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Topics - hellrazor

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16
Some small supplemental Mods I made, for people who like to have them:

 - HM_XcomUtil_Always_Daytime: Forces all Missions in Hardmode Expansion to be Daytime always
 - HM_XcomUtil_Always_Nighttime: Forces all Missions in Hardmode Expansion to be Nighttime always
 - Screening Statsstrings: My statstrings for Soldierscreening and rolechanging
 - HM_Two_Skyranger_Start: Replace one of your starting Interceptors with a second Skyranger and Troop Equipment.

- HM_Scout_Drone: Adapted and adjusted Version of the Scout Drone Mod Scout Drones are integrated in Hardmode Expansion. There is a seperate standalone mod called Support Drones, located here

Fell free to use those as you see fit :)

17
Hardmode Expansion / [SUBMOD][MAPS]Expanded Terror Reworked - Version 1.2
« on: October 06, 2016, 05:02:43 am »
Expanded Terror Reworked

Download: mod.io

This file is also attached towards this post.

Original Mod by Luke83

#Expanded Terror Reworked by hellrazor
#Based upon the work of luke83 who made all these lovely maps
 
Credits go to:
 - hellrazor for reworking and bugfixing
 - luke83 the original maker of this mod
 - Hobbes for compatible MADECOR.MCD
 
Required: openxcom_git_master_2015_07_28_1355 or newer
 
README:
 
Lukes Expanded Terror Missions are back again, updated and
honed to run on the newest github code from OpenXcom.
 
To be honest, the old Maps had some serious quirks; wrong placed
wall tiles, route nodes not connected , wrongly assigned spawn points and so forth.
 
This Version comes with an overworked Route/Node Network, it also has the cellars
removed, since they caused more trouble then they were worth.
 
Since I adapted those Maps for my Hardmode Expansion Mod, I decided to also release them
as a standalone Mod, so people can try them out and enjoy them once more.
 
The Maps are now also compatible with MADURBAN Terrain from the Terrain Pack,
so they will probably find their way into it as well.
 
---
Changelog:
 
Version 1.2
 - Fix Route Node on EXPANDEDTERROR21
 - Fix missing LOFTS for some Tiles in MADDECOR.MCD
 - Fix some minor Errors with wrong placed Tiles
 - Replaced Tiles due to MCD conversion
 - Removed FRNL83.MCD and replaced with FRNITURE and MADDECOR
 - Removed Copies of vanilla Maps
 - Reworked Mapscript
 
Version 1.1
 - Fix Crash because of non-vanilla Civilians in the Terrain definition
 
Version 1.0
 - Converted old Ruleset to new mapscripting standard
 - Resized MAPs and removed cellars
 - MAP routing/nodes check, fix and rework where neccessary
 - Fix wrong placed wall tiles in a varienty of MAPs
 - Adjust ruleset to changes in: openxcom_git_master_2015_07_28_1355

Some pictures for your enjoyment attached.

18
Hardmode Expansion / Hardmode Expansion Downloadlinks & Links
« on: October 06, 2016, 04:40:37 am »

19
Hardmode Expansion / Hardmode Expansion - Bugreports
« on: October 04, 2016, 08:15:18 pm »
Please leave Bugreports in this thread.

Good to have:
- Screenshots
- Savegame File

Please include also the Version of the mod you are useing and the Version of openxcom.

20
Hardmode Expansion / Hardmode Expansion - Future Development Plan
« on: September 29, 2016, 05:12:41 am »
Future Development Plan
This post contains my current points i will be working, a new version release will be made inbetween.
I update as I go, fulfilled points are marked with "DONE".

Screenshots and progress reports are usually left in General Feedback Thread


-------------------------
Current development plan:
-------------------------

1.) OpenXcomExtended Stuff:
  • Alien Bases perform Operations in their regions - DONE
  • Add more Recommended User Options - DONE
  • Fixed User Options - DONE
  • 33% Chance to prevent alien infiltration mission bases being build - NEEDS REVIEW (BUGGED)
  • 33% Chance to prevent alien base mission bases being build - NEEDS REVIEW (BUGGED)

2.) Further Future changes and additions:
  • Integrate: High Quality Sounds
  • Rebalance Melee Weapons - DONE
  • Add Elerium Powered Stun Rod - DONE
  • Add Elerium Powered Taser Clip - DONE
  • Add Hoverdrones - DONE
  • Add Walkertank/Laser - DONE

3.) Mission Related Stuff:
  • Add rewards for successfully Ending a Alien Terror Mission (Possible Bonuses: Flat Score, Flat Money, Free Soldiers, Engineers and or Scientists)
  • Integrate: Armed Civilians Mod
  • Alien Bases perform Attacks on Earth Military Bases in their regions
  • Add Soldier Civilians for Earth Military Bases

4.) Terrain Additions / Fixes
  • Recheck/Overwork destructibility of Terror Terrains
  • Overwork destructibility of Globe Terrains: Junglemountain, Mujungle
  • Fix up Linership so Crafts can also spawn on it.
  • Add Missing Globe Terrains from Hobbes Terrain Pack
  • Add New Globe Terrains from the Community Map Pack
  • Add Expanded Mars 20x20 Mapblocks
  • Add Expanded Mars 30x30 Mapblock (Pyramid of Pain)
  • Add/Rework Expanded Mars Mapscript

Feedback and Change requests will be put in between those, as I see fit, or as they to do fit in general with the design concept.
If there is something missing or you wanna add stuff please feel free to post, any form of suggestions or feedback of any kind is also really appreciated.

EDIT: I am not the fastest of modders, but my stuff tends to be mostly bugfree, so patience sometimes pays off.

21
Playthroughs / Soldier Roles and Equipment layouts
« on: August 08, 2016, 01:43:14 am »
Team usually contains:
2 Snipers
2 Rocketeer
2 Grenadiers
4-8 Assaults

Supplied with 1 - 3 Tanks according to Craftsize

22
Hi guys,

i am not really familar with current top notch hardware on the market.

I was running a Core 2 Duo CPU, with 4 GB Ram, a Geforce GF 9800 gt on a Asus 5 BP whatever mainboard.
Now everything is fucked up and i decided to put together a new System.

I still do have a be quiet! 450w power core (only 1 6pin PCI express adapter),
what i need is a new good working combination of mainboard (should have at least 1 PCI slot, at least 4 sata3 HD connectors, at least 1x IDE connector (for optical drives), a floppy drive connector :D (yes i do have a function 3.5" floppy drive and i occaionally use it); CPU (i do not care what kind of some new multicore stuff), some fitting Ram chips, the more the merrier, since my Ubuntu Linux loves more main memory.
And last but not least a cheap and good nvidia geforce graphic card which only needs 1 PCI Express power connector (i do not have the budget to replace my power supply unit), it also needs to have at least 2 DVI Monitor cable jacks ( i am ok with more so i can get a another 24" widescreen monitor later :)).

My budget is max 600€ but if i can get a decent combination with less i am even more satisfied.

Any help is appreciated, since i wanna get back to serious modding of OpenXcom quickly and my small Asus Netbook here doesn't have the Power for running win 7 in virtualbox for Mapview :https://

best regards hellrazor



23
UFO Vanilla Variants

Download: mod.io

The mod file is also attached towards this post in form of zip archive.

#UFO Vanilla Variants by hellrazor
#Readme for Version 1.3
#Credits: see CREDITS.TXT

A collection of the vanilla ufo interior variants, made by a variety of people over time.
Including vanilla variant files, from Luke's Extra UFO's mod, YetMoreUFO's Mod and Extra Battleships.
Maps and Routes have been rechecked and some minor errors fixed.
The maps have been darkened, so you can walk along the West and North walls, without revealing
the inside terrain, this also increased the alien alloy account for recovery, but only to a small
degree.

There are also another Version of U_BITS.MCD and U_EXT02.MCD, which make those ships
complete sealed against blasts from rockets or explosives.
If you do not want those MCD files simply delete them and restart OpenXcom and you get vanilla settings.

Additional UFO Maps (darkened):
   8 Medium Scout Maps
   27 Large Scout Maps
   24 Harvester Maps
   10 Abductor Maps
   8 Terror Ship Maps
   2 Supply Ship Maps
   7 Battleship Map

Which makes a total of 86 strictly vanilla interior variants.

Credits go to:
   hellrazor(rechecking, darkening error corrections),
   Zombie,
   Robert Di Fiore,
   Luchian Deurell,
   Sam Jeffreys,
   davide,
   SolariusScorch (UFO designers),
   Luke83 and TurkishSwede (UFO maps and tilesets designers),
   Ben Ratzlaff (the author of MapView),
   all testers of that program, Volutar (for his MCDEdit),
   Mark Tyler and Dmitry Groshev
   Cooper for some Battleship variants

If i forgot someone, or something is incorrect, please let me know.

Some Pictures attached for your enjoyment.

Changelog:
Version 1.3:
   - Fix UFOL83.MCD for new MCD check patch

Version 1.2:
    - Fix wall errors on UFO_160e.map

Version 1.1:
   - Added two more Battleship variants
   - Fix some minor errors on some maps

24
Work In Progress / What we need -> Sprite & Map Database
« on: October 25, 2015, 05:09:47 am »
Well, it has come to my utmost attention, that tracking down all kind of sprites and maps a modder uses in his mods, is kinda hard.
Sometimes you take Sprites and AMps from another mod, which does not have a proper Ressource information about the original creator.

Then information probably gets lost and the original maker of the mod, sprite or map do not get the credits he deserves. It is also a matter
of keeping track of all the different Versions of Sprites and Maps.

My proposal, as mentioned in a few other threads would be to create a database, mainly for sprites and Maps (maybe include sound also).
A quick reference to see which sprite/map has which original author and the different Versions of it.

Let's see if some else has to contribute this idea :>

25
Tools / Batchconvert *.gif to *.png files
« on: August 19, 2015, 07:21:12 pm »
Does anyone know a safe and secure way to do this under Linux?
Useing imagemagick convert always results in fucked up palette data :-(

And since there obviously are troubles with *.gif files for Mac OSx users, i wanted to convert all Sprites used in my Hardmode Expansion Mod into *.png with correct palette.

26
Well i thought i share,
first some Metagamedata.

27
Work In Progress / [Proof of Concept]Chryssalid Spitter
« on: August 01, 2015, 05:59:47 am »
This is a proof of concept for a Chryssalid Spitter, which will zombify enenmy Units with his "Impregnation Spit".

Code: [Select]
items:
  - delete: CHRYSSALID_WEAPON
  - type: CHRYSSALID_WEAPON
    weight: 3
    bigSprite: -2
    floorSprite: 31
    handSprite: 104
    bulletSprite: 8
    fireSound: 51
    hitSound: 19
    hitAnimation: 46
    power: 140
    clipSize: -1
    damageType: 1
    accuracySnap: 100
    tuSnap: 15
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    recover: false
    zombieUnit: STR_ZOMBIE
    flatRate: true
    arcingShot: true
units:
  - type: STR_CHRYSSALID_TERRORIST
    race: STR_CHRYSSALID
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 110
      stamina: 140
      health: 96
      bravery: 100
      reactions: 70
      firing: 100
      throwing: 0
      strength: 110
      psiStrength: 50
      psiSkill: 0
      melee: 80
    armor: CHRYSSALID_ARMOR
    standHeight: 21
    kneelHeight: 16
    value: 25
    deathSound: 9
    intelligence: 4
    aggression: 1
    energyRecovery: 40
    livingWeapon: true

This code turns normal Chryssalids into "Spitters" who use a ranged attack to zombify enemy units.
Now we need some really cool Sprites ^^ *muhahahahaha*

This is not balanced whatsoever, i just wanted to show that it is indeed possible.

28
Playthroughs / A Busy Day is ahead
« on: July 17, 2015, 09:01:14 pm »
Time to make some housecleaning :D

29
Tools / Applying palettes in gimp
« on: June 20, 2015, 02:41:44 pm »
Hi guys,

i am just trying to do some FloorOb and some HandOb's for Rysekliinis grenade Launcher Mod.

I was able to crop together a FloorOb for the Frag Ammo by rescaling and turning the Bigob.
Now i did this with gimp...

And obviously the colorpalette is totally screwed up :-/

See files attached. How can i fix this?

30
Open Feedback / Avenger LOS Errors or not?
« on: May 29, 2015, 04:03:42 pm »
Found thess by accident today.

I am useing theuniversal data patch on my vanilla files.

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