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Messages - hellrazor

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1981
Tools / Re: MAPVIEW upgrade
« on: January 21, 2015, 01:08:37 pm »
I am just testing this with wine on Linux,
is there a copy of the source code anywhere, i would like to get a gtk build of.


Wow that's a total fail on wine. I guess the drawing code is really only for windows....
Not even the menues are working properly...

1982
Playthroughs / Re: How to Film X-com for Free?
« on: January 19, 2015, 12:46:57 pm »
Well that depends on your Operating System,
i for myself use Linux, and to record Openxcom,  i use ffmpeg and the following script (for the bash):

#!/bin/bash
filename=$1

ffmpeg -f alsa -ac 2 -i hw:0 -f x11grab -r 24 -s 1280x720 -i :0.0 -acodec libmp3lame -vcodec mpeg4 -aspect 16:9 -q:a 1 -q:v 1 $filename.avi & pid1=$!
opencxom
kill $pid1
exit

Creates me an *avi Container file with encoded video and audio, i then use Avidemux to cut it like i want and convert into a *.mp4 with h264 encoding, with the following script:
#!/bin/bash
find . -name "*.avi" | while read filename;
do
        new_filename=$(echo "$filename" | sed "s/^\(.*\)avi$/\1mp4/g");
        if [ ! -f "$new_filename" ]
        then
                ffmpeg -i "$filename" -vcodec libx264 -preset slow -crf 22 -acodec libmp3lame "$new_filename" &
                wait $!;
        fi
done

Hope someone may find this helpfull.

1983
#Research Alive Aliens Mod by Hellrazor
#Readme for Version 1.2.1
 
#Based on TinyResearchMod from grzegorj
#See: https://openxcom.org/forum/index.php/topic,2872.msg30949.html#msg30949
#Based on Reproduction Mod from Warboy1982

#For all Players which used Version 1.2 of this mod:
#BUG fixed which prevented UFO Construction unlock!
#You need to edit your savegame files, which you played with this mod
#and remove in research section STR_PLASMA_CANNON_DEP1 and STR_PLASMA_CANNON_DEP2
#I am sorry for this inconvinience.

 
Welcome folks!
 
It is time to ready your Stun Rod equipped Grunts and get ready to go on the hunt.
On the hunt you say, YES on the hunt for your POW's. You want them,
you love them, you NEED them!
 
This Mod forces the player to capture alive aliens to unlock technologies.

The Aliens are so different in their ways and their technology is so way
beyond anything human brains could think of that we NEED to interrogate as
many Aliens alive as possible! The Aliens have a lot of ranks at their
disposal and you NEED all of them, ok Soldiers, you don't need at all,
but Engineers, Navigators, Medics, Leaders and Commanders, are on the top
of your hunting List now.

Get ready for the ultimate hunting Season!!!!!!

To get all Techs you need:
        - 5 or 6 Engineers (if you reasearch right you only need 5 otherwise 6)
        - 6 Navigators
        - 6 Medics
        - 1 Leader (To get Martian Solution, which is required by the Avenger)

If you like, you capture 2(or 3) more Engineers, Navigators to get the last Alien Ships and Alien Mission Type.       

Technology Unlocks for:

        - Any Alien Engineer:

                - Plasma Pistol + Clip (requires Alien Alloy, Elerium)
                - Plasma Rifle + Clip (requires Plasma Pistol + Clip)
                - Heavy Plasma + Clip (requires Plasma Rifle + Clip)
                - Plasma Beam (requires Heavy Plasma + Clip)
                - Blaster Launcher + Blaster Bomb(requires Small Launcher + Stun Bomb + Alien Grenade)
                - UFO Power Source (requires Alien Alloys, Elerium)
                - UFO Construction (requires UFO Navigation, UFO Power Source, Plasma Beam)
                - Power Suit (requires Personal Armor, UFO Power Source)

        - Any Alien Medic:

                - Small Launcher + Stun Bomb (+Elerium Bomb, if you use that Mod.)(requires Alien Alloys)
                - Alien Entertainment (required for Psi Lab) (requires Small Launcher)
                - Examination Room (required for Psi Lab) (requires Alien Entertainment)
                - Alien Surgery (required for Psi Amp) (requires Examination Room)
                - Psi Amp (requires Mind Probe, Psi Lab, Alien Surgery)
                - Mind Shield (requires Mind Probe, Psi Lab)

        - Any Alien Navigator:

                - UFO Navigation (requires Alien Alloys)
                - Hyper Wave Decoder (requires UFO Navigation)
                - Flying Suit (requires Power Suit, UFO Construction)
                - Firestorm (requires UFO Construction)
                - Lightning (requires Firestorm)
                - Avenger (requires Lightning + The Martian Solution)

Leaders and Commanders, do the usual stuff, unlocking Cydonia or Bust, or Psi Lab (if Sectoid/Ethereal)

Well might be a good proposal you think or? HAPPY HUNTING!!!! and Godspeed.

---------------
#BEGIN OPTIONAL
---------------
For those who wish to SUFFER(!):
Alien Containment needs Research!!

I have also Supplied you with a Ruleset file in this mod called "Alien_Containment_needs_Research.rul",
it is totally optional, and can be used without this Mod or with it. Can be activated in the normal Mod menu.
It is for those who think capturing Alive Aliens isn't good enough!!!

What it does:

The Alien Contaiment needs to researched, but the Research needs some stuff to get unlocked:

   - Your POW's need something to chew on, so get your Ass moving and get some Alien Food,
     from a Harvester or Supply Ship.
   - After that you need to know more of the ways the Aliens reproduce so that
     you can successfully feed and care them. For this you need to successfully recover
     Alien Reproduction from an Alien Base. They are located only in the Command Center.
     4 in the lower Level of the Command Center and 1 or 2 in the Upper Level.

So capture the Command Center undamaged, in Personal Armor, with Laser and Earth Tech; probably vs
Sectoids, or Snakeman. Only if you wish to suffer...

(Xcomutil Improved Startup Base and Xcomutil Improved Defensive Base Layout
option should be turned off because these give you a Alien Containment....)
-------------
#END OPTIONAL
-------------

I hope you like the changes in the Research tree, they should make the game even more
tense and feel you even more outgunned, so go chew on a cookie while interrogate your
Alien Prisoners.

This should be a little more tense. ;-)

RECOMMENDATIONS:
Dart Gun Mod. <- STRONG RECOMMODATION!!!!
Item Levels Mod i also recommend if you sold your Plasma Pistols, but better, keep 1 of everything around.
Xcomutil Improved Heavy Laser, to have a weapon with high dropping power.

Improved Interceptor Mod like Raven or Retaliator.
Alloy Ground Tanks are also a nice addition, since Hovertanks are a long term away (i hope :-P).

---------
Timeline:
---------
Version 1.1 is playable and stable.
Version 1.2 is basic testing done, needs playthrough.
Version 1.2 has a bug which prevents UFO Construction unlock - FIXED (use Version 1.2.1)

1984
Found a bug in Version 1.2 which prevented UFO Construction to be unlocked.

I fixed it in Version 1.2.1, works now.

Player which already have played with version 1.2, please edit the savegame files which you used with
version 1.2 and remove STR_PLASMA_BEAM_UNLOCK in the research section. Also remove STR_PLASMA_CANNON_DEP1 and STR_PLASMA_CANNON_DEP2, if they already show up there.
If they do not show in your savegame files you can just play on, after installing Version 1.2.1.

I am Sorry for the inconvinience.

Edit: Versions are only attached to first Post!

1985
Open Feedback / Re: Show last active Item used in Soldier Hand
« on: January 15, 2015, 11:52:01 pm »
we DO actually technically have that facility, (for show anyway) when a unit is holding two two-handed weapons, but i don't recall it affecting which weapon a unit reacted with. and i do actually remember that feature in the original, for what it's worth.

At the moment it would be nice, if a Soldier holds a 2-Hand and a 1-Hand Item, and you use the 1-Hand item that it shown accordingly in the Soldiers Hand, somehow only the 2Hand sprite is visible.

We have so nice new HandOb Mods now, let us see them ;)

1986
Open Feedback / Re: The "Please Stop Using 1.0 Discussion"
« on: January 15, 2015, 11:49:26 pm »
Maybe just release new milestone?

But i must say i prefer to be on the egde with github built :>

1987
Awesome!
Need more!

1988
So Folks!
It looks like what a wanted to have is finally working. (Current version 1.2, attached to first post of this thread or, post above).
I only made a quick testgame to see if the unlocking mechanism i used was working.

Worked so far. :)

What i know need is some Feedback!Feedback!Feedback!Feedback!
Maybe i will find time on the next weekend to do a proper testplay, i am excited as hell :>

If everything works on my testrun next weekend i declare this version final, and move it to Completed mods.

1989
Corrected a Logik Error in the Unlocks, which prevented them from happening...
Have no openxcom here to test it, hope it works.

Also removed v2.0 because it is now v1.2 ;D

I post again if i had the time to test.

New Version attached to first Post.

1990
Released Mods / Re: [GRAPHICS] Motion Scanner Hand Object
« on: January 13, 2015, 09:36:53 pm »
No, it will be really easy.  I'll make a combined pack sometime, but there a few more items to add:
 - Smoke Grenade
 - Proxie Grenade
 - Alien Grenade
 - Mind Probe
 - Flare
 - Blaster Bomb
 - Maybe a generic "ammo clip" for all weapons

That's actually a really really good idea.

1991
Released Mods / Re: [GRAPHICS] High Explosive Hand Object
« on: January 13, 2015, 02:13:35 pm »
I am confused... is this a handob mod for Medikit or for High Explosive?

This is for the He-Pack. I would say, it looks like a He-Pack right?

1992
Released Mods / Re: [GRAPHICS] Motion Scanner Hand Object
« on: January 13, 2015, 01:57:48 pm »
Looks awesome!

I actually like the blue lense on the scanner, it indicates the scanning process :D

Putting them all together (Medikit, HE-Pack and Motion Scanner shouldn't that big of a Problem).

1993
I reworked the mod completly. -> Version 2.0
You know have to capture multiple Alive Aliens of each rank to go through the tech tree.
If you manage your research right one Prisoner my reveal several new topics (depending on the fullfilment of the requieres).

Also the "Alien Containment needs Research" is included as optional in an extra Ruleset file, which can be switch of or on through the mod menu, it is intended to work only with this mod.

Overall, i hope people will appreciate this mod and give it a try.

Use this mod as you please, but plz give credits :>

I had so far no time to test this properly but it should work, plz reply here in this thread if you find bugs or so. :)

New Version attached to first post. ( 2.0 )

1994
Fixed a huge ammount of Bugs. Also, this is now a Research Mod only. Removed Craftweapon modifikations.
New Version in first Post.

I gonna repeat Testplaying :>

1995
Okay so there are two things I want to talk about.
1. Why do you do this? It doesn't seem to add any benefit to the mod other than to make the overall game harder (Which most mods already do) but it is not tied into what I like to call the 'theme' of the mod. It just doesn't make any sense. Oh don't get the impression that I don't like the mod or the idea, it's a great idea. I almost want to download it and put it in my next playthrough if I didn't already have several mods that conflict with this one.

2. Why do people always make the missiles less accurate? That also doesn't make any sense. The AIM-54 Pheonix (A real life radar-guided, long range anti-air missile) had a larger range than the Avalanche (at approx. 190km) and is presumably more accurate. Even missiles like the Sparrow, Sidewinder and the AMRAAM (while shorter range, comparable to the Avalanche) are much more accurate. It just doesn't make sense other than making the game harder (Both realistically and literally) than it needs to be.

Rant over, :-X very good mod.
Will try on my next-next playthrough  ;D

You can just go and comment out the the lines in the craftweapons section related to the Stingray and Avalanche Misseles.
I guess i can bump up the Accuracy again to normal, but the range should be equal to Terror-Ship Weapon range nevertheless.
Honestly I mainly did it to bring the Laser Cannon into the play. It can down all UFO's up to Supply Ship without the enemy firing.
But i consider setting it to equal Supply Ship range x-D.

2 Retaliators with Dual Laser Cannons can down a Terror-Ship, but you risk loosing at least one.
2 Retaliators with Dual Avalanche should be a safe bet.

Terror Ship are terrifying.

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