for making like a billion map nodes. Also there are probably a bunch of holes and other issues that will need to be sorted out. I'll save that for the beta testers. I have a total of 27 new maps for the new UFOs: Scout (8 variants), Research Ship (4 variants), Abductor (4 variants), Harvester (4 variants), Strike Cruiser (Formerly the Terror Ship)(3 variants), Supply Ship (3 variants), and the Battleship (1 variant).

No small or large scouts. The original game had way too many scouts. I may still design a few new UFOs. I want at least one unique UFO per alien mission type. I want to do a large construction ship for the Alien Base mission and a mother ship for the Infiltration mission, but I can save those for later.

I do worry somewhat about the design of the maps themselves. It's very pretty, but all of the animated tiles may make the UFO interiors a bit too busy and distracting. Also the interiors are a lot more cramped than the older UFOs which were populated by mostly empty rooms.
I'll leave a teaser of the outer hull of the Abductor.


Also I finally managed to make a good paperdoll of the power armor. Here is a picture in their full color glory before the xcom color palette takes off some of the shine.

Now back to trying to desperately fix the stupid marathon tech tree. Oh yeah, and making lots and lots of map nodes.   :P

101
Work In Progress / Re: [MOD] From the Apocalypse WIP
« on: June 03, 2015, 12:07:13 am »
I almost* completed the tileset for human crafts. This is probably the hardest tileset to do.
Here's an Airtaxi (still some stuff to fix).

*maybe, hopefully

Nice. Very smooth. Good job with the dithering. Good luck with finishing up the human craft tilesets. Be wary though. For some reason the last few tiles are always the worst. At least I find I always get stuck on designing the last few of anything.

102
Offtopic / Re: Advent - A new X-Com game?
« on: June 01, 2015, 07:41:52 pm »
Unless I understand it wrong, it seems they are going for a PC exclusive release. This is good. One of my major issues with the 2012 version was its crippling case of consolitis.

103
Question: Is this complete, as in can play from start to finish? Not complete in development. Looks very promissing and interesting.

Check the first post to download the older version (it doesn't have the new UFOs though). You can play from start to finish, but it won't work with the latest nightly nor the 1.0 milestone. Well it should load with the latest nightly, but you would need to remove one of the rulesets since the new nightly system loads all the rulesets at once. Also you would have to avoid the HWPs and UAVs since they are bugged with the new nightly. The new UFOs will be part of the next release that is currently under development. The new version should fix compatibility issues with the latest nightly as well.

104
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended
« on: May 30, 2015, 11:55:32 pm »
Dioxine, if you need the original photoshop files for any of my armors (or any other of my graphics for that matter), just ask. They all have the original full colors before the XCom limited color palettes eviscerates it. I have everything layered even if it isn't very neat and organized. Also, i know you can't use the paper dolls, but consider checking out the Nerve Suit in Xeno Ops (Sprites XCOM44 through XCOM49 in the armor folder). They have a really nice NV goggle graphic for the battlescape view.

105
A very interesting design, and unlike anything that has been seen before - the ship resembles TFTD alien ships, and it also resembles TFTD XCom ships, but is neither of them and has many unique features.

I mimicked quite a few TFTD tiles. TFTD had great art direction despite its other problems. Also XCom had a shiny theme in that game as opposed to the Alien's grungy and organic themes. I stole the shiny basically. I always liked how much more interesting the USOs felt in TFTD. The UFOs in original XCom always felt kind of empty. This wasn't entirely the fault of the artists given the strict tile restrictions for those games.

Do you plan to completely change the look and feel of the alien tech, just like you did with the human tech?

Eventually. Once I get done with the UFOs, I plan to adapt those tiles to the Alien base and I want to try to do something unique for the final alien brain level as well. I have also started reworking all of the alien weapons to give them a unique alien feel, but I am still not quiet satisfied with the result.

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