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Messages - Nord

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1486
Work In Progress / Re: Mapscript question
« on: December 30, 2016, 07:19:25 pm »
map blocks under the craft that are marked as group 1 for landing zones
There is answer. I missed it, or it was not described anywhere... anyway, thank you.

1487
Work In Progress / Mapscript question
« on: December 30, 2016, 04:03:46 pm »
I really dont understand how all the mapscripts works? but its okay.
For now, i can not understand how to put flat mapblocks under xcom craft.
For example, tftd island terror:
Code: [Select]
  - type: ISLAND_TERROR
    commands:
    - type: addBlock
      size: 2
      groups: 2
      rects:
        - [0,3,5,2]
    - type: addBlock
      size: 2
      groups: 3
      rects:
        - [0,3,5,2]
    - type: addBlock
      groups: 4
      rects:
        - [0,4,5,1]
    - type: addCraft
    - type: addBlock
      size: 2
      executions: 4
    - type: fillArea
First three commands putting shoreline, then goes craft, then 4 times big blocks, then just filling the rest area. How a craft become on the flat?

1488
The X-Com Files / Re: What to do with Zombies?
« on: December 29, 2016, 07:55:28 am »
If they can use advanced weapons, you need to make some large debuff. E.g. large hp, but very low tu.

1489
As you wish, i think.

1490
Oops, forget to add naga corpse. Fixed. Here some pics:

(Autopsy pic is not what i am proud of, must be redone...)

1491
V. 0.5
Added new enemies: cult of sirius with two surface-only units, naga aliens, big polyph.
Added new mission: early game ship terror(one level) with cultists.
Added weapons: axe, spear, dynamite (for cultists use), advanced torpedo launcher with 2 types of ammo, gauss sniper rifle, adanced medikit.
Added new craft: Poseidon (upgraded Triton)
Added 3 new HWPs (reworked new civilian's whitetank).
Added 3 new soldier types: MC-shielded, MC-gifted and cyborgized(improved by implants). Available through research.
Changes in weapons range.
Heavy guns now more heavy. Hydro jet canon now can not fire in aimed mode.
Major changes in research tree.
Small fixes.
Starting new game recommended, but not necessary.


Plans to do: at last draw small drones, add new tier of alien weapons (more powerful than sonic), add three new enemies (new alien race and 2 new terror units). It will be in the near future.
And big work - new maps for new missions (SORESO, ancient horrors, all the stuff). Dont know when...

1492
Work In Progress / Re: Original projectile sprites
« on: December 25, 2016, 05:58:26 pm »
Ah, so they not in original game files, but in OXC subdir... Thank you.

1493
Work In Progress / Original projectile sprites
« on: December 25, 2016, 04:40:26 pm »
Where are projectiles sprites in original game stored? Can not find them... Thanks.

1494
Resources / Re: Graphic Gallery
« on: December 23, 2016, 09:48:58 pm »
davide, is this interface only concept, or is it somehow implemented?

1495
The X-Com Files / Re: The X-Com Files - 0.5 alpha: Corporate Affairs
« on: December 23, 2016, 10:37:46 am »
I beginned a new game, and want to ask again: why do you need mudranger? Someone even used it?

1496
The X-Com Files / Re: The X-Com Files - 0.5 alpha: Corporate Affairs
« on: December 21, 2016, 01:30:34 pm »
Oh, great. So, i think late-game better be restarted to see all new stuff. Ok...

1497
Work In Progress / Re: TFTD movement types
« on: December 17, 2016, 07:54:33 pm »
Floaters don't have any flying animation, their sprite just shifts from one tile to the other without changing unless it turns.  Their cape only flutters when moving on the ground, which is exactly the behavior you mentioned in your first post.
Ahh, that's why... Never noticed it. Thanks for explanation.

1498
Work In Progress / Re: TFTD movement types
« on: December 17, 2016, 06:44:06 pm »
Perhaps i can not describe properly what i need... No, i do not need constant animation. I need animation during fly movement, as floater do.

1499
Work In Progress / Re: TFTD movement types
« on: December 17, 2016, 06:02:06 pm »
Yes, and which of them is eight-sided animated flying? I see only one - exactly floater. (Biodrone is one-sided, as hallucinoid etc).
 And floater exist in xcom1, but similar animation routine in tftd seems not working.

1500
Work In Progress / Re: TFTD movement types
« on: December 17, 2016, 04:58:51 pm »
- if you look at floaters, their flying animation if just the sprite 'floating' from place to place.
Exactly this effect i'm trying to reproduce in tftd. But how?

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