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Messages - Keth01

Pages: 1 2 [3] 4
31
Tools / Re: MAPVIEW upgrade
« on: April 10, 2018, 09:23:52 am »
Thanks for weighing in. I'll check the virtual store possibility later tonight.

Failing that, I'm getting a new machine in a couple of weeks so I guess I'll start over on a clean system :P

32
Tools / Re: MAPVIEW upgrade
« on: April 10, 2018, 07:31:39 am »
That's my suspicion, but I don't know where... I killed everything I could find. Hence asking the astonishingly helpful author :)

33
Tools / Re: MAPVIEW upgrade
« on: April 10, 2018, 06:36:30 am »

Okay, here's an interesting one. MapView was running fine but my computer powered down unexpectedly (power cut) and afterwards MapView won't load- it 'encounters a problem' according to Windows with no useful error messages.

The tricky art is that I deleted and redownloaded MapView off GitHub and fired it up again- but the issue persists!

I'm guessing it's trying to look at something in my OpenXCOM install and not finding it/finding garbage but I have no insight as to what or how to fix it. Any advice you can offer would be appreciated!

34
Help / Re: Quick check in about map sizes in UFO
« on: April 10, 2018, 06:33:31 am »

Ah, makes sense! Thanks.

35
Help / Re: Quick check in about map sizes in UFO
« on: April 09, 2018, 10:11:01 am »
I was thinking of doing so as part of a larger mod I'm doing, yeah. Fair warning though, I'm very new at this. Working through redesigning UFOs at the moment, which is a good way to figure out nodes etc.

---- posts merged - Solarius Scorch ----

While I have you here, could you run through how the game 'crops' the edge walls out of terrain tiles when assembling a map? I'm a little fuzzy on that one.

36
Help / Quick check in about map sizes in UFO
« on: April 09, 2018, 07:31:35 am »

So, after reading through UFOpedia and poking at files etc, my understanding is that a map may contain a maximum of ten thousand items and may refer to a maximum of 255 different tilesets.

If I'm understanding this correctly, the fact that Alien Bases are 50 x 50 x 2 (5000 units) is a design decision by the original developers rather than imposed by the engine, and alien bases (and rules for generating them) could be made bigger, by making them 'deeper' through redesigning map tiles or just generating a bigger 'flat' base with the existing tilesets? With a practical cap of 50 x 50 x 4 or equivalent like terror missions.

Just checking I haven't missed an obvious hurdle before I settle in for what could be a fair amount of work, though definitely entertaining.

37
Tools / Re: MapView 2- adding tilesets?
« on: April 08, 2018, 04:20:34 am »

Thanks! That's super intuitive one you know it's there :)

38
Tools / Re: MAPVIEW upgrade
« on: April 08, 2018, 04:00:15 am »
Hi KevL!

Just a quick question- my copy of MapView 2 (latest build, downloaded last night) can't/won't save .MAP files. It saves images of the map
 (.GIF) correctly, and doesn't display any error message, but the file just doesn't appear.

I'm running it with admin permissions on a Windows 8.1 machine.

39
Tools / Re: MapView 2- adding tilesets?
« on: April 08, 2018, 03:52:19 am »

Thanks for the replies, I don't need to add new mapsets to OXC I just need a map to reference more than one so I can add some tiles from the alien base tileset to UFOs. So I;m sure there's nothing wrong with the program, just my not knowing what to do- which seemed like a valid basis to ask a community that works with the program rather than chasing down the developer...

40
Tools / MapView 2- adding tilesets?
« on: April 08, 2018, 02:33:16 am »

Hi all,

Having trouble finding the functionality to add tilesets to map files? Any pointers will be much appreciated.

41
Help / Re: UFOpedia text
« on: April 07, 2018, 04:06:19 am »
This is what I was after, thank you!

42
Open Feedback / Re: How do aliens interact with ammunition?
« on: April 06, 2018, 09:09:41 am »
So, as a follow on, if I wanted the aliens to do more damage with a weapon than XCOM does (say it's the late game and I want to up damage but not switch to 'all heavy plasma all the time')
I could create a non-recoverable ammo type that does the damage I want, make sure it's listed ahead of the regular ammo in the list order, and then when I give it to aliens alongside the regular clip they'll use it and reap the benefits but it will never become 'visible' to the player? They'll find a gun and regular ammo as expected?

43
Help / UFOpedia text
« on: April 06, 2018, 04:57:35 am »

Sorry to be asking what is likely a pretty basic question but the search terms involved give a lot of false positives.

So I think I grok how to define the ruleset for a new UFOpedia entry in the game, and how to point it at a text file or image.

What I can't figure out is where those text files or images are, and what file format they are in or how they might be replaced or edited?

44
Open Feedback / Re: How do aliens interact with ammunition?
« on: April 05, 2018, 12:41:16 pm »

Thanks! So essentially, if I assign the alien an equipment set with the type of ammo I want it to use, that's what it'll load, simple as that?

45
Help / Re: Advice on 'borrowing' TFTD sprites and sounds
« on: April 05, 2018, 10:25:34 am »
Thanks, this gives me a place to start :)

The rulesets make changing the in-game properties very clear but the graphics stuff is giving me minor conniptions as I have absolutely zero experience with such things.

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