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Messages - ohartenstein23

Pages: 1 ... 107 108 [109] 110 111 ... 129
1621
Work In Progress / Re: [WIP] Pulse Weapons and Other Stuff
« on: November 09, 2016, 03:04:52 am »
Not just any sprites, these ones make me want to lick them. :)

Whatever floats your boat, but if the files get corrupted from your lovin', that's on you :P

1622
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 09, 2016, 12:13:08 am »
Ability to make a melee attack behave like a projectile but check % chance to hit rather than emit a trajectory is a engine change (OXCE or nightly) that has been neglected for a very long time. Should be able to use the TFTD drills to poke through walls after all.

Not neglected, Meridian has spent quite some time trying to figure out how to make it work in OXCE - it's not so simple, otherwise we'd have it already.

1623
Work In Progress / Re: [WIP] Pulse Weapons and Other Stuff
« on: November 08, 2016, 11:36:49 pm »
Well, that's certainly a reaction you could have for new sprites.

Edit:  You're welcome to use the resources if you'd like.  They're not going to see much use beyond just adding to vanilla for a while, since I'm a ways off having a more complete mod of my own.

1624
Work In Progress / Re: [WIP] Pulse Weapons and Other Stuff
« on: November 08, 2016, 07:55:16 pm »
More sprites and weapons for you guys!  My first crack at creating the assets completely from scratch rather than editing the vanilla sprites, these are meant to be an upgrade on the pulse weapons while retaining the same flavor.  Also, I took a balance pass at the mod to add all my weapons to vanilla, so they wouldn't be as gamebreaking.  See first post's zip file for full mod.

1625
XPiratez / Re: Gameplay feedback 0.99C
« on: November 07, 2016, 11:31:32 pm »
You should check the Bootypedia article 'Hawtkeys'; in fact, read the Bootypedia in general.  It'll save lives, or at least you searching the forum for an answer.  For night vision mode, either hold spacebar, or press scroll lock to toggle.  Holding alt shows arrows over every unit you can see in the direction the units are facing, which used to be the only way besides the minimap to see units in the dark.

1626
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 07, 2016, 10:07:09 pm »
I've got a fix that seems to be working for me - I added a check for every pellet to see if its _targetVoxel is the same voxel as _origin, and if it is, switch _targetVoxel back to the first tile you clicked on.  See commit here.

1627
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 07, 2016, 09:21:45 pm »
Any special sound for the Battleship?  That 200+ is something else entirely :P

@Meridian:  Here's a more formal report than Poet's stream for what I found out with the shotgun bug so far.  When you target a north or west wall, i.e., a wall in the same tile that your is standing in, and the wall is destroyed by one of the pellets, the rest tend to go wildly off in random directions.  I think it has to do with the trajectory calculation targeting the unit's tile once the object is destroyed, I'm working on tracking it down a bit more explicitly.

Edit:  Okay, here's the issue; once the wall is hit by the first pellet, this position, stored as firstPelletImpact is the same as originVoxel - so calculateTrajectory is trying to draw a line between a voxel and that same voxel.  I'm going to try to make a special case to handle this problem, something like setting firstPelletImpact as the clicked-on tile instead if ever originVoxel and _targetVoxel are equal.

1628
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 07, 2016, 06:36:27 pm »
The numbers I'd suggest for using these tweaks in Piratez are:
Code: [Select]
ufoGlancingHitThreshold: 5
ufoBeamWidthParameter: 51

That sets the threshold for seeing "Glancing Hit!" at 5% the damage it takes to shoot down a craft, and the beam width separates the shippings into almsot a set of classes by damage:
0-50: Light damage - Freighters, Gunboat/Light Gunboat, Cutter, Runabout, etc.
51 - 101: Medium damage - Fighters up through Heavy Gunships
102 - 152: Heavy damage - Corvettes and Cruisers
153 - 203: Even more damage - Gov't Cruisers, Bombers
204 - 254: Seriously?! damage - Battleships

It might also work around 30 or so to further differentiate between the military ships, but the beams start to look really ridiculous if it's set too low.

1629
XPiratez / Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
« on: November 07, 2016, 06:05:19 pm »
I'd say retire the mod and go on to bigger and better things with your spriting skills, Ivan.  :) Perhaps provide your zzz's and the medical crosses as a mod to the new in-game functionality?

1630
XPiratez / Re: Ideas for better aircombat?
« on: November 05, 2016, 10:27:52 pm »
Just had a first look, looks fine, I'll be merging it as soon as I can (might be next weekend).

What is this tho?
https://github.com/ohartenstein23/OpenXcom/commit/7dd24478d39d0f8034e81a5601ad56988e9e368c

It shows me as if you added the whole file new... can't see the changes :/

Yes, I did just upload the file from my hard drive with the changes... sorry.  Lines 1629-1646, I changed how a UFO's beam is drawn in the interception window, making width/intensity based on power divided by ufoBeamWidthParameter defined in the ruleset.  And I just realized that it isn't in the proper place, or merged correctly with my other changes.  I'm working on fixing that right now.

Edit: Fixed!  Here's what that commit should look like.

1631
XPiratez / Re: Gameplay feedback 0.99C
« on: November 05, 2016, 03:51:40 pm »
Reticulan plasma guns maybe, if they have a mission right by your base.  I got the Triton really early from a situation like that.

1632
OXCE Wishlists / Re: Solar's wishlist
« on: November 05, 2016, 04:13:57 am »
The hiding of projects is already in OXCE+, just right-click an entry from white (normal) to blue (new) to purple (hidden).  If you want, making a mod to skip from base materials to armor is possible with a bit of math, Meridian even created a sample of it for Annihilator suits.

1633
XPiratez / Re: Bugs & Crash Reports
« on: November 04, 2016, 09:56:24 pm »
If it makes you feel any better, I think the research for the Sharkman Corpse is missing too. :P

1634
Fan-Stuff / Re: Haiku
« on: November 04, 2016, 03:43:35 pm »
Deep beneath the waves
The sleepers slowly waking
Ancient vengeance comes

1635
Oh man, what a rollercoaster of a base assault.  Establishing a great beachhead with rockets and proximity grenades, pushing out to eliminate resistance only to be slowly picked off, and then the desperate retreat.  Damn that was rough.

Alright, the tactical advice:
  • Keep on using all the explosives, you've got a good thing going there
  • Never right on a corner.  Never stand right there. Always at least one tile away
  • You have all the men at the beginning, don't split them off to go one by one into the embrace of oblivion, or even two by two.  You might be outnumbered over the whole base, but make your corner stacked in your favor
  • Lights! The base counts as night work, so you need fire or flares for those darkened hallways
  • At this point, you might as well just send groups of rookies with rockets and see who survives, rather than chewing through your talent

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