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Messages - Thermite

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16
The X-Com Files / Re: The Arasak is too stronk!
« on: May 29, 2020, 07:39:56 pm »
This happens when you kill/knock out big units on sloped terrain. The game handles each sector of a big unit "corpse" separately sprite-wise, since the unit occupies 4 terrain tiles. Each one is placed at the corresponding height, which is why it looks like that.

OOF
So that's why.

17
The X-Com Files / The Arasaka is too stronk!
« on: May 26, 2020, 03:55:24 am »
Look what it did to this bullfrog's face!

Jokes aside, I don't know if it is a problem with the sprite or with open xcom...

18
Suggestions / Re: Mirrorred sprites/mirrorred sprite functionality?
« on: May 26, 2020, 03:44:09 am »
Not feasible.

Please don't make me explain why, it's complicated.

Did you see this Meridian?

But I don't want two doors in a single tile, but actually that any tile/wall can have their functionality and appearance mirrored.

So, for example, take this ASCII image:

*****
*+***
***+*
*****

It would look like this mirrored:

*****
***+*
*+***
*****

What I want, basically, is,if there is a tile/wall, it has a boolean value that will determine how it is rendered (isMirrored, for example). so instead of rendering like it normally would, it would be rendered as a mirror. It's functionality would also be mirrored, so instead of opening clockwise, the door would be opened anti-clockwise.

Also, to expand upon this instead of the door opening this way (see first attachment), it would open like this when mirrored (see second attachment).

19
Suggestions / Re: Mirrorred sprites/mirrorred sprite functionality?
« on: May 26, 2020, 03:29:09 am »
Please report any such cases in XCF to me, it looks like a modding issue.

These are the doors officer!

Sorry, for being late.

20
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 25, 2020, 07:38:47 pm »
I did make many issues on the repo.
Could I get replies?

21
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: May 25, 2020, 07:16:34 pm »

I like it too; the problem is that it's technically a shooting weapon, and I can't give enemies two shooting weapons (like a kukri and a pistol), so its use (and similar weapons) is limited.

I can however give the AI a kukri and a dagger, if I wanted to. :P

Can we have a tritanium kukri?

Just a teal hue version of the original kukri that has a stronger cutting damage level.

22
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 25, 2020, 07:04:59 pm »
I'm having some battlescape issues with (female) agent heads and i'm not sure if this is something that I might have messed up or if it is a general palette issue. See pink spots around the head of the agent in the lower left corner in this screenshot:
 


I think their hair is red, man...

23
The X-Com Files / Re: Compact handcuffs
« on: May 24, 2020, 08:56:41 pm »
Yes, it's just... this object looks like some alien sphere, not handcuffs, folded or not.

Here is my attempt, see if it is better.

In case of tritanium, it would be just a matter of hues shifting it to teal.

24
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 24, 2020, 08:36:38 pm »
Like I said, that's how it's supposed to be.

I guess we don't want tricky ninjas becoming logs of wood while we go away to get some coffee...

(That's a Naruto reference, btw)

25
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: May 24, 2020, 08:34:48 pm »

Why is this shit in your every post?

It basically says "Sent from my moto e5 play using Tapatalk", it is basically an automated signature.

I think you should look into disabling that, Slaughter. Or at least changing the message.

26
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: May 24, 2020, 08:31:12 pm »
Awesome, thanks. Merged.

How did you capture all these spaces at the end of lines? Most of these came from other people's contributions, so I couldn't even see them. They don't show up as errors in the validator or anything.

It probably was the IDE, it automatically searches for blank white space characters between the last non white space character and the line break sequence up to the next non white space character.

The validator just ignores those too...
I think you have to toggle that setting, though...

27
The X-Com Files / Re: Suggestion: Snubnose Pistols as Sport Gear?
« on: May 24, 2020, 08:21:37 pm »
Hmm, let me think... A damage to morale, perhaps. Why?
Well, if I were a target I would become very furious if someone assful tried to piss on me from this toy! ;D

UPD: The only variant I can imagine is a chemical damage. Some chemical mixture which become toxic in response to oxygen. A real chemical weapon disguised as a water pistol.

Just to add to the injury, say that the gun is loaded with the agent's urine.

28
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: May 24, 2020, 08:12:58 pm »
No, I haven't modified these values.

Also:
Version 1.4a has been released.
- Reorganized 46mm Grenade (INC) buying.
- Swapped AKM and AK-47 graphics.
- Fixed Heavy Crossbow Tritanium Bolts.

I did the pull request!

29
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 24, 2020, 06:15:20 pm »
You don't leave a person bondaged overnight. The police does.

And it still can cause problems if you don't do it properly, like nerve damage.
Also, I thought they would stay restrained only for transport, I guess no?

30
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 21, 2020, 11:19:14 pm »
Yeah, I heard a number of people died of blood circulation problems related to the use. Basically people left with these on for too long, but still.
True, completely forgot that restraint can cause circulation problems...
And look that I am a into bondage...
 :o

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