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Topics - bulletdesigner

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16
OXCE Suggestions DONE / [DONE][Suggestion] Several Types of Air lock
« on: March 18, 2020, 02:17:00 pm »
Trowing this into the mix i don´t know if its hard or easy to do.
But creating several types of airlock, will give an kool advantage is to have several bases type
Using the ProvideFunc on that facility,  we can have a base underground and other overground for ex.
Or have bases by races, or limiting construction making some bases only small.

17
Released Mods / Enhanced maps
« on: December 13, 2019, 01:29:58 am »
A collection of Enhanced maps with 18 new maps. 17 on the wilderness and  1 a new terror on a refinery

Minimap scan G now compatible with vanilla and 40k

This mod works as standalone, and like all my other stuff, all the resources are free and can be used on other project´s/ megamods, just give the proper credit´s


donwload on mod.io
https://openxcom.mod.io/enhanced-maps

18
OXCE Suggestions DONE / [DONE][Suggestion] Death Tile/ Gravitic death
« on: December 10, 2019, 11:41:54 pm »
Dunno if is talked already, but i´m in a need  :P

is there a way to make "a death tile". So if you step on a tile your unit or Ai units die automatically , i Know there´s a way around like placing prox granades or making a fire , but that way will be simple and without gimmicks, something like:
      - name: DESERT10
        width: 10
        length: 10
                deathtile:
            - [7, 7, 0]
            - [7, 8, 0]

Also is it possible to have gravitic fall damage?


To translate to the game i want to give a new angle on map environment


19
40k / NES Cartridge
« on: April 05, 2019, 08:14:29 pm »
Because, Why not!

20
OXCE Support / [Solved] bugs or changed mechanics?
« on: November 08, 2018, 12:02:34 pm »
So i been continuing my campaign and detected some changes
there are new bug´s on the game now, or maybe an change of mechanics, i want to reverse
1- The hk don´t spawn on base , now the spawn km away
2- when applying pain killer with med kit, units don´t get stun back

21
40k / 40k Tech Tree 13/12/2018
« on: September 14, 2018, 06:53:12 pm »
40k mod Tech tree 13/12/2018

22
Playthroughs / Eldar webway assault
« on: August 14, 2018, 11:11:16 pm »

So, i just made my first Eldar mission during campaign and decided to share,
Since i´m trying to "promote" the mod on youtube
https://gaming.youtube.com/watch?v=pn54HUXhoLE&feature=share

23
OXCE Suggestions DONE / [DONE][Sugestion] Ufopedia window bigger
« on: August 13, 2018, 07:11:19 pm »
Since the Ufopedia allow several new category´s, is it possible to expand the window as you add categories?

24
Is there a way you can only recruit x number of soldier type x in one month (next month more available)
meaning for hire
EX you can recrute on max per month:
type A 10 guys ,       (Only next month another 5 are available)
tybe B 20 guys and   (Only next month another 10 are available)
type C 30 guys        (Only next month another 30 are available)


I remember xcom apocalypse having that mechanics for armor´s on market, and having to wait next month for that piece
also some mechanics for the value of stuff. It start´s going down when you sell a bunch but that´s other topic

25
40k / 40k changelog and download / Version 032
« on: July 25, 2018, 01:21:13 am »
Current Version 032

Download mod from:
openxcom.mod.io

Video Installation Instructions:
https://youtu.be/U-mhVSI9rbE

Latest OXCE is required to install prior to play the mod
LP  with mod

Changelog:
Update 20.02.2022:

- New features require OXCE 7.5.3
- Added Genestealer Cults as a new enemy faction, with new missions
- Added Geoscape sounds for selecting craft and sending them to intercept or on a mission
- Reduced the size of explosion animations for heavy plasma weapons to better match their explosion radius
- Added space for a 2x2 unit on all Stormravens
- Added some ammo and a Halberd to the Grey Knight's starting base
- Added missing information for Mastercrafted Storm Bolter ammo
- Fixed issues that were causing the mod to fail recent OXCE mod validation on start up
- Fixed some broken craft deployments
- Fixed some missing Eldar unit Codex articles
- Fixed some map generation crashes due to placing corpses as items

Update 02.01.2022:

- New Features require OXCE 7.3
- Added Chambers Militant/Grey Knights as a new player faction
- Increased soldier capacity of all Stormraven variants to 12
- Increased soldier capacity of all Stormeagle variants to 15
- Added alert sounts for missions and spotting hostile craft in the geoscape
- Several smaller bugfixes

Update 25.07.2021:

- New Features require OXCE 7.0
- Fixed crashes in geoscape due to improperly spawning missions from Cultist, Ork, and Traitor Guard bases
- Fixed missing live capture item for Cultist Ritualists
- Added a Generator facility for outpost bases
- Added a new riot mission conducted by Chaos Cultist bases
- Delayed first month missions slightly to give Marines time for their strategy selection gear to arrive
- Fixed the first level of the Space Hulk mission blocking the exit from some player craft
- Fixed the holes in the walls of the upper level of the Cultist Cathedral

Marine Content:
- Added Primaris as a strategy option
- Added a Salamanders chapter reskin mod
- Changed initial wargear granted by strategy selection to use a geoscape event to explain it
- The Stormraven's Assault Cannon and the Thunderhawk's Battle Cannon are now manufactured as part of the craft and fixed onto the craft in geoscape
- Added unit barks for Chaplain and Librarian armors

Guard Content:
- Pilot armor firing and reactions bonuses now apply to interceptions

Update 05.02.2021:

- New features require OXCE 6.9.1
- Added Necrons as a new enemy faction
- Added a new Chaos Cultist Ritual mission
- Fixed crashes with base defense missions happening at above-ground outposts
- Minor updates/fixes to the chapter change mods

Marines Content:
- Added voice lines for Sergeant Signum Armor
- Added a new set of Librarian spells and variants of the Librarian armor to chose them

Arbites Content:
- Fixed not being able to research High Tier Requisitions

Guard Content:
- Copied the Airstrike ability from Signum Armors to the Officer Armors
- Fixed being able to walk inside the Leman Russ MBT in the Armor Column craft

Update 14.12.2020:

- New features require OXCE 6.8.3
- Added new player base types: above-ground regular, trade, and training outposts
- Added more craft skins for the Arbites' Chimera, the Arvus, and the Thunderhawk
- Adamantium components, promethium, ceramite, warp drives, and power sources are now purchasable at trading outpost bases
- Updates to the Chaos Cultist rituals mission to prevent enemies from being locked in and to make it more fun
- Added a new firing range mission spawned by Traitor Guard bases
- Changed the Traitor Guard Chimera's battle map to match the smaller Chimera for the player factions
- Made the Traitor Guard Chimera's turrets more likely to be destroyed by interception on the geoscape
- Made the craft assault cannon available for all factions
- Locked specialized shotgun shells to only be purchasable for the Arbites
- Cleaned up the manufacturing categories for the Side Missions and HWP Ammo
- Fixed Hangars sometimes not being accessible to large units
- Added some more AI node connectivity to the access lift to encourage enemies to leave it once in a while

Arbites Content:
- Fixed Enforcer Heavy Shield Armor missing a manufacturing project

Guard Content:
- Added unit select/move/firing sounds for Commissar Carapace Armor

Update 06-11-2020

- Fixed Adamantium components incorrectly requiring a Prison instead of the Forge
- Fixed Arbites' armor overview codex article not showing up for them but showing up for the Sisters of Battle
- Fixed both Heavy Stubber articles showing up for Arbites when only one is purchasable
- Fixed Godwyn De'az Bolter not being locked to just the Sisters of Battle
- Increased height of base defense maps to 4 (mostly cosmetic)
- Added two craft skins for the Arbites' Vulture (requires OXCE from 1 Nov 2020 or later to function)

Update 31-10-2020

- New features require OXCE v6.7.2
- Added Arbites as a new playable faction!
- Added two new terrains
- Polar maps now have 'death trap' tiles
- Limited throwing range for all grenades (both player and enemy) to 20 tiles
- Enabled melee weapons being able to damage terrain (only for 1x1-sized units and not on a diagonal)
- Reduced size of battlescape maps for Ork vehicle encounters
- Reenabled some cutscenes that were accidentally disabled
- Added missing recoil/strength required lines in codex articles
- Added codex help articles for globe icons, following enemy craft, turret destruction, and terrain destruction
- Editing pass on codex article text in general
- Fixed Sister of Battle standard and repentia armor codex articles being visible to other factions
- Fixed the Traitor Marines from the month 1/2 terror missions not being researchable
- Fixed validation crashes for running on newer OXCE versions
- Fixed some maps blocking exits from the Chimera
- Fixed crashes when shooting down Ork vehicles
- Fixed some tyranids missing weapons on the space hulk mission

Marines Content:
- Master of signal sprites corrected
- Signal armor now provides airstrike
- Librarian sprites corrected
- Nerfed chapter banner
- Fixed sideoperations mission 8
- Chapter corruption now depends on chapel and librarian research so those don't get locked out once you corrupt your chapter

Sisters Content:
- Fixed dominion armor ufopedia sprite

Guard Content:
- Added carapace armor for Commissars

Update 08-06-2020

- New features require OXCE v6.5.3
- Sisters of Battle added as a playable faction
- Renamed Psi Skill to Devotion and Psi Strength to Psychic Ability for new Sisters' mechanics
- All Commander-rank Chaos Marines can unlock the final story research, not just the Traitor Marines
- Added recoil penalties for firing weapons with not enough strength
- Added strength requirements for melee weapons
- Added muzzle flashes to all bolt weapons
- Added vapor trail effect to plasma, melta, and flamer weapons
- Added human-sized bolters
- Added hellpistols as a MC laspistol
- Added stub rifles, gave to chaos cultists as appropriate
- Rebalance of some weapons' weight values
- Reduction of some enemies' strength values to reduce grenade spam
- Reduced chances of the month 1 Ork base spawning more Ork bases
- Moved enemy missions that shouldn't happen at friendly Guard Outposts to their own mission zones
- Servitor's armor repair now always hits but repairs a random amount
- Cleanup of some manufacturing categories
- Fixed palette for base defenses firing screen
- Fixed Winged Daemon Corpse listOrder
- Fixed crashes due to terror missions occurring in ocean regions
- Fixed recovering sacrificed civilians as the wrong items
- Fixed Ork craft interception window sprites causing crashes
- Fixed Chaos Cultist base spawning/missions causing crashes


Guard Content:
- Added Armored Column as a craft with Leman Russ MBT
- Rework of Chimera craft map
- Fixed Tanith Medic armor using the Tanith Scout armor item
- Fixed the IG's heavy bolter using the Thunder Hammer hand sprite

Update 20-02-2020

  - New features require OXCE v6.3.4
  - Added short cutscenes for mission briefings as an auxiliary mod
  - Updated and unified colors for Geoscape UI
  - Added the ability to pick starting faction at the start of the campaign
  - Flattened difficulty to make the faction selection possible
  - Removed Hobbes' terrains, replaced with some new ones
  - Updated terrain mission terrain by Dioxine
  - Update to Russian translation by Omich0629
  - Updated terrains for Cultist and Traitor Guard bases
  - Cultist, Ork, and Traitor Guard bases conduct new and more missions from the start of the game
  - Added multiple tiers for Cultist and Traitor Guard bases
  - Added a few new unit sound clips for female marines and orks
  - Updated some craft weapon icons
  - Small Battlescape UI updates
  - Fix for crash on chaos plasma missions manufacturing
  - Fix for Ork Waggon turrets not being destroyed sometimes when shot down

Guard Content:
  - Fix for Commissar sounds files on same index as some unit response sounds

Marines Content:
  - Two new Sideoperations Missions
  - Advanced Scout camouflage now switches variants for all terrains
  - Added Master Crafted Hammer, Power Sword, and Stormbolter, with sprites by Firaa
  - Fix for Assault Bikes being damaged when dropped in Droppods
  - Fix for Thunderhawk maps

Update 11-10-2019
  - Added unit response sounds, requires OXCE 5.6.3
  - Included Russian translation by Omich0629 and RamoZ-101
  - Map fixes and updates

Marine Content:
  - Minor updates to chapter change mods

Guard Content:
  - Fixed Sentinel Autocannon range being too short
  - Fixed craft turrets failing to spawn when too close to an exploded power source

Update 03-09-2019
  - Fixed missing traitor guard flamer and cultists sometimes having no weapons
  - Fixed certain IG missions crashing due to bad regions definitions
  - Fixed stray pixels on stubber hand sprites
  - Fixed crash in basescape due to missing single Droppod sprites in Blood Angels and Imperial Fists mods
  - Fixed Commissar's inspire ability damaging armor
  - Codex cleanup for craft weapons and auxiliary units
  - Added labels to all craft weapon slots
  - Chaos weapons don't prevent base facility pieces from exploding in base defenses
  - Orks have Killa Kans to defend their bases
  - Orbital Bombardment manufacturing now requires Naval Communications to be unlocked
  - Updated minimap sprites for all terrains to better match the tile sprites
  - Removed some pillars in hangar facility's maps to make them more accessible to large units in base defense
  - Re-translated altitude strings for craft to match both air and ground craft
  - Ground-based player craft cannot directly attack high-altitude enemy craft, but doesn't affect hunter-killer interceptions
  - Updated Chaos Dreadnought/Plasma sprite

Guard Content:
  - Added Advanced Sentinel variants with extra armor
  - Standard Sentinels now have an open-top sprite and other graphics

Update 02-07-2019
  - Added an article that explains Strategy choice that pops up at beginning of the game
  - New, harder final mission
  - Separate final mission for the Marines' Chaos Path
  - Added a "Hangar" mission to test out crafts' deployment
  - Autopistols, Autoguns, and Heavy Stubbers now damage a small amount of armor
  - Added a stomp melee attack for Sentinels
  - Enemy turrets and some heavy weapons soldiers can now shoot at targets spotted by other enemies
  - Enemy armor no longer scales with difficulty
  - Traitor Guard and Chaos Cultists no longer spawn on typical Chaos Craft
  - Traitor Guard and Chaos Cultists have their own separate sets of weapons
  - Added a flamer and grenade launcher for the Traitor Guard
  - Added Chaos heavy stubbers, shotguns, and sniper rifles
  - Changed the Chaos Priest to be an assassin (sprites to come later maybe?). High Priest remains as-is.
  - Map for Razorback in the battlescape
  - New sprites for some terror unit weapons
  - More ambient sounds
  - Minor cosmetic and terrain fixes
  - Fixed smoke grenades being counted as tainted artifacts
  - Fixed crash on wrong sprites for base facilities
  - Fixed typo on IG missions causing crash
  - Fixed some crashes and 0-cost new bases related to the globe rework
Marine Content:
  - Blood Angels chapter change mod now available
  - Updates to Imperial Fists mod

26
Help / MIssion count don´t apear on soldier screen
« on: July 16, 2018, 02:37:30 am »
Was reported, i checked and is true mission numbers don´t appear anymore does anyone know why?

27
40k / 40k future plans and Work in progress / Suggestions
« on: July 13, 2018, 01:21:51 pm »
This thread will have some of the current and future plans for the mod's content, and also some WIP material that is being developed. Feel free to ask questions or give suggestions on anything in this thread!

In the Factory (WIP):
06-24-2020
  • Adeptus Arbites

Mid-Term Plans
  • More side missions for the Imperial Guard

Distant/Possible Plans:
  • The missing 5th faction
  • Another Foes Type (Necron or Tau)
  • CQB (i will check if units in melee stay engaged or get bonus, haven't dive deep in it, seen someone play X-files on twitch )

28
40k / 40k Bug/crashes/problem´s report
« on: July 12, 2018, 04:47:11 pm »
Use this thread to report bug´s/crashes/problem's on 40k mod´s and we will try to work it out
Remember no other mod´s are required and must be running in OCXE+

29
Help / Question about hiting
« on: May 28, 2018, 06:01:16 pm »
if a unit is within a the blast radius is considered always a hit?
Sometimes i see a projectile weapon with a bulletsprite hiting the unit and not count as hit! or does it count as a hit and the roll as 0 (on the 0-200% mark?)

why the question ? to be sure the explosion always destroy tiles always 100% of the time if i put the roll at 100%-100%

30
OXCE Support Y-scripts / [Solved] Animated armor
« on: May 18, 2018, 06:26:13 pm »
Yankes a while ago posted something about animating armor´s , a script with a image A and B on torso,
does this still works?, i tried it does nothing :P ps: im testing in UFO not TFTD

armors:
  - type: STR_NONE_UC
    spriteSheet: TEST.PCK
    spriteScript: |
      #remember about proper indent! Because of symbol `|` all things that are currently 6 spaces indented will be treated as text
      if eq blit_part BODYPART_TORSO; #do we currently draw torso?
        set r0 anim_frame; #we set to register0 value of current frame (its start from 0 to infinity or more accurate MAX_INT)
        unit.getId r1; #get id of current unit to register1, used to difference animation offset
        add r0 r1; #we add id to animation frame
        div r0 4; #reduce animation speed by dividing
        mod r0 2; #warp it to have only {0, 1} values
        offset r0 8 272; #272 is position of new torsos, this operation change possible values {0, 1} to {272, 280}
        add r0 i1; #we add rotation of body from input1 arg
        ret r0; #we return offset that will be used for `spriteSheet`
      end;
      add i0 i1; #default behavior
      ret i0;

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