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Messages - new_civilian

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31
Resources / Some wav soundfiles (weapons)
« on: December 03, 2019, 02:23:09 pm »
Some sound files. Mostly from games. Volume normalized to X-Com standard. Try the Blaster-Launcher sound as a firesound, sounds terrific.
The geo_fusm is nice, too.

32
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 03, 2019, 02:17:07 pm »
Regarding the Asylum mission: The music file is funny, but after 45 minutes on that map, it almost made me have to go the asylum  ;D
Especially after (at the very end) I finally realized I had forgotten to take the right equipment with me to finish the mission....
And had to reload... I muted the music then.... ;)
Aaaanyway:
Maybe you shoud try something like György Ligeti's "Requiem" (used in e.g. OMEN and 2001:Space Odyssey), its way more spooky and well... maybe less repeating.
Or something from the Doom 1 music for the PSX, some of the most creepy and good songs i know (for games).

33
Very impressive graphics there, the Shuttle and the Space Station look/feel realistic. 8)

34
Resources / Re: New Alien for use as player soldier
« on: November 29, 2019, 01:22:08 pm »
Oh, I only edited the work from others and even then it took me way too long to tell :-[
The Heavy Cannon originally came from the "Starting Weapon Matching Color" mod and the original Auto-Cannon from the FMP-mod iirc....
I merely tweaked them over and over again until I was confident their look would fit in with the other weapons. That and I changed the ammo-feed, colors, barrel size etc.  :)

35
OXCE Support / Re: Recovery of spawned units.
« on: November 29, 2019, 01:07:44 pm »
Gee, cool!  8)

Got your PM and downloaded it right away. I can't thank you enough.

36
Oooooh, no. My old words come back to haunt me  ;D

So... what about the idea?  8)  for new mods in 6.11+ and things like that  :D

37
Suggestions / Re: Smart Flares
« on: November 27, 2019, 02:45:03 pm »
No idea.  :-[ :-\

It should really work. Just add a flare as a fixed weapon to a unit, make it primeable/unprimable. It does work. I did that in my personal mod soup.

If everything fails set the personal light of a unit to e.g. 30 and mention in the description that you can toggle it with L (default button)? I made that for early low-tech drones, the more advanced units have the on/off light describe above.


38
Resources / Re: New Alien for use as player soldier
« on: November 27, 2019, 02:27:07 pm »
Here the files, found some time.




39
Resources / Re: Some filler maps for default terrains
« on: November 27, 2019, 02:25:18 pm »
Here the new entryzone. It works. By chance I had a base mission with it yesterday.

40
OXCE Suggestions Archive / [Suggestion] Weapons/Equipment by SoldierType
« on: November 27, 2019, 02:18:51 pm »
Just a thought: It would be a real treat if you could restrict certain weapons to certain Soldier-Types e.g. alien weaponry useless for humans, but an alien ally can use them etc.
Just like with armors, which is already possible.
Or maybe restrict Categories....  8)

Not sure this hasn't been proposed before, so please spare with me if it has. I know one can fiddle around with psirequired and/or making weapons extraheavy and certain units/armor extrastrong, things like that, but a direct solution seems plausible.

Unless there's some hidden evil effect that I do not see... ;)

41
OXCE Support / Re: Recovery of spawned units.
« on: November 27, 2019, 02:01:05 pm »
Ok here is the stripped down (without music files) version of the mod. I hope you are right about the one-line-change, because otherwise it might be too much work for you. In that case don't bother fixing it, you surely have better things to do.  :)

Oh and just in case: The mod is a strictly personal mod. It will not get an "official" release, there's too much work of other people included and I will remove the link above once it is fixed. I write that of course because of the parts of Hobbes' Terrain Pack in it. :-X

Edit by Meridian: downloaded, attachment removed

Edit 2 by Meridian: done... time needed less than 5 minutes... I will play with it a bit more in the evening and change at least a few indices, so that not so much memory is wasted if I can

42
The X-Com Files / Re: The X-Com Files - 1.0.2: Judgement Day
« on: November 26, 2019, 11:42:51 am »
Just have to say that I love those new terrains (NewRuralUrban and the new Farm). Good work! :)

43
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
« on: November 26, 2019, 11:34:50 am »
Just a quick question/suggestion: Are Bland's new USO variants included in your mod? He made a couple of alternative layouts some time ago for the default USOs. Would be a simple copy and paste job to add them if you don't already have.

44
40k / Re: 40k Bug/crashes/problem´s report
« on: November 26, 2019, 11:29:45 am »
A quick one with two mini-txt-bugs:
- The Winged Demon Trade still shows up as "Winged Demon" and not "Trade Winged Demon"
- The thing that is left behind when a Target Hologram is destroyed is called "Disable Weapons Module", it is missing the D after disable_d

 :)

45
OXCE Support / Re: Recovery of spawned units.
« on: November 26, 2019, 11:22:52 am »
The problem is that the mod is a work of many years and evolved along, that means that many (maybe even most) files have cross-references. I tried the direct approach of simply fixing the bugs that the CTD provided when I launched the mod under 6.1.1. but it took several minutes for each little bug and I daresay there are hundreds of numbers to change. So I surrendered.

I will see where I can upload the mod, it is rather big (~200MB), must be the music-files...
Anyway, thanks for the replies and your offer for help. It will probably take some days before I repost, though.

Oh and don't expect anything special the mod is just my personal mod, with files of all possible sources, edited slightly or largely.  :)

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