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Messages - The Martian

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661
Released Mods / Re: [MAPDATA] [RESEARCH] Alien Reproduction.
« on: August 01, 2019, 03:24:54 pm »
I just check my own backup archive of DVDs, sadly it appears I didn't think to download this Mod when I had the chance.

Being able to recover an item from those yellow cylinders could potentially be useful for Modding.
(Is this already included in the Final Mod Pack?)

If possible could you please re-upload the mod Warboy1982?


I wonder how many of these cylinders are usually found in each alien base...

662
Troubleshooting / Re: Custom Soundtrack
« on: July 31, 2019, 06:01:49 am »
I am also interested in this information.

Edit:
From what I've read in this post 'How do I use custom music?' the steps you took should be enough to allow the custom music to run.

Did you configure your sound options in the main menu to use what ever file format your custom music is in?
(I seem to remember that being a fix for something similar in the past.)

663
(Question) Is it possible to have different instances of OpenXcom installed to several folders without them conflicting?

I'm hoping to install a copy of OpenXcom for each Mod cocktail that I'll be setting up.

Normally I'd just toggle the Mods on/off in the ingame menu however the user I'm configuring OpenXcom for may have trouble with that so I'm hoping that having several pre-configured versions of OpenXcom with different Mods already setup is the solution.

For example one folder could be setup to run the excellent Final Mod Pack where as the other could have Area 51 loaded up.

Code: [Select]
./OpenXcomFMP/openxcom.exe
./OpenXcomA51/openxcom.exe


From what I remember OpenXcom just runs directly from the folder it is unpacked to and doesn't install any additional files... so I think this will work.

664
Greetings, or rather hello again! ^_^


After a long period of hibernation I'm looking to re-emerge and get back into playing and modding OpenXcom.

Judging by the notes left in my old personal files the last version of OpenXcom I used was:
OpenXcom_20171109_803ca40a6_x86

(Question) Is there anything I should know about Mod compatibility changes between that version and the latest release:
openxcom_git_master_2019_07_28_0403


Specifically is there any text I should change in old Mod ruleset.rul files to import them to the new version?


I've been looking for an
OpenXcom changelog, the earliest version notes listed on the download page are for "2019_06_17_0106" is there a place where I can view the full version history?

665
Help / Re: Exceeding 1,000 HandObs in 1 Mod?
« on: February 16, 2018, 11:28:32 pm »
Thank you, I'm currently using vanilla OpenXcom so I'll split the Mod.

OXCE+ sounds better every time I hear about it.

haha i always think of this image when i read similar thread

666
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 16, 2018, 10:59:18 pm »
I noticed that X-Com soldiers firing the shotgun appeared to be pointing it at themselves when discharging the weapon.

Attached is a sprite sheet that has been altered to prevent this suicidal battle strategy.

I've also included the original file so they can be quickly visually compared. (File is from FMP Version: 1.9.8 )

667
Help / Exceeding 1,000 HandObs in 1 Mod?
« on: February 16, 2018, 10:45:57 pm »
For mods using the same sprite index numbers in BIGOBS, FLOOROBS, anything that used indexed sprites, etc., there are a certain number of indexes that are reserved for the original game's resources - for example, 0-127 for HANDOBS.  These are persistent between mods, so if you change any of those 'vanilla' HANDOBS, all mods that reference those for an item will use the modified graphics.  Indexes greater than the reserved values are unique between mods - each mod gets 1000 of each index for its own use, so HANDOB 128 will be index 128 for the first mod loaded, 1128 for the second mod loaded, 2128 in the third, and so on.  You don't need to worry about these numbers, as the only time you'll see this +1000 for each mod is if you look at the output of openxcom.log with verbose logging turned on.  In practice, that means each mod has its own separate HANDOB 128 and does not know about any of the other mods' HANDOB 128.  Thus you can 'reuse' those indexes for each separate mod without worrying about which image resource will be loaded for each mod, as long as you don't go over that 1000 or so limit.

(Question): I've run out of reserved HandOb values and need to exceed 1,000. What is the best way to do this?

Should I create a second Mod file that loads after my primary one to gain an extra 1,000 HandOb images or is there a simpler way that allows the images to continue to be indexed from the first Mod that already has the 1,000 images attached to it?

668
That would be really useful!

I can see the potential for hundreds of different items being created from that code addition.

669
Released Mods / Re: [MOD]Lots of Mods!
« on: January 30, 2018, 11:14:15 pm »
I thought it might be a good idea to upload some of them to the forum.
Thank you!

670
Released Mods / Re: [Craft] X-95 Blackbird Hybrid Interceptor V0.5
« on: January 30, 2018, 11:10:33 pm »
Download attachments, please. =n=
Fortunately I had that file backed up.

I'll attach the .zip to this post.

671
Released Mods / Re: [SOUND] High Quality Sounds
« on: January 30, 2018, 10:50:02 pm »
Need new link for download.
I've got the Final Mod Pack version of the High Quality Sounds mod, I'll attach a .zip of it to this post.

I may have the standard version backed up somewhere as well, I'll dig around and see if I can find it.



EDIT:

Found it, I'll attach the archive for the High Quality Sounds mod that works with standard X-Com as well.

672
Released Mods / Re: [CRAFT] Tactical Lightning V3
« on: January 30, 2018, 07:16:59 am »
Aw. No download attachment here. That's bullcrap. :(

V4 is up for testing before I publish it on the portal.  Now has more custom graphics and animations and no longer uses U_WALL02 (shaving the MCD count down to 41), including fancy grav-lifts.  Mini-map view is matching now on all tiles and I cleaned up issues that were letting players see out of the ship through some corners and walk through one.  It also lights up the battlefield a bit more as well.

Assuming no one has any issues with it, I'll just need to update the ufopaedia image.
The last version I see attached to a post is this one, is there a later version that was on the Mod portal site?

This version of the Lightning looks pretty slick!

673
Help / Re: Is it possible to create units with 2 fixed weapons?
« on: January 30, 2018, 06:52:43 am »
To start off, I'm working with the second example ruleset you posted (STR_TEST_HWP).  To make it not equip-able by X-Com soldiers, remove the storeItem line from the armor ruleset; this is not necessary for HWPs, and since the armor doesn't restrict which units can wear it, the soldiers see this item in stores as an equip-able armor.
Thank you the X-Com soldiers are no longer able to wear tanks into battle.

For the point about pulling ammo out of the base's stores - you can only do that for the item/weapon that defines the HWP.  The builtInWeapons cannot automatically pull from the base stores.  If you want builtInWeapons to use an item to load them that isn't also built-in, then you need to enable inventory for that unit/armor and load it like any weapon you'd load on a soldier.  I repeat, only the STR_TEST_HWP weapon can pull ammo directly out of a base's stores.
What I meant is that because only the HWP item itself removes ammo from the base stores and the two builtInWeapons: automatically fill up without expending an item, the base HWP item can use an unrelated weapon ammo item which can theoretically be very useful in controlling tank deployment cost.

(Example)
Tank Requires 1 "Box of Tank Ammo" item to enter battle.
- Built-In-Weapon #1: Has a clip of 25. (It's ammo is built in and not taken from base stores)
- Built-In-Weapon #2: Has a clip of 5. (It's ammo is built in and not taken from base stores)

Both the builtInWeapons: ammo refilling is unrelated to the HWP item ammo, the "Box of Tank Ammo" item just controls how much of that item is spent from the base stores to launch the HWP into battle.


Which means that if I'm understanding what you're saying the method where a HWP uses 2 builtInWeapons: instead of the HWP's base item weapon and 1 builtInWeapons: is better as it grants more flexibility in controlling the cost of deploying the tank.

674
OXCE Support / Re: Link to Linux version of OpenXCom Extended+ is broken?
« on: January 30, 2018, 05:57:46 am »
I've downloaded and archived the file.


I did give compiling it a try but had some trouble with the yaml component.

Although redundant now that a pre-compiled file is available I'll make another attempt when I have time as that ability to compile it from source would be a skill worth having.


Thank you for the help.

675
Released Mods / Re: [WEAPON] Tactical and Reinforced Shotguns
« on: January 30, 2018, 05:49:50 am »
Original Shotgun Mod here!
Thank you very much. ^_^

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