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Messages - robin

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961
Robin, you are just mad, but that's good for all of us  :)

A question about new Anthropod&Spitter alien race

- regarding Spitter terrorist : you gave him sometime alien rank 2, 3, or 4. How will it deal with weapon assignation in alien deployments ? I guess it could cause some issues, but I did not test it yet, as I am still integrating it

- regarding Anthropod : did you have any hidden intention while creating this race so that it has neither leader nor commander ?
- Yes, Spitters also have other ranks than terrorist ranks. I did a quick battle and I didn't notice any issue.....  So... maybe... it's fine!
... Damn, I don't think I can get away without testing this time  :-X

- Yes, Anthropods are like Mutons, leaderless.

962

:
- cult soldier
- cult heavy soldier
(yes, the helmets are clearly from the zaku)
- the guys with the beret are corporate security (female one will never be used but it looks good).

Still one batch of these to go.

963
Robin,

As I heard performance was better using unique files instead of folders containing many unitary sprites (I mean for spriteSheets, handobs, ...), I did convert them while integrating your stuff for my own use
In case it maybe useful, I attached the converted files

I did not tested it yet, but I used this method for all other stuff I integrated, so there is no visible reason that it would not work this time (in any case, do not lose your original folders !)

To do this :
- first I used Falko's Python script (thanks Falko) to convert from GIF to PNG
- then I used Falko's web link (thanks again dude) to convert a folder to a unique file respecting the number of sheets, that is to say 80/96/272
I know about Falkos's amazing tools. But for now I'll keep them separated, it's more convenient to me to have them like that and also: laziness.
(For my WIP mod on the other hand I'm going to merge them, since there're many, many more sprites and the impact on performance is significant. This only when everything will be complete though, all "0.x" version will likely have everything separated).

964
A few strings for the Sppiters are declared under a different name in extraStrings then in items and don't display in the game properly though.
fixed, hopefully

robin, great work! there are a couple of typos on the ufopaedia text:

     STR_ANTHROPOD_UFOPAEDIA: The respiratory system is rudimentary
     STR_SPITTER_AUTOPSY_UFOPAEDIA: It also has a very resistant carapace.

I don't suppose you'd like to recreate the Popper from Apocalypse as well? I still cringe whenever I see one of them running towards my troopers before self detonating...

[img]https://ufopedia.csignal.org/apocapedia/219.png[img]
typos fixed!

When some time ago I tried to have my Cybermites do what Poppers do (walk to someone and explode), it couldn't be done/I couldn't make it work. So Poppers are not planned right now.

Why you put them all in the same thread? I almost missed this, but noticed it on the mod site.
I prefer having everything in one place :P

965
up because new alien race added.

966
Uploaded: https://openxcom.org/forum/index.php?topic=2180.0

Hope everything works, I'm done for today.

967
I am waiting Popper and Hyper Woorm too .... ::)
I'm sorry but very probably both won't be in my mod.


The Anthropod-Spitter combo is ready, I could release it as a standalone thing.. even though they are clearly of a different type, compared to the rest of the alien cast.

968
Damn I wanted to make the bigob too but I didn't make in time.

969
Robin, a question about the MiB ruleset. As an example you have:
Code: [Select]
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_MIB_COVERUP: 25
      STR_MIB_TERROR: 12
      STR_MIB_BASE: 6

Doesn't this remove the vanilla alien missions since you didn't include them in the mod?

I.. actually don't know. I thought I was adding them to the ones already existing in Xcom1Ruleset, especially because during my testing I kept having lots of alien missions.

We should ask the devs. I want also to know how to "disable" missionWeights on Xcom1Ruleset from my mod, like: by putting "STR_ALIEN_RESEARCH: 0" in my mod, should I be able to "disable" the vanilla alien research mission? Is there another (better) way to do it?

970
wasted so much time on these. and there's still more to do :(





971
Work In Progress / Re: [RESOURCE] Dead Civilians
« on: July 21, 2014, 02:22:20 pm »
Thanks

973
Tools / Re: PCK View issues
« on: July 17, 2014, 04:06:20 pm »
I knew about the "strict order" thing. Anyway thank you both for the clarifications (and sorry for the derailment, since the topic was about PCKView).

974
Tools / Re: PCK View issues
« on: July 17, 2014, 03:01:18 pm »
the .MAP file format still has the 256 tile limit.
Does that mean the sum of all the tiles from all the terrains associated to the map, or only the tiles actually *placed* on the map (so you can have a map with 256 terrains, using only 1 tile from each of them)?

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