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Messages - bulletdesigner

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556
40k / Re: 40k
« on: July 13, 2017, 02:17:12 pm »
For the life of me I can't get the narthecium to appear. I've been trying it on a guy with 68 strength.  If I empty his inventory and turn off auto equip then nothing appears.  If I leave auto equip on he gets regular equipment. 

my guess is some prob with your install of extender

use my folder https://drive.google.com/open?id=0B3EJsib7nOiIR1ZqeDN5Rm1RYzQ

 it a replacement of some files on xcom folder not just the EXE, you don´t need to install it, and don´t need to replace your´s , just unpack it anywere and use OpenexcomEx_fix

tell me if it works!

557
40k / Re: 40k
« on: July 12, 2017, 10:58:16 am »
I'm really interested in this mod, as I've been looking for a good squad-based 40K game (DoWII's levels are way too linear), though I don't have XCOM UFO Defense. I've already got the new XCOMs so I wouldn't be purchasing UFO defense for XCOM. Is the mod itself in-depth enough for me to purchase UFO defense?

I say yes, dunno the price still, some sites offered it free some time ago (if you register somewhere on a type steam platform)
Also is the mod is WIP, so if you don´t like, you can give your opinion and i maybe change it or i can rant you and make you like it 8)

558
40k / Re: 40k
« on: July 11, 2017, 02:20:03 am »
Is there a way to heal combat?  I'm very far down the tech tree but have yet to encounter a med kit or narthecium or anything.  I've had apothecary armor and an apothecarium for months, but all the armor does is weigh a lot.  Did I miss something simple early on?

 narthecium is fixed in the apothecary armor , but it requires more than 45 strength otherwise narthecium won´t appear, because script removes weapons that brings overweight , also to confirm remove costume inventory from the equipped person or it may go for the usual loadout instead of the narthecium.  apothecarium heals injured units faster on base

559

no matter how the block looks it must be the containt and leave the floor empty just that , there are no more variables!
notice how droppod is all complex but ground always spawn bellow

if its not that i cannot help no further and there´s  more to it

560
u must do 2 thing:

1) in the mapview that tile you must leave the floor empty(so it can be filled by the terrain, make it an object or wall)
2) also in the mcd it must have no ground and be transparent (no grass)




561
Offtopic / Re: The PSX version had cutscenes, apparently.....
« on: July 07, 2017, 01:52:20 pm »
thank you man, that information is gold, especially the hex editing part and 70 fps , cinematics i created were crushing the game and running like hell

 

EDIT4:

I'm going to use this opportunity to document how to make cutscenes for the nightly.

  • You need to extract the audio from your movie into a separate file (for example, an .avi into an .ogg). You can do this with a multitude of video converters, like ffmpeg.
  • Use RAD Video Tools to convert the video file into a FLC file, by going into the "Convert a file" option. Set the frame rate to 70. I also recommend that the target video dimensions are 320x200.
  • Open the FLC file with a hex editor (HxD is a good choice) and change the byte at offset 0x04 (should have 0x12) to 0x11, and the byte at offset 0x10 to 0x01. There is more information about what each chunk means here, see the "Flic Header" part.
  • Finally, create your ruleset with your new files! Details are in the wiki except how to set an audio track. Here's an

well now the results are great ! so important info right there


Also i cannot get to convert on bink video (unsuported file format dunno why) , so i used videomach that also converts to flc (got to choose 8-bit color or color gets distorted)

[/list]

562
40k / Re: 40k
« on: July 05, 2017, 02:56:05 am »
strange i works fine for me, since i inserted the AvatarBackground and the tiny ranks in the extrasprites it works with no prob, still i have to make the adjustments in scout armors so they fit in the blank
Also there are 12 faces for all armors extra 4 than vanilla.

don´t know why it wont work for some people, maybe some other mod´s

563
40k / Re: 40k
« on: July 03, 2017, 10:31:59 pm »
in answer Pluton
1/ is automatic, in this version with the extender , it´s scripted in to show soldier portrait ,don´t know if there is a option in game to revert it
2/ i pass thought the complete campaign 2 times in order to test, the problem is as i get bored i´m always adding more stuff, and sometime there can be some bug´s on new stuff like sidemissions (optional, avoid it) and other mission witch i´m implementing meanwhile
Also as i want to balance the game, thing´s may become more hard or easy early in game, because i´m not starting new games all the time. also being veteran i play in superhard that gives more money due to more loot. don´t know if it becomes impossible in other difficult´s

564
well.. i cracked the case, turns out it was working because i made spawn on sky for flying units ,and no other spawn on ground, so turrets cant´ spawn on sky only the remainder flying units



so case closed , still now i need to find a way to work on races that don´t fly .. any idea?

Ohhhh!!!! The "commander"/"terrorist" are actually turrets? Nice! I had thought something familiar for a Terminator total conversion

yes i use both terrorist units for turret´s

565
probably worth noting that if it finds no scout node, it tries to find a non-scouting one to deploy the alien instead. (and vice-versa)

actually i removed all the scout nodes, and they spawn random around in the non-scout. but what i want to accomplish , is that they go for the same rules for the ufo and the single block map where they spawn the commander on the  commander node, the terrorist on the terrorist node etc.

After all this i find strange that in a complete block 60x60 map the aliens go for the right spawn, bringing me to the beginning hehe and making no sense
mapScripts:
  - type: SM
    commands:
    - type: addCraft
      rects:
        - [4,2,1,2] #[y,x,mapSize_width,mapSize_heigth]
    - type: addBlock
      size: [6,6]   


the wrong one
 - type: WARSCRIPT
    commands:
    - type: addBlock
      size: 3
      executions: 1
      blocks: [5]
      maxUses: [1]
      rects:
        - [1, 1, 3, 4]
    - type: addCraft
      rects:
        - [4, 2, 2, 2]   
    - type: addLine
      label: 1
      direction: vertical
      executionChances: 50
      rects:
        - [1, 1, 4, 1]
    - type: addLine
      label: 2
      conditionals: -1
      executionChances: 50
      direction: horizontal
      rects:
        - [1, 1, 1, 4]
    - type: addLine
      conditionals: [-1, -2]
      direction: both
      rects:
        - [1, 1, 4, 4]
    - type: addBlock
      size: 2
      executions: 3
      blocks: [6, 7, 8, 9]
      maxUses: [1, 1, 1, 1,]
    - type: fillArea
      blocks: [3, 4, 10, 11, 12, 13, 14]
      freqs: [1, 1, 2, 2, 2, 2, 2]
      maxUses: [2, 2, 2, 2, 2, 2, 2]


on basic the only thing that changes is the map script , there are no scout nodes on both and they are both terrain not ufo

566
OK, i undestand now , after seeing the route of liner, all spawn are civ/scout, and all ufo are defined to others rank´s. so when the scout flag is enable they all spawn as CIV/Scout
Thnks hobbes for the hand but i see now it has nothing to do with mapscript
So now the question is-> is it possible to aliens not assume scout flag on missions that aren't crashed or landed UFO?

If no the inverse solution is to treat a UFO land has as an alert, is it possible? (give the alert like as terror site?)

567
correct i´m trying to control certain spawn points of certain units , it works on "fixed maps" with UFO mapscript (i make 100 inside ufo works 100%) , and fixed sized map script (only add block 50x50 per ex. , add craft, done )


* On UFOs and fixed map sizes (could you explain better what are fixed maps?) all the values for the rank flag for each node is used. This means that Navigators, Engineers, etc., appear on nodes assigned to the corresponding values and only use them when patrolling (to avoid them leaving the UFO while patrolling)

Where is the main question , what is written above is only true on maps that dosen´t used other mapscript propreties (add line , fill area , add block) even when i give all the right properties in map and routes still it messes all up when generating the area
i want to control spawn point in random maps like urban that adds roads , but this randomness messes the deployment :'(




However, one possible current solution for this issue would be to use the 'addUFO' command several times to generate the entire Battlescape. You'll still need 1 map assigned to the terrain to serve as the 'ground' where the 'ufos' are placed over. Or just cover most of the battlescape with enough 'ufos' and then use fillArea for the rest. That might also give you a closer spawning to what you need.

i´ve done the addUFO line , with 100% deployment inside , the ufo appear ...but they all spawn in diferent terrain and random. i might try the all ufo terrain just for the kick´s but i doubt to work
 (i think because deployment is not link to the ufo in question but to the terrain)


Still i´ve done lots of trial and error , invert mapscript order so it add the block first, made a block with spawns only , lot´s of crazy stuff, i can be all wrong and missing something

--- posts merged ---

well , i just check your mappack 4.0 , that contains the ports/harbors with the "ufo" ship and you manage to spawn units in it , so your mapscript goes as

  - type: PORTCARGOSHIP
    commands:
    - type: addUFO
      UFOName: STR_CARGOSHIPPORT
      rects:
        - [3, 0, 3, 7]
    - type: addCraft
      rects:
        - [0, 5, 2, 2]
    - type: addBlock
      rects:
        - [2, 0, 1, 1]
      blocks: 35
    - type: addBlock
      rects:
        - [2, 2, 1, 1]
      blocks: [33, 34, 36]
    - type: addBlock
      rects:
        - [2, 0, 1, 7]
      executions: 8
      blocks: [2, 3, 4, 5, 6, 7, 8, 9]
      maxUses: [1, 1, 1, 1, 1, 1, 1, 1]
    - type: addBlock
      groups: 5
      size: 2
      rects:
        - [0, 0, 2, 2]
    - type: addBlock
      size: 2
      executions: 2
    - type: fillArea

my script goes
  - type: WARSCRIPT
    commands:
    - type: addUFO
      UFOName: STR_PREDATOR_UFO
      rects:
        - [0, 4, 1, 2]
    - type: addBlock
      size: 3
      executions: 1
      blocks: [5]
      maxUses: [1]
      rects:
        - [1, 1, 3, 4]
    - type: addCraft
      rects:
        - [4, 2, 2, 2]   
    - type: addLine
      label: 1
      direction: vertical
      executionChances: 50
      rects:
        - [1, 1, 4, 1]
    - type: addLine
      label: 2
      conditionals: -1
      executionChances: 50
      direction: horizontal
      rects:
        - [1, 1, 1, 4]
    - type: addLine
      conditionals: [-1, -2]
      direction: both
      rects:
        - [1, 1, 4, 4]
    - type: addBlock
      size: 2
      executions: 3
      blocks: [6, 7, 8, 9]
      maxUses: [1, 1, 1, 1,]
    - type: fillArea
      blocks: [3, 4, 10, 11, 12, 13, 14]
      freqs: [1, 1, 2, 2, 2, 2, 2]
      maxUses: [2, 2, 2, 2, 2, 2, 2]

so i even tried to remove the addlines scripts , still no spawn in the ufo
and i give rects to all block´s even to help.. but still nothing
 ( the only diference i see is that your ship is like a megablock with ground) mine is a smal 10x10 ufo  that was no ground and goes in a plain the terrain )
i will try other bigger ufo to see the results

568


1- Force the game to spawn all aliens in the UFO or craft (theoretically you can already set percentageOutsideUfo to 0, but it won't really work),
2- Force the game to spawn all civilians in the UFO or craft.

3-The next step would be spawning units on certain mapblock coordinates (like items on the ground).

1- Tried, don´t work, percentageOutsideUfo only works in ufo missions ( the ufo becomes empty)
2- Tried, don´t work  even if i force aliens to spawn in a specific mapblock that block randomize the nodes aliens still

3- Bring it please  :P (next step evolution on openxcom)

569
Can someone help with this strange question :
The alien nodes works fine in a fixed map size, but when they get mixed in the random generating mapscript they are also deployed random. So my intent is to have alien in the fixed nodes like in the fixed size map and ufos.
So how does the mapscript messes the deployment? is when i add lines? when i fill area? i tried to go around by adding ufo craft but none deploys in that nodes if it´s not a ufo mission.
Can someone shed some light on subject?
tried all by now so they obey nodes, but i´m kind of stuck..

570
40k / Re: 40k
« on: June 26, 2017, 12:59:17 pm »
As a fan of WH40k universe I was interested in this mod and finally got some time to take a look. I played for about a hour and was surprised by the quality of this mod. Srsly, I never expected such a good sprites. But there some thoughts/complaints:
1) weapon mechanics still feels like an original game (X-Com, I mean). Bolters = Rifles, Lasguns = Lasers. WAT. See, lasguns in Wh40k are mass-produced cheap guardsmen weapons and bolters are the sort of BFG compaired to modern ballistic weapons. But here bolters are just a slightly buffed rifles. Oh, and Craft Bolter is still the same useless Craft Cannon from UFO. Both my starting interceptor craft has been destroyed by the same enemy craft despite the second interceptor was armed with crack missiles.
2) I guess shotgun should be renamed to stubber (since most shotgun-like weapons in WH40k are falling to this category).
3) FEMALE SPACE MARINES?! HELL NO! (but anyway this may be leftover from the original game, so I'm sorry for this complaint)

Anyway I'm still amazed by your work. Perhaps all my complaints are coming from the fact that I was trying to play this mod just like vanilla.

P.S.: found a typo
STR_STINGRAY_LAUNCHER: Krak Missile Launcher


1) bolter is the have much more power in the game than lasguns  stats to prove:

  damageAlter: #DA BOLTER normal ammo
      ToArmorPre: 0.1
      ToHealth: 1.0   
    power: 60

    damageAlter: #DA BOLTER mastercrafted ammo
      ToArmorPre: 0.1
      ToHealth: 1.0   
    explosionSpeed: 5   
    power: 80

    power: 70 lasgun ammo
    damageAlter: #DA LAS
      ToArmorPre: 0.5
      ToHealth: 0.9


    damageModifier: #CHAOS ARMOR
      - 1.0 #none
      - 1.0 #AP
      - 0.8 #FLAMES
      - 1.0 #HE
      - 0.8 #LASCANON
      - 1.1 #PLASMA
      - 1.1 #STUN
      - 1.1 #MELEE
      - 1.0 #ACID
      - 0.0 #SMOKE

Still las is more effective to vehicles like in the damn of war concept
Also in chaos gate lasgun is more powerful than regular bolter, they downgrade it when the created the imperial guard
I made so that in the endgame, bolter be the regular weapon of the game with mastercrafted ammo

also you need 2 crafts at same time to take down ufo  at the beginning so they don´t became shooting ducks by endgame and force more decisions
 
2) http://warhammer40k.wikia.com/wiki/Shotgun  Astartes Assault Shotgun - While not as iconic or widespread amongst Space Marines as the Astartes Bolter, the Astartes Assault Shotgun is a powerful and versatile weapon commonly used by their Scouts.

3) GW board room someone said " we need girl´s in this" " i know make then space marines" other said" but we love money and they only will buy head bits"" i know make the totally different space marines  but equal powerful with same gear and vehicles  even thought it makes no sense since space marines now have 2 hearts and are twice as tall as man" and call it heresy because we can give 2 heart but not remove big breast""ho man i love paychecks"     

one of my fav. game of all time is chaos gate, the main reason i´m doing this mod instead of playing it is 2 reasons:
--assault cannon deus ex machina everything is useless  even in hardcoremode
--characters are ussless (except librarian)
so my main goal is to do that balance weapons so every marine is important
and every character is important

i won´t start ranting about dawn of war where every marine is cannon fodder and someone watched lord of the ring and turn squads in to legions because we love paychecks
Also the fucking cristiano ronaldo has force commander in dawn of war 2 man that to me is more heresy than female space marine ("yeah f*ck captain kruger a wise old chapter captain we need teen´s in this""ho man we love paychecks" )

ho well sorry about mini rant i guess some passion was to be expected
i work with a lot of investors and they don´t give a fuck about context and art they just want $$ paychecks
and since i make no money in this, my decisions are made so i can play a good chaos gate  ;)

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