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Messages - Hobbes

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1
Work In Progress / Re: [WIP][OXCE] XCOM: The Unknown Menace
« on: December 19, 2023, 04:00:18 pm »
That .pdf is as official as it can get... BladeFireLight made it like 20 years ago.

A lot of people tried proofreading the novel... with 692 pages is not an easy task. If you are willing to give it a try, good luck, and if you finish the job, I'll definitely be interested on it. :)

2
Troubleshooting / Re: OpenXcom has crashed: Alien Deployment
« on: February 01, 2023, 07:41:35 pm »
Already replied in PM.

The power cord of my work laptop broke and I'm waiting for a replacement to arrive from China. Until I receive it's impossible to fix the issue but it should be quick once I can properly work on it.

Until then, sorry for the wait but it's in the post office hands.

3
That said, I am not quite sure it's releasable. More specifically, I need clarification on licensing:

  • OpenXcom and derivatives are under GPL v3.

    If I package Snug Assortment of Little Things like X-Piratez, adding a user folder for the master mod, is the entire package now considered a derivative and under GPL v3?
Yes, if the license requires you to release any derivatives under the same license, such as GPL v3. The question is if the original mod is respecting the original licenses of all the content it includes.

For instance, you cannot take non-commercial content released under CC-NC licenses and use them in GPL releases (which allow commercial uses) - you're breaking the terms of the original NC license. Or you also cannot take copyrighted content and include it on a GPL release without the consent of its original authors.

Quote
Note, I would not be compiling OpenXcom at all, just adding a user folder.
[/li]

[li](Once again) OpenXcom and derivatives are under GPL v3.

Are included mods like Aliens_Pick_Up_Weapons and Limit_Craft_Item_Capacities under GPL v3?[/li][/list]

OpenXCom's GPL license only applies to the files required to run it and included on its package. Or derivatives of OXC like OpenXCom Extended.

If a mod does not have any license (GPL, Creative Commons, etc.) then default is that the copyright belongs to the respective author(s).

If the mod does not contain a open source license such as GPL or Creative Commons, then all copyright[/list]

4
Released Mods / Re: [OXCE][Compilation] Area 51 submods
« on: July 18, 2022, 08:14:51 am »
I've finally gotten time to fix several bugs and playtest again all of the mods, so I've uploaded new versions of nearly all to the mod portal site.

There have been also some changes for balance:
* Council Betrayal - the number of starting infiltrations has been reduced to one
* Top Gun - Skyranger now has one weapon slot

5
Released Mods / Re: [OXCE][Compilation] Area 51 submods
« on: July 14, 2022, 06:31:54 am »
The Resistance Base mod says it was deleted?

Yup, I've updated the list on the first post, thanks.

6
Yeah, there's a problem with that installation for sure.

The mod should be placed on the mods folder as shown on the image attached.

Also, under Mods tab, the defined base game needs to be UFO Defense.

7
alternate idea: current score, followed by recent activity score

Yup, just the Alien Activity score works as well.

8
Probably main problem will be palette as graphs haves its own. This mean this screen need have colors used by globe not graphs.

I just made a quick copy/paste to illustrate better the idea, the palettes aren't a problem as you say, just use the globe ones.

Quote
For what to show this could be controlled by graph screen, like ctr+r-click for "push" one graph to globe.

The info on XCOM Activity, Income and Finance graphs isn't needed for real time Geoscape proposes, so those could be discarded. Instead, if it was possible for the Geoscape 'graph' to switch between UFO Activity Total and the specific values for Country and Region that would make it the most useful for real time intel.

9
Personally I'd prefer some form of textual feedback (which could also be user configurable with flavor text/whatever) instead of a graph in case there is a rise in alien activity, maybe even identifying the region in question. I like the overall idea of having this information available on the geoscape itself, by I feel the graph would detract from the earth view. Maybe making it smaller or being able to integrate in the right hand panel (when using higher resolution etc) could be an option? IO guess this would be more of a thing for OXCE tbh.

An alternative to the graph would simply be to have a pop up saying: "Alien Activity detected", which could then be specified by region but that would take a lot more coding since it would basically be a feed of those events.

I like both the idea of reducing the size or integrating it on the right hand panel, the least intrusive the better.

10
Released Mods / Re: [OXCE][Compilation] Area 51 submods
« on: June 11, 2022, 11:24:36 pm »
I was looking for the Area 51 mod. I found this instead. Are we to download everything then select yes and that is the Area 51 mod? Or am I in the wrong thread?

Still working on the rerelease of the main Area 51 mod, and that will take a while.

Meanwhile, I've been testing updating these submods and will upload new versions soon to fix/balance them. I might also make a combo of nearly all of them for better integration.

11
Suggestions / [OXC] Feature Request: alien activity graph on Geoscape
« on: June 11, 2022, 10:59:59 pm »
This goes under the category of UI improvements, I guess.

The Graphs are usually one of the most underused features of the game IMHO because you either create a routine of regularly checking the graphs to look for undetected UFO activity, or you simply ignore them to speed gameplay and rely on your radar network.

So, when I was switching between both Graphs and Geoscape, I realized that what I needed was some sort of alert system on Geoscape to avoid having to regularly check the Graphs.

Something like this quick copy/paste I've attached, where the Alien Activity graph has been pasted into the Geoscape. Now if that graph was updated every 30 minutes or so, then the player would know when something interesting is taking place, and then check the Graphs to see the region, etc.

And this feature could be made optional - press a key and it would pop up in the Geoscape.

12
Recycle Bin / Re: Where did area 51 mod go ?
« on: April 21, 2022, 04:35:17 am »
I came across this youtube video about area 51 mod, it seems very interesting

https://www.youtube.com/watch?v=zs_gYsylXNc

However it seems to have disappeared/hiden when following the links in the description.

What happend to this mod ? Is it still available somewhere ?

For top secret reasons we can't confirm or deny the existance of Area 51 mod. ;)

13
Work In Progress / Re: [WIP][OXCE] XCOM: The Unknown Menace
« on: March 19, 2022, 03:55:36 am »
I also remember reading this. I must have read it somewhere in 2002-2003.

Anyway. I'd love to have that pdf as well. (I actually registered on the forums to ask for the pdf :) )

I sent you the link through PM :)

14
New version released.

The soundtrack adapted by Human Kthulu is now available as a separate mod here: https://openxcom.mod.io/terminator-tech-comm-music

15
OXCE Suggestions DONE / Re: [DONE] [Suggestion] Geoscape pop-up events
« on: March 12, 2022, 09:55:03 pm »
1) they started as separate functionality:
- arc scripts were invisible behind-the-scenes highest-level game progression tool
- event scripts were player-focused small cosmetic and sometimes annoying lowest-level info messages and fluff

But since everybody wants to misuse everything for everything, they have grown to have a significant overlap.

They still have differences, like the mentioned order of operations, and several more.

Even if redundant, they're not going anywhere, for backwards-compatibility reasons, so feel free to use whichever suits your needs better.

Now you made me curious about the additional differences... I guess I'll have to keep using both to find out :)

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2) no, you can't give a craft via events directly... I can put it on todolist... but there are questions like: what should happen if there's not enough hangar space when the event pops up?

I agree, better leave it as it is.

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4) `everyItemList` and `everyMultiItemList` give all items; `randomItemList` and `weightedItemList` give one item

None of these options allows giving multiple items (e.g. 7 from 34), they either give 1 or all.
If you have a syntax example, I can add a fifth option suited to your needs.

What I'm looking for would either be a randomMultiItem option, in order to regularly give the player different quantities of items. It would have two possible syntaxes:

Code: [Select]
    randomMultiItemList:
      - STR_FUEL
        quantity: 3
      - STR_PISTOL_AMMO
        quantity: 3
      - STR_RIFLE_AMMO
        quantity: 3

Or, even better, a true randomMultiItemList. I have already this functionality implemented in TechComm through multiple events and yaml anchors, where there are 20 random events that each gives a different craft weapon and ammunition:
Code: [Select]
    randomMultiItemList
      Item List 1:
      - STR_HYDRA_LAUNCHER: 1
      - STR_HYDRA_ROCKETS: 50
      Item List 2:
      - STR_SIDEWINDER_LAUNCHER: 1
      - STR_SIDEWINDER_MISSILES: 6

Thank you for the answers!

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