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Topics - Hobbes

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16
Offtopic / That moment when you jump in your seat
« on: November 11, 2015, 09:57:42 pm »
Just had it yesterday, again, after playing this game for so many years.

Night mission at the forest. Main group is getting butchered by the aliens inside the UFO (Sectoid kills 3 in a single turn). Time to get the tactical reserve, send a rookie running towards the UFO, suddenly a plasma beam shoots out of nowhere and I nearly brown my underwear. Rookie lived though.   

17
Work In Progress / More than 4 ammo types in UFOPedia?
« on: September 07, 2015, 03:00:34 pm »
I seem to recall that someone had an idea to display more than 3 ammo types for weapons by using a 2nd UFOPedia entry but I can't recall or find the thread where this was posted. Anyone knows how to do it?

18
Work In Progress / Issues with HWPs
« on: April 15, 2015, 05:12:45 pm »
I've got XComUtil's Improved HWPs added as an improvement to the vanilla ones (you can upgrade them to XComUtil's versions with a manufacturing project). 

However, on tactical missions the Improved HWP appears during the pre-mission loadout screen and during the mission they can't use any weapons. Any idea of what might be wrong? Warboy already gave me a few pointers (adding builtWeapon) but they didn't work.

Here's the relevant code for armors/items:
Code: [Select]
items:
  - type: STR_IMPROVED_TANK_CANNON
    size: 6
    costSell: 360000
    transferTime: 96
    weight: 1
    bigSprite: 43
    floorSprite: 0
    handSprite: 0
    bulletSprite: 4
    fireSound: 12
    compatibleAmmo:
      - STR_HWP_CANNON_SHELLS
    accuracyAuto: 50
    tuAuto: 38
    autoShots: 6
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    turretType: 0
Code: [Select]
armor:
  - type: IMPROVED_TANK_ARMOR
    spriteSheet: TANKS.PCK
    corpseBattle:
      - TANK_CORPSE_1
      - TANK_CORPSE_2
      - TANK_CORPSE_3
      - TANK_CORPSE_4
    frontArmor: 130
    sideArmor: 130
    rearArmor: 130
    underArmor: 100
    drawingRoutine: 2
    hasInventory: false
    size: 2
    damageModifier:
      - 1.0
      - 1.0
      - 0.4
      - 0.75
      - 1.0
      - 1.0
      - 0.0
      - 0.9
      - 0.4
      - 0.0
    loftempsSet: [ 92, 89, 90, 91 ]
Code: [Select]
units:
  - type: STR_IMPROVED_TANK_CANNON
    race: STR_IMPROVED_TANK_CANNON
    stats:
      tu: 70
      stamina: 100
      health: 90
      bravery: 110
      reactions: 20
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 70
    armor: IMPROVED_TANK_ARMOR
    standHeight: 16
    kneelHeight: 16
    value: 20
    deathSound: 23
    moveSound: 14
    energyRecovery: 50

19
Suggestions / Enlarged Minimap
« on: March 31, 2015, 01:26:51 am »
How about enlarging the game's minimap so that a a higher display it can display an overhead view of the entire map?


20
Example: if I right click on a soldier's hand during the Equip Screen, any weapon or item on that location is immediately placed on the ground.

This system is already used in UFO2000. Saves some time by not having to bring the item manually from hand to ground.

21
Offtopic / TFTD Draft Publishing Plan
« on: March 12, 2015, 08:05:29 pm »
I just came up upon this file on Strategycore.co.uk. It details the early conception of TFTD, which sounds a lot better actually than the final product. T'Leth was actually going to have 6 separate stages and you'd need to raid 4 Artifact Sites before you could develop Mollecular Control tech.

Here's the link: https://www.strategycore.co.uk/files/tftd-draft-publishing-plan/

22
Resources / New Terrains Contest - See inside for details
« on: March 01, 2015, 07:02:53 pm »
New Terrains Contest for the Terrain Pack

This is something I had in my mind for some time to open the Terrain Pack to additional collaborations and encourage modders to create more new terrains. To participate you'll need to design a new terrain for OpenXcom and post it on this thread until May 31st, with the entries being then selected by a jury (to be announced later). The selected entries will then be added to the Terrain Pack.

Terrain Requirements
1) It should only have new .MAP files or map blocks (mandatory).
2) All .MAP files should have the corresponding .RMP files with the nodes for alien placement/routes.
3) It can use new sprites (a.k.a. PCK images), reworked vanilla sprites, unchanged vanilla ones, or a mixture of all. 

You should also design your terrain according to the vanilla mission it will be used, which will add further requirements (if you need help, ask on this thread). The 5 possible missions are:
* UFO crash/landings (only the background terrain, without the UFO)
* Terror Sites
* Alien Base
* XCom Base
* Cydonia (both 1st and 2nd stage)

Selection Criteria
* Graphic Look - overall look of the terrain, how the different sprites mix together, sprite originality, etc.
* Map Design - are the maps too built up (think TFTD) or too bare? Do they have original structures (buildings, hills, etc.)?
* Functionality - the map should be functional, without bugs that cause crashes, but minor bugs are expected, so don't worry about those.
* Mission Type - there are already several new UFO/Terror Sites terrains present on the Terrain Pack, so entries for XCom/Alien bases and Cydonia will have a better chance to stand out.

Well for now that should be enough to get people started. Use this thread to ask any questions about the contest and good luck to everyone that decides to participate. :)

23
Work In Progress / [SOLVED]Cyberdiscs explode on death hardcoded?
« on: February 05, 2015, 04:50:00 pm »
I've been trying to add this property to a unit so that it explodes upon death (this is for the nightly built 2015-01-18 03:22):
Code: [Select]
    specab: 1
However so far I never got any of those units to explode upon death no matter what I try. I've also checked on the Waspite mod since the Cybermite unit also has that property but I found out that it doesn't explode as well. I've also tried the specab: 3 property (burns floor and explodes on death) but it doesn't explode as well.

Anyone knows if these properties hard coded to specific units (Cyberdisc)? Because it is working with Cyberdiscs.

EDIT: Just figured it out. The unit's corpse item needs to have these two properties added:
    power: 60
    blastRadius: 6

24
Easier for players to read the changes introduced by any mods and gives modders easy access for editing proposes.

25
The propose of this thread is help Modders, LPers or Players select a nightly build to use while working or simply for playing. While Developers will want to use the latest nightly, all the rest of the community will want builds with some 'stability', so this thread is to discuss nightlies that might be appropriate.

To participate, simply post the current nightly that you are using and your overall impression.

Please note: this thread is not meant for bug reporting - that should be done using the bugtracker.

26
Work In Progress / Help needed with HandObs
« on: January 19, 2015, 06:01:36 pm »
Hey all,

I'm doing a mod called Redux (the thread is in this subforum) partially based on already existing material, both here and elsewhere. As I was involved with UFO2000 (a multiplayer clone of the original game) several years ago, I've decided to recycle some of its weapons graphics but I'm having issues converting the HandObs images because the dimensions of the image files are different than those used in OpenXcom.

Can anyone give me some pointers on the best way to optimize the process or even volunteer to convert them? My issue right now is getting the position of the weapon where it should be for each individual weapon image. I've posted one of the HandOb images below for an idea of the files I need to convert. Thanks.


27
Work In Progress / [BRAINSTORMING] Suggestions and ideas for an expansion
« on: January 12, 2015, 05:10:53 pm »
Hello all :)

I've been working on a top secret new project called 'UFO Redux', which will be an expansion of the original game, using the current nightly version. This project has 4 objectives:
1) Enlarging and diversifying the game universe - new missions & factions.
2) Redesigning the research tree, adding more requirements to complete key topics, with a special focus on the capture of live aliens to advance research.
3) Increasing the tension while playing.
4) Fixing idiosyncrasies of the original game, such as Heavy Lasers being nearly useless and others.

I've started designing by using elements of my Alien Remix and Missions Pack mods but I've also been using elements from a lot of mods developed by other people like robin's MiB or Dioxine's Piratez. And this expansion will certainly also include the Terrain Pack. 

But since there's a ton of other mods and I don't have time to try them all out, I've decided to ask for suggestions or ideas from the forum.

So I ask: what mods of weapons/aliens/etc. do you really like to use and why are they so fun/meaningful? Also feel free to add suggestions about the original game features that could be improved. Keep in mind though that this will not be a compilation like the Final Mod Pack where everything goes and please keep suggestions to things that are achievable with the currently nightly builds.

Thanks for your help :)

28
Work In Progress / [Solved] Help with Geoscape textures
« on: December 29, 2014, 10:38:10 pm »
I'm trying out new textures for future terrains. I got everything coded but I'm having issues with the palettes (see attached pics). Anyone knows a fix for this? Thanks.

29
Programming / AI and explosives
« on: December 15, 2014, 03:22:20 pm »
Perhaps the best advantage of splaying the troops out at the start is the ability to kill several aliens in the first turn and spread everyone out quickly. This can be invaluable for terror sites, and prevents the aliens from using explosives to kill off the majority of your crew early on.

FYI: in OpenXCom the AI doesn't use grenades before turn 3.

30
Work In Progress / UFO/TFTD hybrid game discussion
« on: October 15, 2014, 07:24:08 pm »
Since a true UFO/TFTD hybrid has been the 'Holy Grail' for XCom players for quite a long time, I've decided to start a discussion topic to try to work out how it *could* work using OpenXCom. By this I simply conceptualizing the whole hybrid game and what would be required.

Before any of the developers smacks me in the head, yes, I know, it is impossible to do it at the moment, and even when TFTD is finished, due to the differences. And it most definitely would also need specific code to deal with many aspects. But for now the discussion is merely theoretical, and I promise I won't bother you with it ;)

So, don't get all excited about this thread since a LOT would be required for a hybrid game to happen. But it could be a stepping stone of some sort for the future, so let's start with the basic:

The Storyline/Plotline
From what I've discussed so far, the general consensus seems to be that such a hybrid could take 2 forms:

A) Serial - after completing Cydonia an finishing UFO the game continues but now in the TFTD storyline.
B) Parallel - both UFO/TFTD take place at the same time.

Both options have pro/cons but quite honestly I would prefer option B) since there isn't much difference between A) and playing both games separately. With option B) it would also be possible to either have the hybrid on a UFO or a TFTD setting (GUI, etc.) but I would also prefer to keep it based on UFO.

The plotline would also need to be reworked. The most logical solution to me seems to be something like:
* Start with XCom base on land and for the first months make only UFO missions on land.
* Afterwards introduce USO missions. The challenge here would be that your underwater tech is the basic stuff and now you need to decide whether to focus your research on either land or sea tech.
* The research required to win could be alternated, each step completed unlocking the next one, after the required alien is captured and interrogated: Alien Origins, Alien Origins II (the appearance of the aquatic aliens questions the info learned on the previous topic), Ultimate Threat (points towards the existence of T'Leth), The Martian Solution (it is revealed that T'Leth is merely following orders from Mars), Tleth The Alien City (to destroy the alien's main base on Earth and gather intel about the location of Cydonia), and Cydonia or Bust.
* Another idea posted is to allow the player to win the game by completing either the Cydonia or T'Leth missions to win the game. And/or to have a time limit to do Cydonia before T'Leth rises.
* A possible addition is a trigger event for the aquatic aliens to appear, although this might require too much work.
* One nice thing to add would be that the T'Leth mission would be a suicidal one, since the city explodes at the end of TFTD so you'd lose both the craft and the soldiers. Who do you choose to die on that mission?

Starting from this, I'm going to start thinking about other game issues but I'll post them in separate threads below this one.

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