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Messages - luke83

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Help / Re: Quick question on mission script.
« on: December 01, 2019, 08:27:54 am »
Duplicate the code and change the spawning 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.

IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 30, 2019, 11:08:04 pm »
Well, i have sunk another 2 hours in over the weekend,  i am also trying to get a extra 2 textures to work ( i have 1 working band one not so much), this is difficult to do since i have a limited colour range and dont want it to just be the same colours as the other ones but i will see how i go.

Thats enough globe fun for now, back to Factions :)

Tools / Re: MAPVIEW upgrade
« on: November 30, 2019, 09:45:09 pm »
I dont think it does yet ( if it does, i have never found it, but to be honest, i have not gone looking before today), you just edit it through the "MapTilesets.yml" file in your favourite Text Editor, you will find this in the Settings folder of Mapview2.

the Process is:
Manually duplicate your desired  .map file and .Rmp files, renames these to what ever you want
Open MapTilesets.ym
Edit the file to create your new map names

as you can see below, the format of the MapTilesets.ym is pretty straight forward:
Code: [Select]
#----- base XCOM --------------------------------------------------------------#
  - type: XBASE_00
      - XBASE1
      - XBASE2
    category: base XCOM
    group: ufoLandscapes
  - type: XBASE_01
      - XBASE1
      - XBASE2
    category: base XCOM
    group: ufoLandscapes
  - type: XBASE_02
      - XBASE1
      - XBASE2
    category: base XCOM
    group: ufoLandscapes

IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 29, 2019, 01:37:04 pm »

IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 28, 2019, 06:57:55 pm »
Yes, it will be available for all to do with as they wish,i will maintain the master copy on the MOd site but anyone who wants to install into any mod can.

I expect it will be:
globe item
globe new MZs ( land only and Water only)
Geoscape Textures
Geoscape Hybrid Pallet
and i will throw in the pals for underwater also  i guess :)

IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 28, 2019, 11:22:18 am »
I know its not easy, i am not having a go or anything, believe me when i say i understand the challenges of that tool,  i have made 2 other globes already and the tool has a few bugs in it that you need to work around :o

 This is why i will build this globe for everyone, as i think i am last one who knows this tool pretty well ( I believe  Hobbes uses Volutars tool but i couldn't even get that to start last time i tried) but i have not seen any other modder publicly try to use falkos tool in a very long time.

this is how NOT to play xcom....this is some testing that went wrong :)

Tools / Re: MCD Edit by volutar
« on: November 28, 2019, 10:57:01 am »
Of course there is, i try to cover the main topics :

Released Mods / Re: Build mods from Ethereal.
« on: November 28, 2019, 10:54:56 am »
Not quite understood, but it's solvable by a separate, public version, free to use. All hybrid mods will be glad to such globe.

I tried hard to make my Geoscape look unique, see my Buttons are different to Vanilla and my Background is RED, i would like to keep such things as unique for as long as i can encourage it within the community :)

IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 28, 2019, 10:50:44 am »
I looked at your one, its do i put it nicely, no good for textures, SURE you can raid a UFO that lands on there but how do you make it sexy? You have too many points merging off the same pionts, this limits your options for textures as you would need to make the cluster of the all the same texture to hide it.

IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 28, 2019, 09:04:05 am »
2 hours ( including the time it took me to eat Dinner), well thats enough of that, i have a broken ruleset to try to fix.

IDT Modding Hub / Hybrid Globe - Vanilla
« on: November 28, 2019, 07:58:28 am »
Well since every man and there dog is getting on the hybrid Mod band wagon, i thought i may as well do the globe for the community. I was going to use SupSupers one as a starting point but its in the OTHER format, where i like to use Falkos Tool. I will just keep chipping away at this a hour here and there until its done, it will mostly be done when i am stressed out with Code changes for my own Hybrid mod so I am guessing it will take a few weeks. I am resisting the urge to start off someone else work as if they took some shortcuts it could cost me days trying to patch them up later so i will just start from scratch....the things i do for this community :P

below is 1 hours work.

Released Mods / Re: Build mods from Ethereal.
« on: November 28, 2019, 03:30:26 am »
I can make vanilla globe if you want but i need something in return.

If i build it, no body steal my colour scheme for geoscape, i like my colour very much and dont want to see it borrowed in other hybrid mod :P

 Good deal yes :P

OpenXcom Extended / Re: [Suggestion] Weapons/Equipment by SoldierType
« on: November 27, 2019, 10:51:17 pm »
Like, soldier classes? Only heavies can use autocannom. Or. Rockets.... Could be interesting, but more likely, only mages can use firestaff, only knights can have armour.....

Released Mods / Re: Terrain Pack considerations
« on: November 26, 2019, 09:28:32 am »
For my 2 cents, this is one of the problems of making a mod that is considered "Essential" to play, there are not to many other modders around who can say they have achieved this, to have created something that 95% of the community will use every time they use OXC is something you should be proud of (and i am sure you are)! You have created something wonderful that expands the variety of the world and most players and modders are extremely grateful for what you have done, so much so that no one else now needs to build any NEW GLobe Terrain as your one mod Completely handles this (Well, im still going to build more globe terrains but NORMAL modders wont :P),  this allows modders to move onto there "Mod specific" maps for special missions as your work as handled the other side of the game.

In my mind, Allowing Donations is very different to Selling a product, If the Pirate team is given enough money to buy a box of Beer every few months ( note, i have no idea how many donations they receive so i am guessing here) really what is the harm in that,  sure if they where making enough to quit work and start modding fulltime  it may be a different story ( and i too would need to start adding Boobs to my mods to get a piece of that action  :P ).

For what its worth, i believe that Pirate and XComFiles brings new people to the community and fresh blood is needed as us old modders wont be around forever ( i already disappeared once and gosh darn it i will do it again when the PS5 comes out) so fresh blood is always needed to keep the community running, the fact that your work is part of that should be taken as praise.

Ultimately i cant tell you what to do or how to feel about this situation but for me everything comes back to, is it good for the community? 

Also, for other posting, please keep it polite, if you want expert modders to KEEP MODDING, you need to show them a little respect as it not just the mods they contribute its also all the time and effort teaching the next generation when we could be sitting back doing something FUN ( and from my experience, modding is not always fun, especially when a bloody code block that looks correct doesnt bloody work  >:( )

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