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Messages - drages

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136
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
« on: February 22, 2017, 01:25:09 pm »
Hey nord!

Did you consider to add Ion and Awesome Gauss weapon mods to your mod? They are both awesome weapon tier mods. I think you can add more weapons to aliens too. Like Ion weapons would be very very good for aliens after sonic weapon tech.. with this you can make the game much longer too.

137
Work In Progress / Re: How to create mods or cover the ufo mods for TFTD?
« on: February 21, 2017, 12:34:30 am »
Thank you very much!

I tried Nord's way with photoshop because the recoloring is using only UFO template so useless for TFTD.. and to be honest TFTD template looks very retarded compared to UFO..

I made some recoloring on UFO lasers to use them at TFTD and the images don't have any problem at least at inv screen.. so it's a start :)..

I want to work on enemy side too.. there is many nice new alien types ppl created.. i can use them but need to give them some new weapons too. I plan to give them some pre-sonic weapons.. so this could make the game longer.. I plan to create many types of ammo too..

Expanded Gauss Arsenal is a masterpiece about "how to make a weapon tier".. i will try to make it to dart weapons to sonic..

Btw is there a place that i can find every default image as single files somewhere (TFTD) to edit and work on them to use?

An example for TFTD lasers:


138
Work In Progress / Re: How to create mods or cover the ufo mods for TFTD?
« on: February 20, 2017, 12:55:07 pm »
No, it works both ways; just select the correct options from both drop-down menus.

Admittedly I only use it for recolours, but I think it should work fine.

I think i figured it out.

Can you explain me how to make the color change with it? I want to recolor some ammos for example.. and do you know what is the fastest way to test new items at battlescape?

139
Work In Progress / Re: How to create mods or cover the ufo mods for TFTD?
« on: February 18, 2017, 07:54:59 pm »
I think this program is from TFTD to Xcom only.

140
Work In Progress / Re: How to create mods or cover the ufo mods for TFTD?
« on: February 18, 2017, 05:40:20 pm »
I'm not very good at it, but can provide small help with TFTD palette: There is two palettes for photoshop: battlescape lvl 0(surface) and usopedia. In them some colors was blackened because photoshop not always convert images right. (almost never)

Your mod looks really great and i will try that for sure.. As i see from new images, you are very well at handling the graphics and transform things from ufo to tftd. Can you explain me how to make this images for TFTD with all steps and how you edit them like recolor and such.. thx!

141
This is really great mod!

I liked the new creatures especially nagas!

Do you continue? and can i use some aspects at my mod if i do any?

142
Work In Progress / Re: How to create mods or cover the ufo mods for TFTD?
« on: February 18, 2017, 02:51:39 pm »
Thank you for all help!

The biggest challenge is to use right color palette for my images and how to correctly transform them and then using sprite sheets. I am still looking to the forum and i am getting some ideas how to do it right. The problem is, there are many ways to do it but they fail time to time too. And the ways are %95 for ufo rather then TFTD. They are not so different but as i read there is some tricks at TFTD palettes which are more for depth ranges and via versa.

The coding part at rule set is the easiest part because all the wiki and other mods to decode already even still they are for mostly UFO rather then TFTD.

I don't have any problem about UFO but i find it more childish because of it's colorful imagery. TFTD is more serious and more tension and it's colors are less saturated. Maybe UFO could have that kind of feeling with a whole saturation overhaul. TFTD creatures are more fearsome and if i can add some serious UFO creatures to it like snakeman (as a sea serpent version), it would be awesome.

So i need a direct and working tutorial for final nighties as TFTD works on it for graphic tutorial and a short way for battlescape mod testing way for now.

143
Work In Progress / How to create mods or cover the ufo mods for TFTD?
« on: February 17, 2017, 04:19:02 pm »
Hi

I am new at openxcom modding and i read many things and checked many mods but as a TFTD player, most of the things are for UFO and the versions really confused me.

I am the owner of X-Division mod of Xenonauts which is now a 8 GB huge one. I done and know how to create new units for an isometric game at full quality rather then limited color palet and low resolution. So i got even all kind of xenomorph sprites and more creatures. But i don't have any idea how to able to add them to the openxcom. IF any modder out there (who knows how to add units to the game), interested to add the units i created, we can work together.

I am a photoshop user and good at image editing, but image modding is somehow crazy for openxcom with all the packages and sprite sheets.. i read some tools but again they are everywhere. I could only find clear info at wikies.. maybe i could miss something too..

So i am in need of some help for the final version of "how to make mods"..

- I want to get some weapons from UFO mods and use them at TFTD, for both xcom and alien side. I saw many nice weapon sprites, totally new or edited so i want to have them at a big mod at TFTD.
- I want to able to add new aliens to the game or the ones from UFO to the TFTD.

Thanks!

144
Released Mods / Re: [Mega-Mod TFTD] My_TFTD_Mod v.1.02
« on: February 15, 2017, 05:18:34 pm »
Hey! It's a nice big mod.. just i found some little mostly visual bugs.

- Orca and shark missiles fires like beams at air fight. Gauss too..

- The gauss weapons look weak. No auto fire for rifle and there is no different types of them like snipers..

I did not get any different weapon even i start to see very big ufos. I did not start to sonic weapon research line, but before that there is no other weapons rather then defaults. Maybe 1-2..

I did not see any human enemies too..

Am i too early for that kind of new things?

145
Released Mods / Re: [TFTD][WEAPONS] Expanded Gauss Arsenal
« on: February 15, 2017, 05:00:34 pm »
This is best mod for gauss weapon for tftd.. If you like TFTD, you need to have this for sure.

146
Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 31, 2016, 05:44:26 pm »
This is not a place for game bugs. This picture is a known bug came with final XCE mods. So if you disable/enable some mods, it gets fixed. The game auto sells the equipment you won't need.

You are a bit weird, Matte..




147
Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 31, 2016, 11:00:50 am »
If the Xenonauts battlescape wasn't fundamentally broken, i think it might be a fun game - but at its core, it's fundamentally flawed.  Ignoring all the bugs - and I'm not going to get into XCE - the game, as delivered, is broken.

I respect that you enjoy the game, but Xenonauts is only comparably to X-Com in that it's isometric and uses time units - where, at its core, it's a 2D version of NuCom.

I can see your hate and anger against xenonaut. I ddon'tknow why. Just saying broken is not so clear.

I am not only a player,  i am a modder for xxenonauts for 2 years. I ddon't know when u played that broken game last time but you are wrong about it. 

148
Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 30, 2016, 11:15:01 pm »
Game manual got nothing about XCE. You can find every info about XCE and X-Division at https://www.goldhawkinteractive.com/forums/. I can't explain tons of things already explained somewhere else.

Xenonauts systems are well as suppression, moral, covers and more. The problem is, you need to know exactly how they work. The key thing here, Xenonauts did not used tons of things it has at it's code. I mean there is damage types and resistances at the game code, but the default game did not use them. You can create many things with your imagination and right coding. There is very few information about tricky modding of this game and many codes are hidden/never used. I came late to xenonauts community when it was already late and many big modders left the game but after more then 1 year work and communication with XCE coders, my mod team and i know nearly anything about this game coding.

There is some unique things openxcom got, like different ammunition for same weapons. Sadly, xenonauts ammo code is beyond repair (or need a crazy dedicated coder).

But there are things that openxcom never have like a great, complicated and tactical airgame and A HD graphical approach with X-Com atmosphere. Xenonauts can have much more maybe but sadly we are very few people left. If we had people, as you have here, Xenonauts could be a new X-Com.. but the beginning did not take enough attention.

Xenonauts made a new generation X-Com clone but with limited power on a bad engine so i think it deserve the respect as same as openxcom. Even the story of the development of the xenonauts is a very sad one with many drawbacks in it. Now they are doing the 2. game with much dedicated and pro vision. But as X-Division mod team, we want this mod as a new game. If you check the additions and image/videos, you will see something totally different. Maybe even we can find some people here wanna help us too.. because this community is the best xcom modders..



149
Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 30, 2016, 09:05:05 pm »
Thanks for sharing this mate, it's quite interesting.

BTW is it possible to make separate handobs for weapons now? Or do you still need to do every possible weapon/armour combination, all full frames? :D

This is an engine issue. Game works with direct sprites as you described. Most of the problem and bugs comes with the engine sadly. As i am the 3D animator of the X-Division mod, i am creating the unit sprites by myself. Xenonauts shines with it's graphics, it has the best X-Com atmosphere with it's art style. For unit sprites, when you play the game with a HD resolution, the battlefield became large scale and units became more little. So you can see who got rifle and who got a HMG or shotgun, but not detailed way.. so any sprite with shotgun could be used for any shotgun u created..

Xenonauts is not a bug-free game, but even with a huge mod with some complex moding, you can play it without any problem from beginning to the end. But as i said before, the default game had problems with it's engine so this limited the devs so badly. But the code is open to the public for years and some great coders worked on the game with devs to fix as much as they can. Now the game got a community addition with nice mods comes with it, adding so much things without harming the default game feeling. And if you want a complicated experience, there is X-Division..

150
Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 30, 2016, 08:08:31 pm »
Hi people.

I am a huge X-Com fan who played original X-Com at Amiga-500.. you can imagine how old i am on this genre and specifically in this game.

Sadly, you don't have any info about Xenonauts development and you only talk about the default game, years ago. It's like comparing the default X-Com to openxcom.. You talk about that Xenonauts did not get any patch or mod for years.

Xenonauts got a modding/fixing community edition as XCE, some kind of openXcom for Xenonauts. Addition to softcoding and fixing, XCE adds many different aspects to the game modding like special unit spawing and random research changes. OpenXcom created for modding specially so it's normal to have more modding aspects then Xenonauts Community Edition.

With the support of XCE, Xenonauts got a huge mod named X-Division which nearly creates new game rather then a mod. The mod is about 5 GB for now and a 3.5 GB expansion is at development. This mod changed the game totally to make it an ultimate X-Com game with all the new aspects XCE created.

If you are interested:

Mod forum topic: https://www.goldhawkinteractive.com/forums/index.php?/topic/13414-165xce-v0342-x-division-099-beta/&page=1

Forum Steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=741289983&searchtext=

Youtube Channel: https://www.youtube.com/channel/UCCtS8rPsZAKtG5e-gn5n_pQ

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