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Messages - Warboy1982

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1981
Programming / Re: Battlescape development
« on: October 31, 2012, 07:01:03 pm »
if it passes your tests then i'll assume i just did something silly, or the problem was fixed upstream.

this is why i don't make pull requests and leave it to the professionals.

1982
Programming / Re: Battlescape development
« on: October 31, 2012, 04:16:23 pm »
well, all i'm saying is, i managed to crash it on a muton mission, and the stacktrace showed it was trying to blit the legs, and the unit's movement state was MT_FLYING,
no idea what caused it, but i had the same issue with the police. padding out the pck file seems to have resolved it in both cases, but this is the wrong solution.
i can't say for sure what the circumstances were, because the units weren't visible at the time. whatever the case, i just thought i ought to mention it.

1983
Programming / Re: Battlescape development
« on: October 31, 2012, 02:51:34 pm »
if you're going to merge that code, you should be aware that there's a bug with the soldier/muton drawing routine. (routine0?)
when a unit "falls" (ie: there is no tile under it) it counts as flying and tries to use the flying legs. mutons do not have these entries in their .pck file, so a workaround is in order. my fix was to pack the muton pck file with 8 extra blank tiles representing the flying legs.

also, mutons won't render properly unless you set their "drawmethod" to 1. this is just a flag i added to their ruleset so i could tell whether it was a muton or not from inside the code, in hindsight i suppose the same flag could be used to set whether or not to use flying legs.

anyway, just a heads up.

also: holy crap you're including my code to the master? that's awesome! colour me flattered.

1984
Work In Progress / Re: OpenXcom - War
« on: October 31, 2012, 08:59:43 am »
dear diary:
today i made a sprite or 3.


(base) (minimized) (interception)
these are the graphics for the sentinel class interceptor.

if anyone wants to use these for anything whatsoever, go right ahead.
also, if someone wants to make me a ufopedia image for it, i would be much obliged.

EDIT - just uploaded a new compiled version with all of today's new features, including working psi and physical training!, now if only i had maps for the new facilites, i'd be completely happy, although since there aren't any base attacks yet, it's low priority.

1985
Work In Progress / Re: Hostile gangs and civilians
« on: October 31, 2012, 01:25:35 am »
as much as i hate to perform threadcromancy, i should probably post here to make sure it's ok that i include.... so much, i don't even know where to start.... of your stuff, and i'll probably be pester you for more.

1986
Released Mods / Re: Moriarty's Power Armor / Flying Armor
« on: October 31, 2012, 01:18:55 am »
these are awesome.
i've used these in my mod. i always hated the helmets on flying suits. thank you for fixing them.

if this is a problem, please tell me so i can make my own or something.
credit will of course be given in the readme.

1987
Work In Progress / Re: New weapon graphics
« on: October 31, 2012, 01:17:09 am »
i hope you don't mind, but i am including the hell out of your sprites in my mod project.
- knife (also made a recoloured version for alien plasma blade)
- your plasma weapons (used these for alien railguns)

if this is a problem, let me know and i'll remove it, and of course i'll credit you in the readme.

1988
Work In Progress / Re: WIP Re-imagining the Items
« on: October 31, 2012, 01:01:59 am »
i have used these sprites in my mod, for alien disruptor tech, i hope this isn't a problem, if it is, let me know and i'll find some alternatives, and of course, i'll give you full credit for your work when i make a readme.

1989
Resources / Re: Ryskeliinis sprites
« on: October 31, 2012, 12:59:51 am »
i've included much of your fine work into my mod:
- combat armour
- shotgun
- grenade launcher
not only that, but i've made them work as god intended. combat armour is now an additional armour type, not as good as personal armour, but better than nothing, and you can BUY it.
the shotgun is a new weapon type that fires buckshot, has limited effective range, and is totally freaking awesome.
the grenade launcher is a new weapon type that arcs it's projectiles, has a limited range, a clip size of one, and is likewise totally freaking awesome.

if my inclusion of these sprites is for some reason a problem, please let me know so i can figure out alternatives. i will, of course, give you credit when i make a readme file.

1990
Work In Progress / Re: OpenXcom - War
« on: October 30, 2012, 11:51:12 am »
the detector tanks could always have a chance to fail to detect a target, especially if it isn't moving, and hell it could even give false positives, or just reveal units as "blips" maybe it could just be a motion scanner type item for a tank's left hand slot? nobody ever uses motion scanners, maybe if they're built in, people will.

battle mechs - perfect, i was using sectopods with disruptors/railguns, but seeing those mock-ups...

i think i could probably cheat turrets on to the existing sectopod sprites without too much hassle, removing the need to alter them. i'll just add turret sprites from the tank.pck to the sectopod.pck, alter the drawing routine a little to allow for using them and... mission accomplished?

time criticality - this is where the cult of sirius comes in. if they make it to the crash site first, they get a tech level bump, and the crash site disappears, then, next time you see them, they suddenly have disruptors and plasma rifles instead of shotguns and rifles. (allowing them to recover a ufo will also make them more likely to launch an attack against you. if you don't make it to a terror site in time, all the civilians will be dead, and the military will have moved in to occupy with orders to shoot anything that moves on sight (that means you too). terror missions disappearing will be as a result of the military firebombing the area, resulting in a MASSIVE funding hit for the next quarter (the cost of those bombs comes out of your funding).
other time criticalities include: alien battleships descending to establish bases. if it lands, you have about a 15 minute window to get there before the crew have begun installation of the facilities. supply ships, likewise, they were always time critical, but now after a small window the elerium will have been moved OFF the ship, and raids on supply vessels will be somewhat fruitless.

and lastly: i think the best and easiest way to make things more time critical is to lower the speed of all xcom craft by... a lot.... the troop transports, at least. make them giant air-whales. maybe make their air-speed a function of the weight of the equipment and troops on board?

1991
Work In Progress / Re: OpenXcom - War
« on: October 30, 2012, 10:03:08 am »
yes.

1992
Work In Progress / Re: OpenXcom - War
« on: October 30, 2012, 09:51:04 am »
now THAT is a feature request, i like it and it's going in. scanner tanks, hells yes.

i'm thinking that handling converted aliens is going do be difficult enough, let alone introducing a whole bunch of hybrid units, (i mean, unless anyone has some sprites to volunteer). i could of course simply not have it represented, but where's the fun in that?
also, lore-wise, i'd rather that the scientists exhibit at least some kind of morality, currently they will refuse to clone a living soldier, and i'm thinking some of them would rather resign than splice human DNA with that of aliens (the funding nations should probably also frown upon this). this could possibly lead to a scientist revolt type mission where the scientists break into the storage facilities and steal a bunch of crowbars or something.

thanks for the suggestion!

1993
Work In Progress / Re: OpenXcom - War
« on: October 30, 2012, 07:31:39 am »
i really enjoy discussions over legality and copyright issues, please fill this thread up with as much of it as you can, because feature requests and on-topic discussion are totally boring.

1994
Work In Progress / Re: OpenXcom - War
« on: October 29, 2012, 10:54:24 pm »
i know that's not how it works. that's why this was never intended for release, and why my desire to stay in the mod scene lessens daily. i upload each and every mod i make with the express intent that people use it, and if they like it, perhaps include it (or aspects thereof) in a mod of their own. this is how the mod community grows and develops, the free sharing of ideas and resources. personally i am THRILLED to see anything i have made get used by someone else, that's what makes it all worthwhile. anything and everything i release is with this in mind.

and i know it may sound pig-headed, but i'd rather scrap the project entirely or keep it internal-only than have to go running round asking each and every person's permission and dealing with intellectual property grievances.

i will TRY to compile a list of "contributors" to give credit where credit is due, if i miss a name, i'm sorry, i'm human. also, please forgive my ignorance, i had figured that anything i found on the forums would be implicitly open-licensed, given the open-source nature of the project.

none of the artwork is mine, i never claimed it was, i never will.
unless it is.
but it won't be.

1995
Work In Progress / OpenXcom - War
« on: October 29, 2012, 06:20:56 pm »
I Guess i should start an official thread for this, so i can keep people informed of what i'm up to, and also have a convenient place to keep track of feature requests.

small preamble to what i'm doing:

you see all this awesome content here on the forums?
i'm putting it all together in one big centralized mod.
while i'm at it, i'm adding any feature i can think of, and then some.

here's a short feature list to whet your appetite:
new armor (additional, not a replacer)
new weapons (flamethrowers, shotguns, grenade launchers, knives, more!)
new tanks (build your own sectopods!)
new alien weapons (disruptors and gauss rifles)
new units (police and soldiers, who will show up on terror missions and help fight the aliens)
FLASHBANGS! (instant-detonation, reduces target's reactions, accuracy, and view distance)
and much, much more.

for a full feature list of what i'm up to, click the following link:
List Of Things.txt

please excuse the random nature of this document, i am not a sane person.

to download the latest build, that is, the latest one i got around to uploading, click this one:
OpenXcomWar.rar

if you don't want me to use your sprites/artwork/maps/whatever, then please let me know and i'll remove it and question your sanity for having uploaded it in the first place if you didn't want people to use it.

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