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Messages - luke83

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1366
I would also like to see this screen layout changed so we can have the soldier stats clearly displayed, number of HWP on the ship and maybe a couple of different auto-equip options that the player can switch between so when i have multiply ships with multiply teams i know Who can do what and with what gun :P

1367
Released Mods / Re: New Terror Mission Map Blocks
« on: February 05, 2012, 10:45:07 am »
I did one little test last night with a copy of the furniture files and this is what i found when i jumped back on tonight :( Took me a while but i think i fixed it ( im not sure what i did  but a fresh install of Mapview and reloaded the maps and then it works).

1368
Released Mods / Re: New Terror Mission Map Blocks
« on: February 04, 2012, 03:03:29 pm »
OK so i now have a few different map blocks but i am finding i need to tweak a few graphics to make everything look good so tonight i duplicate the Furniture file (.Tab, .Mck, .pck) and gave it a different name to see if the Mapview would load both into the same Tile. It all appeared to work until i saved it and then re-opened the map block , at this point it had changed into a different .image >:(  If anyone has any experience with this can you send me a PM :P

1369
Released Mods / Re: New Terror Mission Map Blocks
« on: February 04, 2012, 12:58:44 pm »
Here is the startings of a motel. I still need to Change the rails as it kinda looks like a prison :D

Change to White Fence , just to see if it looks better, i think long term i will need to make a proper railing graphic and stop using fences ::)

1370
Released Mods / Re: New Terror Mission Map Blocs
« on: February 03, 2012, 02:31:57 pm »
Thanks for the kind words of encouragement.  To use in game we need SupSuper to finish his Rulesets so it knows the correct MCD to use. Also Dalky needs to continue his excellent work ;D

This is a idea i did tonight, to make it look better i will need to make a Better Railing later on but for now the white fencing will need to do.

Added 2 new small houses

1371
Programming / Re: Battlescape development
« on: February 03, 2012, 08:38:16 am »
"Let's get back to development now :D"

Its so hard to stay on topic ::)

1372
Programming / Re: Battlescape development
« on: February 02, 2012, 12:52:07 pm »
How do you Evac 100+ Civilians and engineers on a average of 2 sky rangers before the mother-ship lands?  There would surely be a small percentage left wandering around :D

1373
Released Mods / [MAPS] New Terror Mission Map Blocks
« on: February 02, 2012, 12:19:50 pm »
Well after almost 20 years i am sick of only seeing the same group of map blocks on terror missions as such i am starting to make my own to add into the mix.

All my mapblocks will have ground level on level 4 allowing me to have plenty of room for the occasional basement for extra variety. Also there will be a few Taller Buildings to make it look more like a city. I want to make a heap of different ones to get me through the next 20 years of my life with OPENXCOM.
 To start with i wont be over decorating the rooms as in the future i need to work out how to add NEW images into the Tile-sets but first i want to have openXcom 1.0 before i even see if there is software to easily do this.

Target for this project is 33 modified map blocks size 10x10 or 20x20 ( this number includes the original map blocks), i have been thinking about adding some 20x30 or even 30x30 blocks but smaller blocks are better for Random map generation so for now i am forcing myself to stick to this ( Yes i have some interesting plans for bigger map blocks but i must resist  :D) . With the Height restriction removed in openXcom it allows me to add basements to some blocks so as such i have added XBase1.PCK to the original Urban .PCK files so i can have a block that represents underground Earth. This extra block will be the only non-original urban PCK blocked used until i figure out ( or get told) what openX will be able to handle ( Worse case if openX never reaches V1.0 it wont be a huge job to make these compatible with the original X-com again).

I already have all the original LIFTED to the new levels so now i just need New ones. Here are my First 3 work in progress ( as usual , what ever i create will be uploaded when done).

You will notice none of these are finished so don't point out flaws yet ;) The plan is to get all blocks roughly designed , then fine tune and details then LAST add all the Nodes for Spawn points and AI movement.


UPDATE:
 Thanks to Warboy keeping the dream alive, these files are now LIVE on the MOD site and working for OXC V1.0, check them out here:https://www.openxcom.com/mod/lukes-expanded-terror-mission

1374
Work In Progress / Re: Hostile gangs and civilians
« on: February 02, 2012, 10:43:52 am »
So much for no more sprites ???

Anyway to continue my posts from within battle scape thread, Here is 3 options for scientist , personally i like the colours on the middle scientist the best.
Let me know what everyone else thinks

1375
Programming / Re: Battlescape development
« on: February 02, 2012, 10:08:01 am »
ok , we can continue our discussion in Gangs and Civ posts.

1376
Suggestions / Re: HWPs Suggestions
« on: February 02, 2012, 08:52:04 am »
Thats cool there's no rush , i know what its like when you sit down to modify a entire set of sprites its a huge job ( especially when your note getting paid :P ).

1377
Programming / Re: Battlescape development
« on: February 02, 2012, 08:41:31 am »
Looks a little better but i think i should loose the yellow hard hat also ???

1378
Suggestions / Re: HWPs Suggestions
« on: February 02, 2012, 08:22:43 am »
Been thinking about those walker of your as a Terror unit for one of my Gangs ( since there in league with the aliens) Have you got the entire sprite set of them completed ?

1379
Work In Progress / Re: New weapon graphics
« on: February 02, 2012, 07:32:37 am »
Your starting to get a nice little collection ;D

1380
Programming / Re: Battlescape development
« on: February 02, 2012, 07:30:57 am »
"Another thing is that in your base defence you should have "civilians" - your scientists and engineers! it would make base defense facilities more valuable - trying to avoid base defence missions, because it endangers your staff."

Hey i like the sound of that , i hope someone does some sprites ::)

Picture ADDED . Combat engineer look very similar to the army guy i added earlier but they are different sprites, I think i will finish him so someone can add him into some special mission later on with the army guys.

 What colour should a engineer be when you work in the x-com base , you really don't need camo?

Also the Scientist needs longer sleeves to. ( plus his waste line fixed 0 he looks like he has a big hips  :( )

Feed back anyone?

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