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Messages - luke83

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

32
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.

33
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 :)

34
OpenXcom Extended / [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?

35
Resources / Re: Custom desert mapblocks
« on: December 11, 2019, 10:56:39 pm »

36
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.

37
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.

38
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: December 08, 2019, 10:30:45 am »
Another work in progress video


39
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.

40
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.

41
Other than some bug fixes, this weekend i gave the civilians the ability to defend them selves and Added some Robots for the Mech-Army.

42
Work In Progress / Re: Mission zones examples
« on: December 07, 2019, 01:08:59 am »
@meridian

Do you just add them in like Mission sites?

Code: [Select]
    missionZones:
      -  #MZ 21 - Water_only_Base_TEST
        - [340.8, 40.8, 16.8, 16.8, -1]

I did one of the above for each region all with different values, i then:

Quote
  - id: P29 # NEW Water BASES BY REGION - USES POINTS
    groundTimer: 1000
    waypoints:
      - [7, 1, 100]
      - [7, 3, 50]
      # - [7, 0, 25]
      # - [7, 1, 16]
      # - [7, 0, 100]
      - [7, 3, 50]
      - [21, 1, 100]

Tried to do the above to get my UFOs to endup at the desired point to spawn the alien base but it doesnt look like its working.


Im happy to do the extra work to avoide base CLUMPING like i am currently getting so please let me know if im on the wrong track with this :) :P

43
Been Recycling Vanilla mapsets into new things again this week, this Grunge set has been altered to become my Gillman Kingdom base , the video below was my  testing it ( only a few issues left now to fix)


Update, now its fixed :)

44
OpenXcom Extended / Re: [Suggestion] Unit sprite overlays
« on: December 01, 2019, 10:15:24 pm »
Im a modder, and i would love thos features if it can be done :P

45
Help / Re: Quick question on mission script.
« on: December 01, 2019, 08:27:54 am »
Duplicate the code and change the spawning time...as far as i know its the only way BUT i have only been doing it fora a few Weeks also so i am not a expert.

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