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Messages - robin

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1171
Work In Progress / Re: Men in Black -beta 1.2; Cover Alien -alpha 0.8
« on: April 06, 2014, 12:59:10 am »
I'll soon as I finish this, I think I'll start on that; the Cthulhu idea is very cool but needs coding (did a concept drawing for it quite some time ago too).
(Though it won't be 100% Apocalypse, I've amassed many designs that I want to use for it, instead of just using vanilla designs).
(And Apocalypse would need coding too for the factions and the diplomacy, but it can still be "fine enough" without that part).
But an Apocalypse mod would be a huge, huge project; even if I start who knows if I'll ever finish.
Still thinking.

1172
Work In Progress / Re: Men in Black -beta 1.2; Cover Alien -alpha 0.8
« on: April 06, 2014, 12:10:24 am »
hehe
I don't think I'll ever work on TFTD,  there's too much stuff I'd like to do before TFTD.

1173
Work In Progress / Re: Men in Black -beta 1.2; Cover Alien -alpha 0.8
« on: April 05, 2014, 05:41:31 pm »
Excuse me, I'll comment image of ufopaedia entry for MiB.
There's no dithering in xcom art stylistic. It's comics like with hard cel shades.
You're correct; it was the first ufopedia pic I did and I still didn't think about the dithering.
I'm going to fix its style.

1174
Work In Progress / Re: Men in Black -beta 1.2; Cover Alien -alpha 0.8
« on: April 05, 2014, 02:34:09 pm »
Managed to get the MIB ufopaedia image entry working.



Now hopefully the same trick will work for the aliens too.

edit:
aaaaaaand done,



1175
Work In Progress / Re: Men in Black -beta 1.2; Cover Alien -alpha 0.8
« on: April 04, 2014, 10:08:26 pm »
To be fair I'm quite impressed with your work so far. You're quite the draftsman.

I wanted to ask you how will MIB equipment will level up. I was thinking they should tag along your own research tech from one point (as in, getting laser weapons when you do, kinda like they somehow stole your tech), but just start receiving standard alien plasma weaponry from one point in the game. As for the extra weapons, like the sniper and the machine pistol, would it be possible to make them optional? I'm not really a fan of new weapon mods to be fair.

Additionally, should MIB adopt certain behaviours aliens don't? I was thinking it would be nice to have them use medikits to heal and maybe even revive each other, although that will certain require some AI trickery.

Finally, and considering you're perhaps one of the best sprite artists we have around, I'd like to ask you something on behalf of core development. As we have some fan contributions to be included as part of the main OXC package (notably Arne's alien weapon icons) I was wondering if you could ever find the time to create alien paperdolls for the battlescape inventory menus. It's one of those lacking bits of artwork that always annoyed me in x-com, and I honestly feel we should gap it up the same way we did with the alien weapon icons. The problem is, we need a good artist.
MIB right now have standard weapons and laser weapons, but no plasma weapons. This because I want them to "feel" different than the aliens, and there isn't much more I can do by editing a ruleset (they're also humans, so I can't give them strange abilities, like zombification). The idea was to give them their own weapon tech, rail weapons*, but I sort of dropped it since I started working on the cover aliens.

The stuff you ask for (medkit use) is cool but beyond my capabilities (I can't code), and frankly also beyond the amount of time end effort I want to dedicate to this mod.
I always thought of the MIB mod as a simple addition to the game: and extra "a little different" enemy faction, nothing more. My intention of making it was also to learn about OpenXcom modding, before, eventually, starting to do the (big) mods I really want to make: Apocalypse Redux or perhaps something about Cthulhu set around year 1900. The mod though already outgrew its original concept, since I added the cover aliens.

It's possible to make the new weapons optional. Initially it was to be like that, but working on the mod split in a modular form could be painful, so for now, until I'm sure everything works well (for example I can't get my UFOpaedia entries to work), I'll keep it together.

* this was the bigobs for the new railgun

but the lazyness defeated me on this one :P

1176
Work In Progress / Re: Men in Black -beta 1.2; Cover Alien -alpha 0.8
« on: April 04, 2014, 09:58:38 am »
Honestly, I'm amazed to see a quality mod built in such short time! I like how the sprites look like they're actually supposed to be in the game and not from a mod. I love the autopsy sprite, very well done!
Thanks. I found out about OpenXcom modding capabilities only recently; people had already done amazing stuff and I have to catch up. Half-jokes aside,  I'm dedicating almost all my free time to it now but as soon as I reach 1.0 I'll calm down. Probably.

The game crashes when i try to see the ufopedia waspite even whit the untoched ruleset.
It does. I'll look into it tomorrow.


1177
Work In Progress / Re: Men in Black -beta 1.2; Cover Alien -alpha 0.8
« on: April 03, 2014, 10:47:04 pm »
It's too late for that I fear, since now I've already drawn the ufopedia art for the Waspite. Changing the color of the sprites is easy, the ufopedia art is harder (it's not hard to just change it, but I'm still limited to the palette so the result cold be ugly).

But even green colored it should be quite more visible that the muton, thanks to the big yellow eyes and the spiral metallic torso.

1178
Work In Progress / Re: Men in Black -beta 1.2 (also cover alien ALPHA)
« on: April 03, 2014, 09:40:55 pm »
Hoooo i see is a wasp, sorry
The name "Waspite" come from two things:
1. "Wasp", just as you thought.
2. The Antmen aliens from this movie (book), which are called "Selenites".
So: "Selenite" minus "Selene" plus "Wasp" = "Waspite"

---
I added a new version of the mod, 0.8 (download  attached in the first post).
The terror unit is done and working.
It is currently called "Injectrod" but "Cybermite" is still pondered.
It has an average-powered melee attack and it is "slow" as a reaper while being waaaay more frail; but it is small and therefore (theoretically) more difficult to hit.
Aaaand it has a nasty ability, that makes it already dangerous BEFORE it's next to your agents, so be careful :P

To do (for 1.0):
+ bigobs
+ ufopedia
---- injectrod
---- injectrod autopsy



1179
Work In Progress / Re: Help: make aliens melee consistently
« on: April 03, 2014, 07:51:30 pm »
I know they don't kneel but they all have both height values in the "units:" section of the ruleset.
Also I always had 6 and 6 (I even put 12 and 12); it started attacking.. or that's what it seems to me.. when I changed kneelHeight from 6 to 5.

Oh well, it works and it's quite a brutal terror unit. I'm happy.


1180
Work In Progress / Re: Help: make aliens melee consistently
« on: April 03, 2014, 05:52:23 pm »
It really shouldn't be the case (never turned on the "sneaky AI" option).

I think the problem was that "standHeight:" and "kneelHeight:" had the same value "6".
Ad soon as I changed it like this:
-   standHeight: 6
-   kneelHeight: 5
it started attacking.
But I haven't tested and I may have made other modifications (in the ruleset) which may have been the real trigger of the correct behaviour.


That IS the Cybermite (cyber-mite), which is the terror unit for the Waspite race.
(The name "Cybermite" is not final; I don't dislike it but I dislike that it rhymes with Waspite, so I'm thinking of "Injectrod" (since it injects a toxin with its melee attack and "-trod" makes the word sounding like "arthropod")).


1181
Work In Progress / Re: Help: make aliens melee consistently
« on: April 03, 2014, 12:11:10 pm »
Edit:
Holy shit I don't know what I did but now it attacks like there is no tomorrow!
Killing spree! Fantastic.


No luck. Not only it doesn't attack, it even runs away as soon as it sees my agents!

Well.
I originally wanted it to explode itself on the target, but I couldn't make it work.
So I reverted to a "normal" melee attack (acid injection was the idea), but I can't seem to do this either.

This is the unit btw:


..Is there a limit to how short a unit can be? As you can see it is very small so I gave it these stats:
-   standHeight: 6
-   kneelHeight: 5
^
I think the problem was this afterall. I'll try to elaborate later.

1182
Work In Progress / Re: [Petition] some help to create an alien
« on: April 03, 2014, 11:56:49 am »
Ok, I copied this one to the wiki including the template. Any objections?
No objections.

1183
Work In Progress / Re: Help: make aliens melee consistently
« on: April 03, 2014, 09:38:57 am »
try giving it aggression 1, intelligence 4 and lower the TU cost of the weapon to 10
I already tried with aggression 1 and intelligence 4 (which should be the chryss) and it still didn't attack. I thought it was because the weapon had acid damage, so I changed it to melee damage, but no effect. So I gave it the current stats, aggression 2 and intelligence 3 which are the zombie's stats.
I was thinking about trying 2 and 2 (reaper stats); I'll try again with  1, 4, and 10 TUs.

(Could it be the cyberdisc special ability that interferes with its attacking?)

1184
Work In Progress / Help: make aliens melee consistently
« on: April 03, 2014, 12:42:19 am »
So I made this melee AI unit (alien).
I'd want it to go to the target and attack.
Stats for the unit and the weapon seem ok (see code further).
...
Well it just wanders around doing nothing. I had just a single attack against a civilian over several test battles.

Is there some trick to make it aggressive, like "just go straight to the target and attack"?


Code: [Select]
items:
  - type: CYBERMITE_WEAPON
    weight: 3
    bigSprite: -3
    floorSprite: 31
    handSprite: 104
    hitSound: 54
    clipSize: -1
    power: 100
    damageType: 7
    accuracyMelee: 80
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 2
    recover: false
units:
  - type: STR_CYBERMITE_TERRORIST
    race: STR_CYBERMITE
    stats:
      tu: 90
      stamina: 120
      health: 30
      bravery: 110
      reactions: 60
      firing: 0
      throwing: 0
      strength: 20
      psiStrength: 100
      psiSkill: 0
      melee: 80
    armor: CYBERMITE_ARMOR
    standHeight: 5
    kneelHeight: 5
    value: 25
    deathSound: 23
    intelligence: 3
    aggression: 2
    specab: 1
    livingWeapon: true

1185
Work In Progress / Re: [Petition] some help to create an alien
« on: April 02, 2014, 02:43:23 pm »
I do spritework like this (using Photoshop).

0. Install IrfanView.

1. Open my units_template.psd file.
. . It is based on the X-Com soldier spritesheet, which is the one with the highest number of frames, so  every other spritesheet is as big or smaller than it.
. . I made "sections" for all the frames so it automatically creates all the separate frame images instead of the big image (see further).
. . (I attached it at the bottom of this post).

2. Import the spritesheet neeeded (in the template I included the CIVM.PCK as example) and make sure to have the right palette open.
. . You can find the palette for photoshop somewhere on this forum.

3. Create a new layer (or duplicate, if you just want to modify an existing unit) and draw.

4. When fished drawing, turn off all the work layers and keep only the new unit graphics.

5. Cut the image to the size of the spritesheet needed (in the CIVM.PCK example, I would cut away all the portion of the image without the green background).
. . And then delete any background color the sprite may have (in the CIVM example: the green color).

6. Activate the "frame_GRID" layer.
. . At this point what the image should look as is: the sprites of the  unit, on transparent background, "caged" inside a purple grid.
. . "Save for web"

7. IMPORTANT: make sure to have selected all the selections of the image.

8. When all is selected, set the parameters: gif, no dithering, transparency, import palette and select "Battle.act". Then save in the chosen folder.

9. Saving will create a subfolder with all the images for the frames, already divided, inside it.
. . For technical reason it creates also image files for the spaces between the frames, so you'll have a lot of files.

10.Go to the folder and select the "big thumbnail" view. Delete all the image files with the purple line inside; KEEP all the empty image files.

11.Open IrfanView. file > Batch Conversion\Rename.

12. Make sure to have selected "Batch rename" on the top left.
. . Go to the folder and select all the image files, then select "Add All".
. . Then "Sort" them "by Name (ascending, natural)".
. . Make sure to have the right name pattern, it must end with: "_###" (example: "CIVM2_###", for a new male civilian unit).
. . "Start Batch"
. . Now the ascending numeration is again smooth, starting from "_000".

And done. The rest is the ruleset.

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