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Messages - luke83

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76
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).

77
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.

78
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

79
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.

80
Open Feedback / Re: UFO 2000 looking for matches
« on: November 01, 2019, 03:13:20 am »
Installed last night, couldnt get network to connect and i couldnt get into a hotseat for some reason...it as pretty late, i may try again tonight.

81
Working on another map set for my game, still very early days :P

82
Modding in OpenXcom is pretty fun.

My advice if you want to give it a shot is that using a YAML compatible text editor like Notepad++ can make coding .rul files much easier.

(Just click the 'Language" button in the Notepad++ menu bar and select "YAML" from the bottom of the list after opening the OpenXcom .rul file you wish to edit or create.)

This is even better then Notepad++ when modding Openxcom:

https://openxcom.org/forum/index.php/topic,6552.0.html

84
Open Feedback / Re: UFO 2000 looking for matches
« on: October 29, 2019, 01:46:08 am »
Yep, i think i will try installing this again on weekend, if i do, i will ping you on discord.

85
Released Mods / Re: Building collapse mods?
« on: October 26, 2019, 10:54:23 am »
NOPE, only APOC has this mechanic....It would be nice to have in OXC but it wont be easy to implement.

86
I better post this here also i guess, so i have built some basic mission scripts to get my head around how the data works for them, now i am happy i have enough to start the game, i better get back to my increasing Tech Tree :P


87
Help / Re: Learning to Mod
« on: October 24, 2019, 08:51:10 am »
Hey look at that, they Pinned my Post :)

Here are some links to help any new Mapbuilders:
http://openxcommods.weebly.com/general-map-creation.html
http://openxcommods.weebly.com/mapview-2.html
Also Check out Solarius Guide here for Mapview1 : http://thexcomfiles.xyz/Mapping_manual_0.1.pdf

This link explains how to use MCDEDIT to do minor sprite work on terrain & adjust all the rules for the tiles:
http://openxcommods.weebly.com/mcdedit.html


This link covers Export and Re-importing sprites ( both terrain and Units) through PCKVIEW & how to correct any colour pallet issues with Irfanview:
http://openxcommods.weebly.com/pckview.html
http://openxcommods.weebly.com/irfanview---fixing-colour-pallets.html


This link goes to our Mod templates, i did these as it is becoming very hard to see how something works by looking at other peoples work as most Mods are now massive and confusing :) this is my attempt to counteract that :
http://openxcommods.weebly.com/oxce-code-templates.html


There are a few other topics listed on the website and some rescource from the very first OXC modders still hidden away in the OldModfIles section...Happy Hunting.

88
IDT Modding Hub / Re: Doom mod - IDT community Project
« on: October 18, 2019, 08:33:22 am »
Cool, keep the sprites coming then, in return you can share the future maps i build ;)

I will be using this Doom mod as part of my tutorial series as a example for new modders so if i dont need to worry about the sprites that makes things easier  :P

89
IDT Modding Hub / Re: Doom mod - IDT community Project
« on: October 06, 2019, 11:39:49 am »
So far i have the below sprites working but have not done the corpse and stuff yet.

I have also started toying with a Geoscape design, im thinking we do the entire thing in Hell just to get away from the usual Xcom feel.

90
Savage Crawlers are ready to hunt down anyone who enters the WasteLands

Update: Have added the first Savages into the game

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