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Messages - luke83

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31
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.

32
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

33
OXCE Suggestions DONE / 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 :)

34
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

35
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 :)

36
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: December 20, 2019, 01:31:09 pm »

37
Resources / Re: New ships [UFO/TFTD]
« on: December 16, 2019, 08:42:47 am »
As someone who has built a few UFOs in my time, i think im qualified to say Nice work mate, i especially like the TFTD one above.

38
Open Feedback / Re: create a "facility" ?
« on: December 14, 2019, 10:28:07 pm »
If anything, multilevel bases are a better idea.

SPAM ALERT, my Multilevel base :)

39
OXCE Suggestions DONE / [DONE] Instant Battle - Hide entries
« on: December 14, 2019, 09:52:11 pm »
Hello,
 So doing a hybrid mod means i need to duplicate a lot of entries, Sure these are needed for testing and tracking issues but i fear the end user ( who eventually tries the mod) is going to be scared away if he just wants a quick battle.

Can we have someway to hide some items from the Instant battle screen and prevent them from being used when RANDOM BUTTON is selected? Im thinking we add a extra line of code into the ITEMS/CRAFTS etc and have a toggle button somewhere on screen to show/hide if needed...

Thoughts?

40
Resources / Re: Custom desert mapblocks
« on: December 11, 2019, 10:56:39 pm »

41
Resources / Re: Custom desert mapblocks
« on: December 10, 2019, 06:42:05 pm »
You press control + z on your keyboard, just click on the main view window before you trt to make sure its the focus as im not sure if it works from anywhere.

42
Help / Re: Adding colour texture to negative -1 texture..
« on: December 10, 2019, 06:38:09 pm »
Yes, thats supsupers version, it's full Of Holes as you can see, being in the other  format makes it harder to work with as that tool dont work on my pc for some reason otherwise i would of just finished it off.

Also the textures pinned dont appear to be the same ones used ( as i cant see several of the water textures),I would be curious to see that version in a Video to see if the textures behave them self correctly when the day/night cycle change. those Textures attached appear to be Hobbes work which would mean they are also now restricted to his mods only.

43
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: December 08, 2019, 10:30:45 am »
Another work in progress video


44
Help / Re: Problem with new facilites
« on: December 08, 2019, 04:47:56 am »
You can add extra mcd sets to the end of existing set without it braking anything as lonh as you dont exceed the 256 map limit. If you post your mapscript with may be able to where you went wrong.

45
Help / Re: Problem with new facilites
« on: December 07, 2019, 09:45:53 pm »

Looks like you have exceeded  your Tile limit, if you where using Mapview2 you would get a warning about this when you open the mapset every time preventing it.

if you have any questions send me a PM.

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