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Messages - ExperimentX

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Open Feedback / Re: New to Modding, where should I start?
« on: May 19, 2023, 09:00:44 am »
Base facilities implies terrain works. MCEdit has a built in palette editor that ought to work for some people's needs.

That tool and others are in:
https://openxcom.org/forum/index.php/board,13.0.html

Speaking of terrain files, what do I open them with? If they're meant to be opened that is.

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Open Feedback / Re: New to Modding, where should I start?
« on: May 19, 2023, 01:20:54 am »
Search for any ruleset (.rul files) of any mod and start learning the "language".
I suggest the base game xcom1, and then XCF to start with as they are well organized in terms of where things are and it's easy to follow.

The vital guide of said language is this forum and this page:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom).

Also notepad++ (associate rul files to yaml) is a must.

Later you can graduate to other tools.

Bon Voyage!

Thanks! Are there any programs I should use for base facility spritework? I'll move onto unit spritework later but base spritework seems simple(r) because it doesn't change.

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Open Feedback / New to Modding, where should I start?
« on: May 17, 2023, 11:26:24 pm »
Hi all, i've played openxcom for years now and after recently taking a few coding classes in college I feel confident enough to try my hand at modding. Is there any sort of guide to learn about how the games code works? And if I wanted to create a total conversion mod of my own, where should I start? Items, the geoscape, research, soldier types or should I start elsewhere?

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XPiratez / Re: A thread for little questions
« on: May 16, 2022, 05:08:58 pm »
This might be a common/simple question, but how do I unlock the 2nd Captains log? I can't progress my voodoo and psi tech until I get that but there doesn't seem to be any previous research topics I need.

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