aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - luke83

Pages: 1 ... 3 4 [5] 6 7 ... 102
61
OpenXcom Extended / Re: Recovery of spawned units.
« on: November 23, 2019, 09:19:54 pm »
Personally, i would rather rub Deep Heat on my private parts but hey, each to there own :)

https://www.deepheat.com.au/

62
OpenXcom Extended / Re: Recovery of spawned units.
« on: November 22, 2019, 12:13:56 pm »
Right, no problem, i thought you had some magic script that worked out what was used and re-numbered everything :)

63
Appreciate you have shared it mate but as soon as you try a underwater mission it crashes (i was using the Etherals), i then switched to another race which got me in but after 3 different crashes i still have not been able to shoot a weapon... It needs some more bug fixing mate.

64
OpenXcom Extended / Re: Recovery of spawned units.
« on: November 22, 2019, 11:26:22 am »
@MERIDIAN, How do you renumber the items so quickly, i have been avoiding the issue as it sounds painful to manually fix? If you have a Quick solution, once i am closer to going public (which is only a few weeks away), perhaps you could work your magic for me also  ;)

65
OpenXcom Extended / Re: Recovery of spawned units.
« on: November 22, 2019, 04:39:23 am »
Just lie to it and reserve more numbers/memory for your mod, no number changes required then  :P

66
Suggestions / Re: Smart Flares
« on: November 22, 2019, 03:49:24 am »
I was going to make a small drone in factions to work as a mobile light so thought i would borrow your code as a base but It wouldnt let me add any to my craft for some reason... Any thoughts on this?

67
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: November 17, 2019, 05:35:33 am »
Work in progress shot, NOTE, many of the sprites needs to be changed so if half a roof doesnt match the other half, that is why :)


68
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: November 15, 2019, 02:33:59 pm »
Working on the Mapset this weekend, should be interesting to see how it turns out :) Note, there is still a few Placeholder items used until some better sprites can be made ( like the Tin Roofs) Hopefully new sprites can add a little more COLOUR into the mix as right now it looks like these Peasants are Dirt poor :)

69
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 15, 2019, 01:24:24 pm »
Have to agree, Robin, the quality of your work is second to none,  i can only Imagine what i could do if i had your skills mate, my skills are limited to copy/paste/recolour. On  that topic, if you have any unused sprite work just sitting around feel free to pass it my way as im sure i could build some maps from it :P right niw, im holding off from raiding your. Mod for assets as im thinking I will incorporate laege chunks of it in the future, so for now, o have only borrowed a handful of sprites like the glass panels :P

70
When i started this mapset, it was suppose to be a Human Snow settlement but somehow i got distracted and made it another type of ALien base..... Anyway, i will try again this weekend to build this Human Snow settlement  :P

71
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 11, 2019, 11:52:55 am »
I love the crab, i may borrow it and use as a base for a robotic creature myself  :P I was after a Robotic Spider but a Crab could work.

72
I could use some of the above features in my mod also, especially things like if send out a tank on Geoscape i dont want it to cross over the water sprites, it would be fantastic if it stuck to the land path only and if it couldnt find a path, let me know so i can send him home.

 It all sounds like a Pain to implement in code but i can see he value in it plus there will be more and more Hybrid mods over the next 5 years and i can see people wanting to keep making Geoscape more interesting as right now its pretty simplified ( as far as i know i cant even force my Base to show a different tileset depending upon if build it on land or water, let alone have it check what tile it is on and find the matching set).

73
Been working on Mission Spawning the last few weeks and when needed tweaking maps to suit the missions, below is another improvised Human Settlement in this crazy old post apocalyptic world.

74
Sorry, got to ask.... Are you planning on doing any of these in a mod and if so, why are you placing them under different forum headings, it would be easier to follow your discussion points if it was under the 1 topic heading, for example : LYTARYTA MOD SUGGESTION /DISCUSSIONS

75
I like it!  :D

Glad you like it David, its still a work in progress but its coming along.

Most of the buildings are still empty and i need to make more variations to the water but its coming along.

Pages: 1 ... 3 4 [5] 6 7 ... 102