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Messages - michal

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31
Offtopic / Re: UFO: Alien Invasion
« on: July 01, 2014, 08:23:43 am »
Three days ago version 2.5 was relased, two years after 2.4.

Here's changelog:
https://ufoai.org/wiki/Changelog/2.5

32
Robin, that's really awesome work. Beautiful art. It's really great to have such talented person in Openxcom modding community! Totally impressed!

33
Open Feedback / Total conversion mod idea - alternative sequel?
« on: June 29, 2014, 12:57:18 pm »
Hello,

I see there are more and more great mods in our community. Maybe it's time for someone to start total conversion mod for OpenXcom? Maybe some idea would be to make alternative sequel? So, instead of TFTD, something else?

For example humans destroyed mars base in 2015 and year is 2020. New treat appeared in new ships, with new weapons.There are new races or old ones upgraded / evoluted. For example green sectoids, red mutons, etc. X-com could start with top equipment from first part.

It would be interesting to play some new game ;)

And i think that openxcom engine is ready for such big stuff?

34
Offtopic / Re: UFO: Alien Invasion
« on: June 25, 2014, 03:16:03 pm »
Yeah, that's huge downside of quake engine.

35
Offtopic / Re: UFO: Alien Invasion
« on: June 25, 2014, 08:36:19 am »
Couple of years ago, UFO: AI was project which i was following. After project xenocide died, it was only remake project which had chances to succeed. Sadly i'm afraid it will die sooner or later. After so many years of developing they still have lot to finish. I'm afraid that soon old crew will move to other things and it will be hard for them to find fresh blood. It's coded in c, using forked quake engine. In today standards it's quite old technologies.

36
Suggestions / Re: [SUGGESTION-CUT][#001] Combat area border
« on: June 24, 2014, 09:00:22 am »
Ufo: The Two Sides had nice solution for that. Instead of such border, there were gray area (with normal tiles) around map - that acted as special buffer - you couldn't go there, but grenades could fall there etc. So map was bit bigger, but outer parts were inaccesible.

37
Offtopic / Re: UFO: Alien Invasion
« on: June 21, 2014, 06:01:56 pm »
Btw, how's Ufo: Ai? How's progress? Is it still being actively developed?

38
Offtopic / Freeablo - open source diablo 1 engine
« on: April 23, 2014, 08:55:51 am »
Hello,

Looks like we have some new interesting project in foss engine family.

Author post on reddit:

Quote
Hi all. So I've been working on a game engine for playing Diablo 1 using the original data files (like OpenMW for Morrowind). I managed to get it allowed as my final year project for college, which is now over, so I am looking for people to contribute. It is pretty incomplete at this point, but you can walk around town and go through some random dungeons. Here's a screenshot of it running at 2560x1440: https://wheybags.netsoc.ie/freeablo.png Source is over at https://github.com/wheybags/freeablo , and you can download a compiled copy at https://github.com/wheybags/freeablo/releases

Please note: you need to have the original data files to play it, and no copyrighted material is being distributed.

https://www.reddit.com/r/gamedev/comments/23oimx/freeablo_a_cross_platform_foss_rewrite_of_the/

39
Work In Progress / Re: Higher resolution mod
« on: January 26, 2014, 04:09:38 pm »
You're using TTS graphic or doing it by yourself?

40
Work In Progress / Re: The Piratez Mod!
« on: January 16, 2014, 05:56:35 pm »
Looks interesting, but I'm not sure leaving your belly exposed makes for effective armor design, though it would explain the XCOM mortality rates. :P


41
Yep, he's right - it's best way ;)

42
Great :)

Pity i wasn't there...

How ppl responded to OpenXcom?

43
Suggestions / Re: [CORE] Special Armor Resistances
« on: November 19, 2013, 08:18:15 pm »
I like it, but i would change it to:

Fire Resistance 100%
Smoke Resistance 100%

And show only for armours where there is some resistance.

That gives more possibilities for future modding - values can be between 0 and 100%. Of course that require coding in engine. But in future you could also add psi resistance.

44
Work In Progress / Re: Achievements mod
« on: November 09, 2013, 09:07:49 am »
Great work. I hope it will be included into base OpenXcom.

45
Work In Progress / Re: Manage Alien Containment UI
« on: November 02, 2013, 10:59:21 am »
3rd background is the best.

Crazy Idea Below ;)

What about using those aliens for training mission? ;) I mean pick some aliens, give them (or not) some weapons, pick some terrain next to base, and allow your soldiers to play with them ;)

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