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Messages - jackstraw2323

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Work In Progress / Re: Building mars
« on: May 30, 2015, 08:40:05 pm »
Also: there is a War of Shadows mod that takes place on Mars. Maybe you guys could join your forces?

Actually War of Shadows pretty much mirrors vanilla xcom when it comes to the planet. I do want to remake the final base on mars, but that's it. I have to say, this is a good idea for a conversion as it really leverages the game engine but gives us a fresh environment to think about.

Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: May 28, 2015, 06:00:10 pm »
Thanks! I'm pretty happy with the overall art direction on them, but if I get enough time I'd like to modify the terror ship to add some ramps and widen a few doors. The internal layout is too weird right now I think, and it's easy to get caught between sections right now. I fixed some of the equipment strings in ufopedia, and added slides for game over win and lose. So the game should now be playable / winnable with my custom storyline ending.

There's still polish to do on bigobs corpses, and ufopedia art for captures and autopsies. Maps need work too as it's possible for an error on supply ships where the map doesn't resize enough. Diagonal walls need fixes and I haven't had time to work on it.

If there are people who'd like to collaborate to help me wrap this up I'd love to have some help on the map scripts in particular. Art assets for the autopsies and aliens would be a big help too. I'm finding with family commitments I'm having less and less time to work on this but I want to wrap up a pretty polished version of the mod/conversion so I can post on the mods portal.

Remaining Polish Issues
- Bigobs Corpses
- Ufopedia Artwork for Autopsies, Crafts, Captures
- Unit Sprite for organic armor lacks a kneeling state. Part of that is the draw routine. May have to restructure artwork onto standard unit file and append/rearrange tiles.
- I'm sure there's something else I don't remember at the moment.

Offtopic / Re: Advent - A new X-Com game?
« on: May 28, 2015, 05:41:08 pm »
Or a remake with some elements of Apocolypse? The setting was always good, even if the weird real time vs. turn based thing kind of screwed things up.

Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: May 22, 2015, 04:08:22 am »
Looks like one bullet sprite was set to 11, so rearranged, and hopefully that will address for you . Just tested locally and that one sprite is working. Also corrupted sprites should be fixed in the attached.

Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: May 21, 2015, 03:56:54 pm »
the MARSEC-PersonalArmor__floorob and siphonophore floorob are damaged in my unpacked zip, so I cannot even open them with a graphics program.
So maybe just my zip file is corrupted. With redownload from your post the same error appears. If it works for everyone else maybe its just a problem with my computer.

Strange, they do appear to be corrupted, but when I open with preview rather than photoshop they work fine, and don't throw errors for me when I play. I've corrected and will upload newer versions when I have a chance.

Are the bullets giving you the same issue?

Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: May 21, 2015, 03:48:30 am »

Wanted to make short test, but the mod failed to load. Two floorobs are unrecognised:
After replacing these with other floorobs the mod loads, but in battlescape no bulletsprites are visible at all.

I just tested the zip file with a fresh install on the last nightly and I'm not getting the missing floorOb when I kill the siphonophore or missing bullets. Can you provide additional details? Which marsec floorob item was missing? There's a whole batch of them, so I'd like to narrow down to weather it was the armor/corpse or one of the equipment/weapons

Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: May 20, 2015, 04:16:35 am »
Well ufopedia artwork still needs generation, as do my corpses. Ufo's have diagonal wall holes that need plugging too.

But game is playable and can be completed. I was close before but had to rebase thanks to the new mod structure. I THINK that maybe i didn't break any sprites when I combined everything, but I've not tested completely.

I also was able to put in placeholder slides for a custom end that I need to write/generate for storyline purposes. I've not had much time to work on this lately so I feel like my timeline slipped this month.

Open Feedback / Re: Grenades
« on: May 10, 2015, 04:36:21 pm »
you could maybe add an additional maxRange to the rules file, that might address your particular issue.

Work In Progress / Re: Upcoming mission changes
« on: May 10, 2015, 04:35:07 pm »
Great, thank you that's exactly what I was looking for. Looks like some great new options in the works!

Work In Progress / Re: Upcoming mission changes
« on: May 10, 2015, 04:17:12 am »
I haven't seen exact documentation yet, but there must be a way to set the final mission text/graphics after the game is complete. Can anyone point me in the right direction? I assume that TFTD rules will bring this change.

I was thinking about doing this once I get to that stage of development for my mod.

From a balance perspective, I think adding all the levels into one map is probably going to make missions too long. And two stage missions would possibly make defense missions tedious as well.

I think I'm going to rework the bases to include the surface layer with the access lifts and maybe covers for missile launchers/pop ups but keep the rest under ground. I might even change all the spawn points to be above ground for the aliens.

Suggestions / Re: ModPack Installer
« on: May 01, 2015, 04:12:28 pm »
What if open com could check the rule file for an alternate base directory for terrain, maps, etc. that way those resources could live under the /Resources/modpack/ directory. That would make more sense as you would then have 2 folders to install. One under rules and one under resources, and hopefully you wouldn't have any collision between mods provided they were namespaced correctly.

Work In Progress / Re: [MOD] From the Apocalypse WIP
« on: April 27, 2015, 03:26:46 am »
Yeah it's just reskinned civilians, so they're present regardless of whether you hired scientists/engineers or not; that's why I'm still not sold about having them appear.
I don't think there are other options (but I'm outdated on the ruleset new shinies, I've been doing nothing but tiles in the last 3 months).

I don't think anything in mapscript/mission script is yet fleshed out enough, but I'm hopeful that there will be some more options to do some interesting things with those once they are better documented. You can tie a race to a terrain now, so I wonder if there might be a way to hack that together with the civilians? I'd love to be able to do something like APOC defense stations, but there's just no way to do it right now.

Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: April 26, 2015, 10:32:27 pm »
Been squashing bugs and doing my playthroughs. I've just fixed enough now that I have unlocked the ultimate craft and have all armor. I've still got two other unlocks that need to happen, but waiting on a terror unit to make that happen.

Lots of sprite cleanup done too so I think I'm mostly down to needing to generate all my ufopedia artwork, bigobs for corpses and then any misc stuff that I feel like. In some cases the vanilla grenade handob will probably do for now.

Feel like I'm definitely approaching a playable/winnable alpha release, and I'm trying to focus on the broad issues while making note of minor bugs to fix later.

Work In Progress / Re: [MOD] From the Apocalypse WIP
« on: April 26, 2015, 10:26:23 pm »
Great work, very polished. I like that you've got the scientist civilians present similar to base defense in APOC. Is there a mechanism for that or are you always spawning civs in base defense? I.E. if I have no scientists are they still actually present in base defense?

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