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Messages - guille1434

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46
Work In Progress / Modding Info - Tutorials request
« on: September 11, 2014, 08:15:46 pm »
Hello!

I would like to know if there is documentation, tutorials, how-to guides, etc... aboutthe following modding topics:

1) Some days ago I read thet one of the nightlies was implementing the possibilty to mod dual-weapon HWPs... Where is this new feature documented? By the way, is there any place where a more or less detailed explanation about what are the changes included by each new nightlie are explained?

2) Include a new Alien Race: I would like to implement a "Muton Guard", an improved stats elite soldiers (with among other improvements, more resistence to psi-attacks) for late game... By the way, can any race armor be given a psi strenght boost?
What sections of the ruleset must be modded to include a new race, and make it appear in the late game?


3)  Include new late game Alien weapons... Again what sections need to be modded to make aliens use those new weapons?

Are any of the mods already current particularly instructive about how to achieve goals numeber 2 amd 3 where I can learn from?

Thanks!!!  8)

47
As the FMP developer, I can assure you all MiBs have properly defined equipment when it comes to the Heavy Cannon. Therefore the problem lies elsewhere.

Would you have a save available, or at least tell me what was the MiB craft/mission?

Hi Solarius! If I am not mistaken, the MiB craft was a downed MiB Transporter II and the mission was MiB Cover-Up

By the way, just a suggestion: Would you or the modder that made that very nice enemy faction consider implementing a stronger variant of MiB race for the late game? When facing and advanced and fully equipped X-Com squad (with Power or Flying suits, and plasma wepons) they are no match!

Thanks for the attention!  8)

48
Work In Progress / Re: Help modding a craft weapon
« on: September 08, 2014, 07:26:13 am »
Yes, I think that I had all the references correct, but the strange thing for me is that the game is not crashing when this files is about to get played (i.e. when a Sectopod is going to move), but instead it gives me an error message before completing the program load. That is, the game does not even start when I point to that file (see some posts above for the error message I obtained).

Thanks guys for your assistance! :-)

49
Work In Progress / Re: Help modding a craft weapon
« on: September 08, 2014, 06:06:28 am »
Well, the number 23 refering to the move and death sounds were not modded by me, this is the original data from the FMP mod, and the extra sound commented out is because if I do not comment out that lines, the program gives me the error message I described in the previous post when loading and the game will not start...

50
Hello! I don't know if this is the correct thread to report this, but... I think there is a small glitch in the Men in Black mod... I am playing (and enjoying) a game of OpenX-Com with the FMP mod, and I saw some times when going in a misiion against the MiB, there is a "MiB Demonman" that has a heavy Cannon as armament but no ammo at all for it... may be there is something that can be done to fix this?
Thanks!

51
Work In Progress / Re: Help modding a craft weapon
« on: September 08, 2014, 01:37:12 am »
Ok, here I am again testing the patience of this community!
I wish to change the walking sound of the X-Com made Sectopods, I wanted to replace the original sound by a .wav file taken form a mod that had the sounds from the PSX version of the X-Com game... After making the necessary changes, when trying to load the game it will show the following message: Mix_loadWAV_RW with NULL src... Anyone can give me an idea about what is wrong?

I also attach the .wav file and the related parts of the ruleset...


  - type: STR_SECTOPOD_PLASMA
    race: STR_SECTOPOD_PLASMA
    stats:
      tu: 80
      stamina: 100
      health: 100
      bravery: 110
      reactions: 30
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 0
    armor: SECTOPOD_ARMOR3
    standHeight: 15
    kneelHeight: 15
    loftemps: 4
    value: 20
    deathSound: 23
    moveSound: 23

#extraSounds:
#  - type: BATTLE.CAT
#    files:
#      23: Resources/FmpAddon/Sectopod/Sound/SectopodWalk.wav

Any help will be much appreciated!  :-)

52
Work In Progress / Re: [FMP] expantions ?
« on: September 06, 2014, 04:11:27 am »
Oh, yes, definitely! This is just the mod I am working on, at present in game test... But it will be uploaded soon... I attach one of the readme files (I plan to document the mod very thoroughly), in order for you to see what I was working on. The mod will consist in one main ruleset, designed to be loaded with the FMP  ruleset as an expansion, plus some other "tematic" and independent rulesets (which I plan to make the player able to use them as separate, independent modules) For example: Craft and armament ruleset, Improved armor suits, Improved HWPs, etc... It will add a lot of other mods stuff, plus some original content to tha already impressive FMP mod.  8)

53
Work In Progress / Re: Help modding a craft weapon
« on: September 02, 2014, 12:52:19 am »
Falko: Thanks! It worked all right with the file type GEO.CAT

Now I can fire and hear very well my new weapons!

I am finishing my first play test, then I will upload the mod files!

Thanks again!

54
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 01, 2014, 08:42:21 pm »
...Or may be add them as a "Elite" floater warriors? To make them a credible threat in middle game and beyond, because regular floaters are not  a challenge once you have a good soldier squad...
Making them more resistant to mind control and giving them better stats... Yuo will have your nice looking new floaters, but you would not be able to tell which one is the commander. Just a suggestion... Thanks for sharing!!!  8)

55
Work In Progress / Re: Help modding a craft weapon
« on: August 30, 2014, 06:12:25 am »
Yes, here is the last version of the .rul file and the .wav file... Thanks for your interest, guys! :-)

56
Work In Progress / Re: Help modding a craft weapon
« on: August 29, 2014, 07:22:57 pm »
Ivan: Thanks for the advice, but that one does not seem to be the problem... the game is still crashing at the moment of firing the weapon against an Ufo... I will stick with a vanilla sound effect for now...  ::)

57
Work In Progress / Re: Help modding a craft weapon
« on: August 28, 2014, 01:17:30 am »
I managed to mod in the custom graphics without a problem now, but I cannot assign a custom sound file to this weapon without making the game crash... If I assign a vanilal sound everything seems to be Ok.

58
Work In Progress / Re: [Mod Request/Idea] Conventional Wepons
« on: August 27, 2014, 07:42:43 pm »
Another way to model weapons with underbarrel attachments (grenade launchers, shotguns, etc...) would be to add Accuracy and Time Units consumption stats to ammo clips (which would override the main weapon said stats), so if you model an assault rifle with an underbarrel grenade launcher, you just only have to change magazines (te time you use to do it simulates the change in sights setup, for example). So after you switch magazines you are ready to fire the grenades, which have their own time units/accuracy stats, different from the rifle bullets.

So, if you fire a rifle with its regular bullet magazine, it will use the time units/accuracy of the rifle, and when you ready to fire grenades, the stats from the grenade "magazine" would override the rifle stats...

59
Work In Progress / Re: Help modding a craft weapon
« on: August 27, 2014, 04:40:21 am »
So, If I assign sprite number 13 to this weapon (I saw number 12 is already taken), the initicon file has to be number 23 (5 + 13) and basebits 61 (48 + 13)? I will test it....

Here is the modified .rul file.

Also, thanks very much for the tips for the graphic files!!

--- posts merge ---

About the graphic files: I used the palette converter, used the options from ufo-bsescape to ufo-bsescape (did not see base/geo palette), but the resulting files could not be opened in Aseprite... Am I doing something wrong?

--- posts merge ---

Ok, the resulting files were png, not gifs... I changed thier exyensions, but the Initicon one is not looking good... I will try to hand make one new file with the base of a vanille file...

Thanks!!!  8)

--- posts merge, honestly ---


Ok, a partial success... All seems to fine (equip craft, interception launching, the icon showed in the small interceptor radar screen, but now the games crash when the weapon is starting to fire... I think this has to do with the small blob which represents the projectiles while in flight to target... Am I roght? How is this corrected? Or may be the problem is about the sound file? Any special numeration rule for the sound file id number? Thanks again!

--- posts merge, I can do it all day but do I have to? ---

Indeed, the problem seems to be about the sound, as I assigned another sound file number (the same as anothe good-working weapon) and everything was all right... But I would really like to assign this weapon its own characteristic sound... How do I accomplish this? Thanks again!!

60
Work In Progress / Re: Help modding a craft weapon
« on: August 27, 2014, 03:51:53 am »
I checked that aspect of the problem, and I think it is Ok, but... In any case I upload here my .rul file, the problematic craftWeapon is designated STR_CRAFT_MDRIVER_UC

I suspect that the problem has to do with the basebit and Initicon files... Anyone can tell me if those files have to be in any special format (file extension, colors palette, etc)?

I attach them also for someone to check, if possible, if they are  the source of the problems. About this files, if they are faulty, do someone have some "vanilla" files to use as models for my custom ones?

Thanks Falko for your prompt answer!

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