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Topics - Hobbes

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Programming / AI & .RMP files
« on: June 18, 2014, 07:07:30 am »
There's an issue that has been an enigma since I started modding maps, which is if the AI use some of values contained on the .RMP files, namely bytes 21 and 22 of each route node (whose function has always been a mystery), and for what propose.

So I'm wondering if someone could shed some light on if and how these 2 values are used. My interest on this comes precisely from designing maps since knowledge about this issue could make new maps a lot more... interesting :)

I've got in my computer a number of files that were used by the UFO2000 project (a multiplayer version of UFO) which include the sprites and inventory weapons on .png format for the following weapons (includes ammo clips):

*BA50 rifle
*M-16 assault rifle
*AK-47 assault rifle
*M-4 carbine
*FAMAS assault rifle
*G-3 assault rifle
*SA80 assault rifle

Plus, there's also graphics for bazooka, M16 + M203 Grenade Launcher, Claymore mines, Glock/P227 pistols and a couple more.

I wasn't the designer for these images and they were only authorized for use in UFO2000 and I don't have time to implement them but if someone is interested I can give the email of the guy who originally designed them for you to contact, and if he authorizes, I'll share the files.

Any takers?

EDIT: meanwhile, this has been posted elsewhere and it seems you don't need to ask permission as long as you credit the images.

Open Feedback / Congratulations
« on: June 16, 2014, 05:02:34 am »
Well guys, for the past years from time to time I'd notice something mentioned on the XCom websites about OpenXcom and it looked interesting but I had never tried it until now.

Now, I've just tried it today and I only got 2 words for it: great job! :D

This is one of the best things ever to come out for XCom. Congratulations :)

Work In Progress / Map Modding Questions
« on: June 16, 2014, 03:47:42 am »
Well I guess I'm back to modding XCom after finally trying OpenXcom :)

I already got how Rulesets work but I have a few questions regarding the original game's limits regarding maps:

1) Does the original limit of MCD entries still apply (256)? If not, what is the new limit?
2) Is it possible to create new rules for map block placement, like 2 N-S roads?
3) Related to the previous, is it possible to have 2 or more maps defined as a N-S and will the game choose randomly between both?
4) What are the height limits?
5) I supposed there's no way for the rulesets to use mapDataSets from both the UFO/TFTD games but might as well ask. Probably the best way is to convert the TFTD mapdatasets to the UFO palette.

And great work to everyone involved. :)

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