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 - robin

Pages: 1 2 3 [4] 5 6 ... 66
OpenXcom Extended / Re: Time to clean up user options
« on: February 03, 2019, 09:14:32 pm »
No, it's the blue and purple boxes with numbers on the right-hand side of the UI.
Similar to the red/green boxes for visible aliens.
Oh I see. I'm fine with those.

OpenXcom Extended / Re: Time to clean up user options
« on: February 03, 2019, 09:00:20 pm »
Are the bleeding/stun indicator options about the little icons (example: blood drop) next to the affected units? If so I'd like them to be optional, I like my battelscape "clean".
Also, dunno how the No-spoiler tech-tree works but: when you are researching unknown alien stuff I think it makes sense you don't exactly know what you get from a research.

Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
« on: January 27, 2019, 04:13:27 pm »
new version 0.4c up
* redone illumination on luxury apartment and streamlined terrain; fixed ware_01 maps; uses OXCE 5.2
not satisfied with the version numbering thing, from next i'll use x.x.x format where each x is a digit.

I only tested a little but i don't have the issue you describe. so my suggestion is:
 - update to OXCE latest version (5.2 iirc);
 - double check you don't have other mods (aside from OXCE stuff) active, because my mod is incompatible with (almost) anything else.

Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4b
« on: January 24, 2019, 09:47:51 pm »

Well, I have some minor troubles with this mod. I started it on OXCE 3.7x not on "conventional" OXC.
1.: Since the very beginning I have research options for "Floater medic", "Sectoid medic" and Snakeman. All got researched almost instantly (5-8 hours in game time) and either give me a free "live alien report" or crash to desktop (STR_WHATEVER not defined, last time it was the Megaworm\Multiworm)...
2.: When I try to launch one of my crafts the game crashes and say interface elements are missing. I could not got any ground combat or air combat as it just crash when I click on the "Interception" menu.

I downloaded the last valid 7z file from this mod and overwritten the old game folder with it. I not think it is a ruleset error as I always delete old rulesets before override a mod's folder just for sure...
Strange. I will look into it this weekend.
I'm currently using OXCE 5.1 (v2018-10-14) on my pc to test the mod, so in the meantime you can try to update to that version (or a newer one), because the version 3.7 is probably obsolete for the current release (0.4) of the mod.
Also the mod never used "OXCE" but it used "OXCE+"; they now have merged into one single project, so the difference does not exist anymore, but for your version 3.7 the difference still existed.

Help / Re: Replace MCD library in a set (MapView and more)
« on: January 21, 2019, 09:52:55 pm »
I know the map will be funky-broken, but if that can be fixed by hand without issue then I'm good.
What I'm scared about is map corruption or the like.

I know about mapview2, but I already have too much stuff set up in mapview1 to switch.

OpenXcom Extended / Re: [Suggestion] Inventory slots per armor
« on: January 20, 2019, 09:16:05 pm »
IMO the current current "black patch" method already enables every inventory customization I can think of; it's certainly a hack but it works.
But I use few armors and few slots customizations, so I might not fully appreciate the potential/improvement that this new method bring to the table.

Help / Replace MCD library in a set (MapView and more)
« on: January 20, 2019, 08:01:04 pm »
Can I change this
Code: [Select]
files:Office Luxury
like this
Code: [Select]
files:Office Luxury
without issues?
MCDLIB2 and MCDLIB4 have exactly the same amount of tiles inside.
Obviously I'll need to tweak the map for the changed tiles, but that's a given; what I'd like to know is whether there is risk of map corruption or similar bad stuff.

Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4b
« on: January 13, 2019, 10:59:00 pm »
new version, 0.4b.
moar fixes to police+apartments terrains.

Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
« on: January 13, 2019, 01:58:00 pm »
Geoscape related: long time ago I actually asked Warboy if it was possible to define a series of globe textures acting like "sea" (meaning: no crash site generation on them), so I could draw a spacescape out of the geoscape.
He told me that I was insane. :'(

Indeed it would probably be near impossible to make it look decent.

Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
« on: January 11, 2019, 09:19:20 pm »
So the geoscape gameplay will essentially have players oversee the globe and its many mega-cities, instead of city districts on a flat map?
I don't know if a flat geoscape can be done; but even if I manage to make a flat-looking geoscape it would still lack the dynamics/mechanics of Apocalypse (like different buildings having different sensitivity to infiltration, and so on), so in the end it wouldn't be worth it in my opinion.

Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
« on: January 11, 2019, 01:05:16 am »
Hi Robin,

One question, how do you to plan handle Mega-primus gameplay compared to the classic x-com geoscape? Additionally, are you planning to add any of the so-called features that were scrapped from the original game?
I'm not sure I got what you're asking but:
  • Anything fancy needs coding and I can't do that, I'm limited to what's doable by plain modding (which is quite a lot). But scrapped Apoc stuff is mostly (if not completely) fancy stuff that can't be done without coding.
  • There will be multiple mega cities instead of one.. I guess the geoscape will more or less work in a classic UFOEU fashion.
  • There's already human-related missions but its minor stuff. One special human mission will be available once a country has fallen under alien control: instead of an alien base a "Subverted HQ" (or similar) site will be created, if the player clears that battelscape the country will be freed. Also I'd like to add another lesser enemy faction: rogue androids; but we'll see.

Work In Progress / Control equipment stack position
« on: January 10, 2019, 10:11:39 pm »
Is there a way to control where (on which tile) the stack of unequipped equipment is placed on the entry map/craft?

Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
« on: January 10, 2019, 09:53:43 pm »
new version up, 0.4a.
fixed apartments terrain... but i just realized it needs one more little fix, so there is going to be another version soon-ish.

OpenXcom Extended / Re: Let walls emit light [...]
« on: January 03, 2019, 10:03:12 pm »
Update: the walls can also generate light for a tile in OXCE now... same as floor and object
Thank you.

Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4
« on: January 01, 2019, 06:40:04 pm »
New version up, 0.4.
Added the office (police) terrain.
I think I changed the missionScripts too, but so much time passed I'm not sure anymore.

I really need to rework the Apartments terrain, make it simpler so I can also use a much simpler mapScript (currently the map can have "errors", which is ugly as fuck); the result will be less flexible/random but it will work correctly.
I'd also like to tweak the Luxury Apartments terrain, too many 2-storey buildings: as Hobbes said in another thread, players don't really go there.

Pages: 1 2 3 [4] 5 6 ... 66