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Topics - RSSwizard

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XPiratez / Interfaces colors
« on: February 09, 2018, 08:23:41 pm »
Okay so im modifying the battlescape palette to represent the final range of dark slate grays that the game hardcodes over it. The spare colors in the actual palette are used for text colors in the ufopaedia so they pop better, and obviously setting that final range to the battlescape grays causes those text colors to change.
(I know other people have been like, meh its something I can live with - But I be the one who is Doing something about it)

So which interfaces heading covers the text colors used in the Ufopaedia for item entries and such... the interface heading for the screen linked here, its a real jungle in that interfaces ruleset. (since im modifying the palette I will have to remap the colors for the Text in the ufopaedia so that they are still colorful and not steel-gray washed out)

Help / Operator call on a Scalar[]
« on: February 02, 2018, 03:47:48 am »
Just started getting this error on a mod im working on, but it will not mention the line/column where its getting it.

Im guessing this may have something to do with accuracy multiplier or damage bonus bits because thats what I was mainly adding in. Particularly using flatHundred to impose a penalty in both cases. Is that whats causing it? (im gonna be pretty pissed if it is) If it is that then will putting it in the format "flatHundred: [-0.12]" fix it?

Suggestions / TFTD underwater smoke
« on: January 26, 2018, 11:43:37 pm »
When I was a kid playing TFTD I distinctively remember that moving through smoke tiles underwater adds +2 TU cost to all forms of movement. Moving diagonal cost 8, moving normal cost 6, and it may have been multiplied for above-4TU cost specialty tiles. It also causes no Stun underwater.
(On Land it behaved just like it does in ufo though)

I didnt make much use of smoke in TFTD because of that, I knew it took longer to move through it (annoyingly so) and I tried to skirt the edge as much as I could so that I could get a clear line of sight/fire to hit something. Only time that underwater soot ever helped was when I accidentally shot a pipeline and it filled a massive area with cover since it took awhile to move out of it.

Just the other day I was playing TFTD on my phone (android oxce+ 3.9 distro) and I noticed moving through the soot tiles underwater wasn't affecting my movement at all (it also caused stun accumulation), so this is a bug report.

Now im not so sure its a Good Idea to impose movement restriction from the smoke in an underwater enviro so it should probably be an Extended option to turn it off (just like leaving the Dye Grenade at 10 damage wasnt a good idea). Realistically being sooted-up sure grinds scuba operation to a crawl and can even cancel a dive early... but most of the time xcom agents have their feet planted on the seabed and remember the layout of what they saw before it went to gunk. And everybody underwater would be moving so slow that the timescale for every turn is absurdly longer than it would be on land.

I think this is a rule that could be implemented with whatever is designating a mission as being "underwater" (xcom agents wear helmets, they emit water bubbles, gunfire emits vapor trails, and explosion graphics default to bubble blasts) just to simplify things. I know Meridian updated his Enviros recently but I dont think thats the way to do it.

Help / Making Xcom2 in Xcom1
« on: January 17, 2018, 03:31:35 am »
Unrelated topic post was going to be Street Fighter 2: The Movie The Game based on the trope. After seeing what dioxine has accomplished with the underwater missions in X-Piratez I was wondering about the feasibility of doing the following:

Creating a total conversion for Xcom 1 (under oxce+) which turns it into Xcom 2 TFTD. It wouldnt exactly be tftd but a reworked version of it. The ufopaedia entries would follow the xcom1 format though for the most part.

Along those lines I need some general info on how to handle the mapping - which tools do you guys use for mapping in openxcom and is it possible to use resource images for tiles or do you still have to work with .pck and .mcd files to do that?

Im also wondering if its possible to have vapor trails emitted by a shot when you're running openxcom under Xcom 1 (whether its on land or underwater).

OXCE Suggestions DONE / [DONE][Suggestion] custom movement speed
« on: October 02, 2017, 06:29:02 am »
  toTime: 1.0
  toEnergy: 1.0
etc etc

this scales the amount of TUs and Energy used for a unit to move, only affects movement by distance not turning or opening doors
 - now you can produce true stationary guns or very slow moving robots that can have decent reaction fire capabilities (its just better to do it this way)

the issue of the piratez sentry rocket got me thinking about this, and like for example those robots that are nothing more than tile objects that block the watchtower door and such... dioxine could be putting minigun and plasma turrets in the game similar to the ones in Fallout 2

2nd suggestion:

//the type of smoke generated when this object goes kaboom, or otherwise kicks up dust.

//might as well go for suggesting this one as well, which could have some customization as well for some hilarious and diabolical results

smokeSprite: 8
effectOnHit: false
startDensity: 1
(etc etc)

This would allow being able to generate custom colored smoke sprites which also had other effects. Ideal for x-piratez in terms of the custom grenades and munitions so that they dont just have their specialized effect on explode, but continue to have those effects as it lingers around. These being like the knockout grenades, plague launcher, hallucinogen grenades, poison gas mortars, and so on.

If effectOnHit is true then it will hit the unit as soon as they touch it rather than at the end (or start?) of the round. But as long as they have been hit with it that half-turn it wont hit them again no matter how much of it they move through.

Smoke sprites of course would be expected to come in sets of 12 for three densities of 4 frames each and would reference from SMOKE.PCK type graphics. StartDensity determines what the minimum start density would be for the smoke (1, 2, or 3) and smokeDuration would affect how long (probably in turns) the smoke remains.

I would say that if you set the damageAlter right you could have it damage tiles, or even set fires which would then also produce smoke (but I think in this case it would be preferable for this type of smoke to override anything the tile or a fire would produce, then when this type of smoke goes away anything else can happen in that tile as usual).

XPiratez / Nightmare Entry/Exit
« on: September 27, 2017, 02:59:48 am »
Okay I love the blue hover pad the NIGHTMARE craft has, along with its sparkles. But there's a problem, and that problem is that there is no ground access to get in the plane. So how exactly are you supposed to exit a mission if you have hands without flying armor.

> ayuk ayuk, dontcha know you should Only be using flying armor by the time you can get the Nightmare

> you assume far too much, like that both of my operatives weren't wearing normal armor

Offhand note: Is there anywhere to make suggestions for the game/engine? Or can I just make a regular post for it?

XPiratez / alternate graphics for x-piratez
« on: September 25, 2017, 03:13:27 am »
For those who want to spice up, alter graphics, etc etc. There was a thread in the OXCE+ board but I was directed to make a new one here instead. May link to other posts I made from there.

Attached graphics are modified "big guns" that were rotated to the side so they could be resized ever so slightly larger and detailed. They ought to be in the new palette (I think). Just differentiates between yer average 2x3 inventory to say "whoa, this is a really big gun". Some of them look a little more menacing rotated.

There's no real rhyme or reason to which direction they're facing but I figured most of them were better off flipped to the left, to additionally differentiate them. Some other creative modifications were made in a few cases.

Do whatever you want with em.

Work In Progress / PALETTE experimenting
« on: August 28, 2017, 05:40:48 am »
So I pulled out my hex editor and consulted the wiki about how the palettes are arranged. And after a couple hours I churned out a modified palette. That pesky red range was the first thing to be changed but I took a bunch of creative license with it so you may not like it as-is (there are some color glitches, but it overall takes on a different kind of style).

To use it, go in your UFO/GEODATA folder, rename your PALETTES.dat to a backup, and unzip this in there. The only palette modified is battlescape.

If anyone has any wishes for custom changes I can take the stock palette and make some modifications (this takes some effort, and I tend to want to edit only the 4 colors on the light/dark ends of the range). I expect everyone is going to want the Red colors changed to include some more saturation. However I am particularly fond of the TFTD silvered/patina color range which has a yellowish-gray appearance.

The screenshots are from x-piratez, the palette image was used as a basis to sample colors from to input in hex so its almost equal to the palette in the .dat.

OXCE Support / [Solved] Any Way to turn off "shot following"?
« on: April 23, 2017, 12:52:47 am »
OXC used to have an option for being able to turn off camera following shots.

However because of how shotguns (and machineguns/gatlings) jump all over the dang place, I really, really want to turn off that behavior (read: NEED, to possibly avoid motion sickness).

I went to go uncheck that in the options and couldnt find it. Also cant seem to find it in the .cfg file. Do I need to add a line to the cfg file?

I just want to see where the bullet is going in relation to where im shooting.

Work In Progress / Tank Replacement
« on: April 17, 2017, 11:09:04 pm »
I recently updated/finished my HWP replacement for x-piratez, though the redesign also works just as well for standard xcom too. I dont want to double-post and take up attachment resources so its located over here. These dont contain any Ufopedia graphics.,5412.msg82059.html#msg82059

There's a minor bug with the hovertank antigravity effect mirroring a few pixels of it to the top of the tile but I dont know where the problem is originating from.

XPiratez / making an hwp replacement
« on: April 07, 2017, 07:41:27 am »
porting the coelecanth and displacer over to ufo/piratez as replacements for the (goofy and duckbill looking) original tanks. Recolored now it looks like both are made of plastasteel. I figured out how to relocate all the image pieces just fine (took me about 3 hours but I finished that).

The only problem is the turrets, I cant get them right on their vertical alignment for some reason.

The coelecanth may not be animated but I consider the "treads" to actually be tread covers to protect the treads, it works either way, if I care to modify it much ill put a spraypainted anarchy symbol on the "glass bubble" and a more homogenous cover for the treads.

OXCE Bugs FIXED / [Obsolete] game won't close properly
« on: March 29, 2017, 08:54:38 pm »
OXCE+ 3.7
Windows 7

Almost every time I go to exit the game, the window becomes non-responsive and I have to use the windows crash dialog to force-close it. Im running x-piratez but this sounds like an engine problem.

Work In Progress / I want to get into Font Editing
« on: March 27, 2017, 09:31:09 pm »
What do I need to know?
Spacing and Size?

The interfaces section lists Colors but I dont know what they correspond to, I tried checking the palette indexes with the colors listed but it didnt seem to match.

Do the (6?) colors on the Font images themselves just map from a starting color that gets indicated in interfaces or do they each have to be mapped?

Im wanting to create custom fonts based on ttf fonts (tailored to fit/style), and also a small font for regular text which is only 4-5 pixels wide (using smooshed up anti-aliasing magic that only I know).

I tried getting into doing font editing for zdoom and nobody gave any good info on it so I didnt get into it. But fonts are a love of mine and I want to improve the xcom ones.

Work In Progress / So I did a (ufopaedia) thing...
« on: November 27, 2016, 10:44:38 pm »
Its TFTD, not that the existing one needs improving, its just old enough to legally drink whiskey at this point. I also kinda/sorta wanted one that was independent of the xcom/alien background, still have yet to make one for the non-item text entries but im getting there. Some entries also included. Also had a nifty idea for HWP weapon items (next post) since they're fixed weapons with no inventory manipulation, they can be snazzed up abit.

Work In Progress / tftd small launcher
« on: November 15, 2016, 11:59:31 pm »
The small launcher, made as standard equipment for tftd. After the first war technology from the xcom research projects was commercialized and made mainstream, with the exception of elerium based technology (which dwindled due to the decreasing supply of e115). Among those technologies the small launcher and its ability to project heavy projectiles with relative ease became widespread use among military and law enforcement. Even though the stasis-inducing effects of the alien stun bombs couldn't be reproduced without excessive power requirements fulfilled by e115 alternative ammunition types were improvised.

(green) delivers an electric surge from high yield capacitors releasing their charge on impact, and while it can stun targets the results can also be deadly which is why its only reserved for military use with the intention of reducing collateral damage.

(orange) is an incendiary mix spreading fires out to a 5 meter radius.

(this is a good weapon to replace the gas cannon with, or the torpedo launcher if you want to be extra mean to your players. Im using it in addition to the two though. The electric damage bomb causes explosive, resists for stun, delivers stun at 1.0 but also hits health at 0.3, 75 damage for both bombs)

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