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Messages - luke83

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16
Very nice.
I did a similar thing (thought not as pretty), but I also surrounded the area with cave walls.

Thanks Mate,
 Yes, at first i also thought i would WALL IN these maps but eventually changed my mind on that approach. Im glad you like the "look" of the maps, its honestly just a darker version of the Mountain terrain :P I have several sets of these maps, i have a Core set that is just the "cave" , that acts as the "general terrain" for my undergrounds and then i use a secondary set to mix in the "faction Specific" items so in this map we have lots of water on the ground and stalagmites.

Hoping to finish this set tonight so i can get chase up a few Errors i have been told about in the "Hybrid Globe" i released for the community.



17
Tools / Re: MAPVIEW upgrade
« on: January 07, 2020, 07:53:19 am »
I just manually copy the Maps and Routes to temp file, then use a Bulk Renaming Tool to change the names. In mapview, just open the Map Tileset.YML file, find the data you want and duplicate and rename there with your favourite Text Editor and your good to go.

18
Working on a New Base design for another one of our Factions


19
Help / Re: Murky overlay for undersea battlescape.
« on: January 06, 2020, 02:15:34 am »
If you like my pallet, just use my pallet, doing extra work just so its created by you make little sence to me.

20
Happy New Year - Here is Australia, it has just hit midnight, as such, 2020 is going to be the Year of the Hybrid, so to celebrate 12 months on working on Factions, here is a our current build of OXC-Factions: https://openxcom.mod.io/oxc-factions


Also, Here is our Hybrid Geoscape for those who want to build there own Hybrid mods: https://openxcom.mod.io/hybrid-geoscape

Enjoy :P

21
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: December 31, 2019, 02:53:15 pm »
The current version of the Hybrid globe is uploaded to the mod site :)

https://openxcom.mod.io/hybrid-geoscape

22
Open Feedback / Re: LOVING THE NEW UFO DEFENSE
« on: December 30, 2019, 06:04:17 am »
I'm not sure what it means, but if you mean that all stresses and such would have to be done by the mapper completely by hand, for each block, then... well, sorry, no way...
Doing it at the MCD Level and apply a support strength to each item sounds like the easy solution but im sure some building configurations wont standup by default if we take that approach. My thought was to do it on a Mapblock  level and just flag a few items around the Map as "load bearing" and show area around each "load bearing item" to show how much that enitity is  supporting. To me if i only had to flag 8 items per map block this way it doesnt seam like a huge amount of work to be honest, the vanilla Urban set would be done in like 30mins.

Now maths & coding are NOT my things so i will stay out of the details of how you handle it ( as there are plenty of smarter people on here than me) but let me know when your ready to test as im happy to help at that level :)

23
WIP, Terra-forming my Expanded Port Terrain (its now a Airport instead), into a Xeno Infected base



24
OpenXcom Extended / Re: [DONE] Instant Battle - Hide entries
« on: December 27, 2019, 10:21:32 pm »
Thankyou Meridain,
 Can you confirm the syntax, i just downloaded V6.2 to test but this is not currently setup in the Ruleset validation so i thought i better ask to be sure :)

Also will the same work for underwater versions of Armour?


25
Open Feedback / Re: LOVING THE NEW UFO DEFENSE
« on: December 27, 2019, 10:11:20 pm »
Collapsing terrain is perhaps the most challenging, as it would probably require redoing all maps, both vanilla and custom.

If someone codes in the requirements for that i would be more than happy to do my fair share of maps :P I am picturing this as a 3rd map file for each mapset, something we could add through Mapview2 would be fantastic. You would want a global variable in game to turn it off though for a Vanilla Experience.

26
Work In Progress / Re: Steam/Collector's Edition Aquanaut Sprites
« on: December 25, 2019, 04:38:30 am »
Just modify the sprites to always have helmets then, export the image out with PCKView, edit the sprite and load it back into your mod.

27
Offtopic / Re: Introduce yourself
« on: December 22, 2019, 10:12:07 pm »
Hi everyone, I am Ikara and I have just now joined this forum.

Welcome to the madness  :P

28
OpenXcom Extended / Re: Instant Battle - Hide entries
« on: December 22, 2019, 10:11:21 pm »
Maybe if debug is enable it show all positions and when not, only show modder designed missions

Such a simple solution, that would work perfectly in my opinion :)

29
Troubleshooting / Re: Terror from the Deep Aquanauts
« on: December 21, 2019, 06:54:27 am »
i answered it here where you asked it earlier :)
https://openxcom.org/forum/index.php/topic,5674.msg121078.html#new

30
Work In Progress / Re: Steam/Collector's Edition Aquanaut Sprites
« on: December 21, 2019, 05:31:56 am »
If you need any other help, please let me know :)

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