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Messages - robin

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976
Tools / Re: MCD Edit by volutar
« on: July 15, 2014, 12:37:57 pm »
here's a mirror
Is this the latest version?
Otherwise, where can I find it?

977
Alien drilling
(the drill is the best thing ever)


Mind bender and Psiclone (which works as an alternative mind bender itself)


Armor-less rookies dual-wielding incendiary grenades

978
Big-ish update (3.7 fuck, 3.8 ) for MiB MOD:
- researches now work;
- they now deploy their own (black) HWP Tank on terror and base missions;
- revised alienDeployments;
- damn it I forgot to update the extraStrings.... ok fuck, added them;
- oh and now MiB use human ships.

Everything should work... HOPEFULLY..

979
Work In Progress / Re: Adding rewards to a mission?
« on: July 13, 2014, 11:56:05 pm »
Thanks.

980
Work In Progress / Re: Quick "items: battleType: " question
« on: July 13, 2014, 11:47:31 pm »
the modtester does now recoverychecks
you need research objects for your alien ranks
and you need recoverable corpses
Spoiler:
Code: [Select]
('logicproblem', 'items', 'STR_MIB_AGENT', [('alien cant be recovered/no research object', 'STR_MIB_AGENT')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'items', 'STR_MIB_SOLDIER', [('alien cant be recovered/no research object', 'STR_MIB_SOLDIER')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'items', 'STR_MIB_MEDIC', [('alien cant be recovered/no research object', 'STR_MIB_MEDIC')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'items', 'STR_MIB_DEMOMAN', [('alien cant be recovered/no research object', 'STR_MIB_DEMOMAN')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'items', 'STR_MIB_LEADER', [('alien cant be recovered/no research object', 'STR_MIB_LEADER')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'items', 'STR_MIB_COMMANDER', [('alien cant be recovered/no research object', 'STR_MIB_COMMANDER')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'armors', 'MIB_ARMOR0', [('corpseBattle not in itemlist/ or recover: False', 'STR_MIB0_CORPSE', 'MIB_ARMOR0')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'armors', 'MIB_ARMOR1', [('corpseBattle not in itemlist/ or recover: False', 'STR_MIB1_CORPSE', 'MIB_ARMOR1')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'armors', 'MIB_ARMOR2', [('corpseBattle not in itemlist/ or recover: False', 'STR_MIB2_CORPSE', 'MIB_ARMOR2')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'armors', 'MIB_ARMOR3', [('corpseBattle not in itemlist/ or recover: False', 'STR_MIB3_CORPSE', 'MIB_ARMOR3')], 'totest/mib/Ruleset/men_in_black.rul')
fixed that now 2. test with modtester
these recoverable corpses need a recoveryPoint >0
Spoiler:
Code: [Select]
('logicproblem', 'items', 'STR_MIB0_CORPSE', [('recoverable corpse need recoverypoints', 'STR_MIB0_CORPSE', 'STR_MIB0_CORPSE')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'items', 'STR_MIB1_CORPSE', [('recoverable corpse need recoverypoints', 'STR_MIB1_CORPSE', 'STR_MIB1_CORPSE')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'items', 'STR_MIB2_CORPSE', [('recoverable corpse need recoverypoints', 'STR_MIB2_CORPSE', 'STR_MIB2_CORPSE')], 'totest/mib/Ruleset/men_in_black.rul')
('logicproblem', 'items', 'STR_MIB3_CORPSE', [('recoverable corpse need recoverypoints', 'STR_MIB3_CORPSE', 'STR_MIB3_CORPSE')], 'totest/mib/Ruleset/men_in_black.rul')

Thanks a lot Falko, I fixed everything (hopefully).

981
Work In Progress / Adding rewards to a mission?
« on: July 13, 2014, 11:19:03 am »
How to add Elerium and Alien Alloys (and more!) to a mission (so when it's completed you get them)?

982
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: July 13, 2014, 09:42:15 am »
cool. thanks for the answer

983
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: July 13, 2014, 03:05:05 am »
The bottom color line (that "green-ish/blue-ish" grey) of the Battlescape palette is usable for battlescape stuff, right ?

984
Offtopic / Re: X-com Apocalypse
« on: July 10, 2014, 11:16:05 pm »
From my perspective, Apoc had all the right features (real collapsible buildings, choice between real time and turn based, factions system, cool story, it was just implemented wrong ( and the aliens real sucked). If you head down this path and rewrite the engine, you have my support as a Modder to help make this project what it should of been, the BEST xcom game ever!
And my axe! I too believe that Apocalypse had all the right things to be the superior x-com game.

985
Ok.

The throwing sound is 39

The "hit" anim.. I ended up adapting it myself from this https://www.ufopaedia.org/index.php?title=File:HITPCK.png
I've added it in case someone else needs it. It's a "SMOKE.PCK" kind of anim, it needs to be used like this:
=================================

extraSprites:
  - type: SMOKE.PCK
    height: 80
    width: 160
    subX: 32
    subY: 40
    files:
      66: Resources/apoc/SMOKE/fire_blue.gif
      76: Resources/apoc/SMOKE/hit_plasma_blue.gif
      86: Resources/apoc/SMOKE/hit_plasma_purple.gif
      96: Resources/apoc/SMOKE/hit_zing.gif
      106: Resources/apoc/SMOKE/hit_zing_double.gif


=================================
(ofc the directory and the numbers "96" and "106", may be different for you).

986
I also noticed that if I use the drill/axe weapons  like this:



they hit at the bottom of the ramp (while aiming just at the top of it), even though they have "maxRange: 0" (which works correctly, saying "Out of Range" if I try to aim further than 1 tile).
Is it normal? I haven't tested stairs. This is with the latest build.

987
The armor has some details; the problem is that the gradient of the red is kind of "narrow", so the results of using it is that it gives a "flatter" coloration compared to the rest of the colors.
Sadly: that red is the only one available; the only other "reddish" color in the palette, switches to orange-yellow in its lighter tones.

988
The only way to make a melee weapon that can "attack tiles", is by making it a regular firearm (battleType: 1) and set
Code: [Select]
maxRange: 0Right?

If I set it up like that, can I still have it dealing melee damage, using
Code: [Select]
damageType: 7or is that damage "forbidden" since it' not of the appropriate battleType?

Thanks
This seems ok.

More questions:

- What is the value for the sound of throwing something?
  Ruleset Reference links to this ( https://www.ufopaedia.org/index.php?title=SOUND#SAMPLE2.CAT) list but the correspondence of the numbers doesn't seem the same.

- What value I have to use this https://www.ufopaedia.org/index.php?title=HIT.PCK as
 " hitAnimation: "
  ?



989
Megapol armour is looking good, but the Marsec armour looks weird (the original design had more gold and silver components, esp. in the arms) and the Disruptor armour might look better with a black or dark grey underlay in place of the red; you could never see the red details in Apoc anyway.

CoS armour looks more or less spot on though, at least from what I remember of using their temples full of goons as target practice for my troopers. The leaders should have fancy capes or something. :P
This isn't a strict conversion (which can't even be done, as of now), but is more of a tribute. It wants to make you remember Apoc, while still being partly its own thing.

About the armor, believe me: it's better for the armors to be as monochromatic as possible. Differently-colored details on them are a bad thing. The Disruptor armor will undergo some changes (too much details on the torso; helm too big; but the red will probably stay, I like it).

990
Offtopic / Re: X-com Apocalypse
« on: July 07, 2014, 09:34:20 pm »
The description for XeD editor says it can export/import graphics:

https://www.strategycore.co.uk/files/xed/

(I can't even run it, so I don't know)

Edit:
Also found this.
https://sourceforge.net/projects/pckview/
It opens cleanly only the agents portraits. For the rest: errors and psy-palette.

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