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 - Neo23

Pages: 1 2 [3] 4
31
Work In Progress / Geoscape Background Graphics - troubles
« on: August 09, 2015, 09:19:44 pm »
Hi, I am trying to modify the Geoscape graphics, especially the space
nebula background behind the globe, for a TC of mine. I already asked
this together with a bug report, but it seems it was overlooked there.

I successfully recolored the buttons in my ruleset and changed the "GEOBORD.SCR"
(in GEOGRAPH) to my likings. The problem is, the space background doesn't change,
it is still the normal vanilla BG, but the clock and zoom button backgrounds on the
right side changed as intended. So my replacer PNG is loaded, but incomplete. Is it
possible to change the globe background somehow or even just recolor it?

Tried also with .PCK ending, but to no avail. Would be really cool if all files can be modded
and be replaced.

This is in my ruleset:
Code: [Select]
  - type: GEOBORD.SCR
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/NeoSME/GEOGRAPH/GEOBORD.png

Maybe some file types are hardcoded? If so, I hope this can be changed some day.

32
Programming / Re: Hovering Avenger
« on: August 09, 2015, 08:50:11 pm »
I can confirm this bug and I reported it a while ago also:
https://openxcom.org/forum/index.php/topic,3682.0.html
...but no response yet.

33
Thank you very much, I changed BDY to PCK and it works for the Particle Disturbance Sensor graphics in TFTD.

I tried the same in my regular UFO:EU Total Conversion (X-Com1) with "GEOBORD.SCR", but as stated above,
it replaces only the right side not the star background. Is there some trick to change the
space nebula behind the globe too (even color only would be better than nothing)?
I changed the "Launch Rocket" and "PSI" buttons of "SPICONS.DAT" some time ago too, but they also
do not appear in game. I think there may be more, but these two are the most important for me for now.
This ist not meant for TFTD, but UFO (just in case it sounds like a TFTD only report).

I totally forgot to post about the wrong TFTD sell menu colors aside my artifact bug report in my first post, but as I see, you already
fixed that. Nice!

Edit:
Found another tiny bug in TFTD with the Dart Pistol. It has the wrong impact sound (funny for this tiny weapon, because for now it is a heavy
projectile impact SFX, reminds me of the first MIB movie somehow). Should be ID 16 instead of 21.

34
Hi, I want to replace/edit some original graphics, but it seems that
not all files actually are replaceable.
In the original TFTD game, the background when using the motion scanner,
is black, but in OpenXcom it is transparent (which looks better IMHO).
But now a ugly graphics glitch comes to light. The middle radar screen in
the interface has transparent edges and outlines. So you can see through the
display.
I edited the image and put this in my ruleset:

Code: [Select]
extraSprites:
  - type: DETBORD.BDY
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/Neo23_TFTD_Remastered/UFOGRAPH/DETBORD.png
  - type: DETBORD2.BDY
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/Neo23_TFTD_Remastered/UFOGRAPH/DETBORD2.png

In game it still shows the original file. My new file is not loaded at all.
Some time ago I already tried to change the space background of the geoscape
for a TC of mine in the regular UFO and had the same problem (GEOGRAPH/GEOBORD.SCR). I recolor the
buttons in my ruleset and they work fine. My new geobord.png is also loaded, but
replaces only the clock and rotate button backgrounds on the right side, but _not_ the
space nebula behind the globe.

There are more of these files which cannot be replaced. Are these hard coded in the
EXE? It would be very cool, if all files could be modified (I am sure all the TCs out there, like FMP
or Piratez would like such a feature too).

P.S. Sorry for my english writing, I hope this is understandable.

P.P.S. I do not want to open a new thread for this, so here is a little bug report for
TFTD too: The artifact mission level 2 is not under water, but it is supposed to be.

Keep up the good work, I really love this project and X-Com.

35
Programming / [BUG] Interceptor and Transporter behavior in Geoscape
« on: June 04, 2015, 03:20:41 pm »
Hi, there is a bug lurking around for some time now. I encountered it at
playing Piratez, testing my own mod edition and saw it on some Let's Plays as well.

Sometimes, after an successful UFO interception, the involving X-Com crafts stay on the
crash side and are not returning to base on it's own. If there is a manned transporter
besides them, it also stays on the crash side and no 'go to mission' dialog will open.

With this bug it is easy to miss some ground assaults if the time is going
fast forward.

I hope this can be fixed and keep up the awesome work on this great project.

36
Quote
also, a mod like this requires starting a new game post-installation for the mission stuff to propagate correctly

I first noticed the problem in a test game for my mod pack (it was a new game).
When I began to test strictly the MIB Mod, I startet many test games (all new games, around 7 maybe) until I
was game over (3 to 4 months most of the time, didn't do much because I was only looking for spawns).
Maybe it was really just bad luck, but maybe not.

Need more time for testing I guess.

37
I just tested your new experimental version and after three months of shooting down small and large scouts
and losing hope, my identification scanner was jammed by a UFO. Finally there they are. I engaged the mission and
everything works fine in it. After that just 3 more UFOs later, another MIB Craft appeared.

I knew the truth was out there. Thank you very much! :)

38
Hi, first of all, your mods are amazing, Robin.
Everything works so far, but there seems to be a problem with the Men in Black.
I have the MIB Mod installed for quite some time now and in the mission generator
everything works just fine, but after a while I noticed, that they never show
up i a regular game. I am only getting normal UFOs, but no MIB Missions. I am running
the Feb. 3. 2015 Nightly with Commendations Mod EXE, but also tried the regular EXE to no
avail.

I overlooked the ruleset a bit, but didn't find a reason why they are never appear. My experience with
alien missions is not so good at the moment though. I even tried to load the mod last, but no change.

It would be very nice if you could have a look at the mod. Maybe something changed in the Nightlies?
For the last few weeks, i am working on a big personal mod pack and really want to include the MIB.
Hope this can be fixed somehow. Thank you.

39
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: February 18, 2015, 03:07:10 am »
You're welcome :)

Time for me to watch the latest "Up Close and Personal" and Meridian's FMP episodes now.

40
Work In Progress / Re: [MOD] From the Apocalypse WIP
« on: February 17, 2015, 06:20:39 pm »
I've waited over 20 years for a real third sequel. Like TFTD was to EU.
Take your time. Your style is exact like the originals and this can
only be awesome. Keep it up!

41
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: February 17, 2015, 05:53:09 pm »
I pulled the new files and updated my german translation of the mod. The new version contains all new
Ufopaedia entries, the renamed medals and some cosmetic corrections. As before, feel free to use it.

I like the border version a lot more than the old style. Good work!


42
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: February 15, 2015, 04:33:00 pm »
I would say go for the border version. I use 2x resolution and think this looks actually a lot better than the first original version.
Maybe consider a background for the text box too? But black is fine too. As Volutar said, it is very close to the original X-Com style.
The medal is also easier to see with the edges.

When you're done, is there an update or a new full version released (recent nightly includes some nice bug fixes)?
I will update my german translation to the now complete Ufopedia when it comes out.


43
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: February 09, 2015, 08:36:48 pm »
I've been waiting since last year for a new nightly to try this out and now it is finally here.
The waiting was worth it. It is as good as expected and I actually never want to miss this
Mod in my setup again. Great work done Shoes and Ivan (also thank you for the improved HandOB Mod too)!

I created a german translation for you to use. Feel free to add it if you like.
The attached file is copy & paste ready.

44
I already did that in some of my mods/games/movies and this method worked
quite well for me. I guess it is depending on the taste of people.

For example look at Apocalypse (especially the hardcore action music) and the
Firaxis X-Com. In both the action music starts immediately and sound very different to
the calm music.

I like both music transition versions though. With music replacer OGG files everyone could
choose the music combination fitted to their taste.
That was my basic idea of this feature. Optional for customisation and not enabled by default.

45
I thought on a very simple but effective system.

- At first you have the randomized normal music.

- See an enemy and the normal battlescape music stop playing and the track position
  will be remembered. Now immediately start the random action/intense music (could be the same
  for the whole mission and determined on mission start like the random battlescape music).
 
- If everything is clear again, do not wait for the turn to end. Instead slowly fade out
  the action music and continue playing and fade in the normal battlescape music again (same track
  as usually and same position it was paused).
  To ensure the next move will not reveal a alien again, this can alternatively happen at turn end and the
  hidden movement if there is no new contact at the beginning of the next turn. Maybe better this way.
 
Special transition music are not needed. Only volume changes to build up fade effects.
Unfortunately I have no free music to offer for this feature (only from other games/movies). I was hoping
for this as optional feature for modders and people who use their own music for this. It can be
action music or even a intense horror music. As anyone likes to build up the atmosphere in danger situations.

I understand this can eventually not be easily implemented. But at least I can try and ask :)

Pages: 1 2 [3] 4