aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - RSSwizard

Pages: 1 [2] 3 4 ... 51
16
XPiratez / Re: rss sprites, the legend continues
« on: January 25, 2024, 07:37:56 am »
Thanks man, I want to do the same with the durathread armor, but, well, it doesn't actually provide much armor, so maybe missing spots makes sense. Here's an alternate belly plate for the metal armor im using now that I think is better. Gals wear a belt (overlay) over it automatically too.

17
XPiratez / Re: rss sprites, the legend continues
« on: January 23, 2024, 11:34:54 am »
An update on the beefy gauss strength nuclear lasers from the blasters mod. Even more stronk body vaporizing lasers like youd expect from an instagib match.

The premise was blasters (low grade plasma guns that don't use mass-effect to accelerate particles) were the entry level energy weapon, plasma guns were the high temperature energy weapons that were the refinement on them, and weaponized lasers were an inefficient tech that wasn't too effective without a dedicated platform to operate them - you see them as built in weapons on drones and spacecraft but only elite equivalents like the eurosyndicate or the secret x-com weapons could manage anything worthwhile out of lasers as personal arms. But using hellerium vaporization for the power source and forcefields to harness and focus the photons rather than optics it could generate one hell of a beam, and then you get these like body blasting 70s and 80s quality sci-fi lasers. Replaces gauss weapons, each does armor piercing damage type and only causes two thirds hp loss (damage values of 96, 125, 204, no full auto). The airborne gauss cannon is a laser cannon that uses ammo, the airbourne lascannon is a high velocity turbo blaster, their stats are basically flipped but the laser ammo cells only provide x10 per item.

18
XPiratez / Re: rss sprites, the legend continues
« on: January 23, 2024, 01:46:14 am »
Two quality of life items.
These should be completely compatible.
Metal armor (located in resources\armors\gals\metal) which doesn't have a gaping hole in the belly to be shot through, always has irked me.

Also im a heavy alcoholic when it comes to Solmine Sake, and as colors for the game changed over the years the sprite for it was not updated or tweaked to compensate. For a long time its had what looks like purple worms floating in it. This one fixes that, mostly to the brightness and colors it used to have.

19
XPiratez / Re: rss sprites, the legend continues
« on: January 17, 2024, 05:20:44 am »
As standard I use a modified palette these days and this is the one I arrived at, with modified cold and hot ones too. But that shouldn't affect the sprite quality much. The force blade purple is unmodified.
This is a screenshot of what it tends to do to the appearance.

20
XPiratez / Re: rss sprites, the legend continues
« on: January 13, 2024, 05:09:59 am »
Bonaventura sprite updated (more shine)

Blaster sorta thing that was made out of underwater weapons, on its way to being turned into a bulky looking charger laspistol (that one that does 22 damage).

Fixed the Force Blade.

Zapper with a woodgrain housing, or at least more subdued colors.

21
XPiratez / Re: rss sprites, the legend continues
« on: January 10, 2024, 10:07:33 pm »
Part of the shotgun mod gives the Heavy Shotgun only 6 shells and increases its strength a little, and gives 7 shells to standard shotguns. These are their respective sprites.

22
XPiratez / Re: rss sprites, the legend continues
« on: January 10, 2024, 10:01:18 pm »
Bonaventura (Green Codex) with more shading and improved shadow.
edit 1/12/24 - superior version uploaded

And Thunderhorse which looks more like the color of its bootypedia entry.

23
XPiratez / rss sprites, the legend continues
« on: January 10, 2024, 09:57:54 pm »
Here are some new things.

Dynamite Package - dynamite that does 130 damage, weight 15, size 2x2
made from 4 packs of dynamite, can be disassembled back into dynamite (mostly a good use for spare dynamite and alternative to satchel charges before you get them, so you can really blow that lokknar barn up)

Repeating Musket - a musket with six barrels which is roughly equivalent to a flintlock pistol but fast to reload (tu 12). Like a clockwork gun but it can shoot one at a time or do a double tap for almost twice the time.

Bullet sparks replacement, suitable to be shortened to 4 frames or less, inspired by tiny bullet puffs such as the ones in Blood and Quake 2.

Shotgun bullet impact for my mod that removes shotgun pellets from most shotguns (consolidated damage, high health damage alter, loses power over distance to simulate spread, mostly i did this so shotguns only do as much shield damage as high powered rifles and wont blow through multiple walls).

Ol Carbine that looks more like a brass-clad version, and with a longer barrel.

Snubby from before that looks more blued/black.

24
OXCE Support / Re: vaporColorSurface (dont work) OXCE 7.0
« on: November 17, 2023, 04:20:44 am »
I know that's what im wondering. Its basically just xpiratez version L9 which hasn't had anything done to its core files, ive just added stuff like this. Is there something wrong with vaporColorSurface in OXCE 7.0?  Do ammo items need to have a vaporDensity as well or is the alpha value in the LUTs good enough?  I know the TFTD items have a vaporDensity but none of them in the hyper velocity master have a density value defined.

25
OXCE Support / Re: vaporColorSurface (dont work) OXCE 7.0
« on: November 15, 2023, 05:57:07 am »
1. added "resourceConfig: transparency.rul" to the mod's metadata.yml. It did not have one prior to this.

2. copypasted the transparencyLUTs into that new file, but nothing else, removed them from the file I posted here.

Didn't do anything else.

26
OXCE Support / Re: vaporColorSurface (dont work) OXCE 7.0
« on: November 13, 2023, 04:24:54 am »
actually scratch that...
I made this change and it still doesn't do it.

27
OXCE Support / Re: vaporColorSurface (dont work) OXCE 7.0
« on: November 11, 2023, 07:56:32 pm »
this is a code-inject mod which means the file is simply dropped in the piratez folder and added to the rest of the stack, nothing else in the mod deals with these aspects here though (file naming also means it is applied last)

28
OXCE Support / Re: vaporColorSurface (dont work) OXCE 7.0
« on: November 11, 2023, 02:53:49 am »
shifting indexes? what does that mean?

I literally just used what is in the screenshot, didn't use nodes or anything like that, like literally its just the difference between (tftd) vaporColor and the surface version.

29
OXCE Support / vaporColorSurface (dont work) OXCE 7.0
« on: November 10, 2023, 11:09:54 pm »
i dont want to upgrade because it might break my version of xpz (L9)
but the hypervelocity mod says its compatible with 6.8+...
yet after adding transparency LUTs and setting vapor colors they do not appear.

wat do?

30
Resources / Re: request - TFTD sounds
« on: November 09, 2023, 02:35:49 am »
gee, not many takers...

Pages: 1 [2] 3 4 ... 51