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 - Warboy1982

Pages: 1 ... 132 133 [134]
1996
Work In Progress / Re: Additional soldier sprites
« on: October 29, 2012, 05:43:31 pm »
i would like to include these, (and much of your work) in my mod.
from what i have seen and done so far, getting these in game will be simplistic.
i already have 4 types of cops (2 male and 2 female, blondes and brunettes) as a proof of concept
if you could make me head sprites for all 8 soldier variants i can get them working, and it's a feature i'd REALLY like
i've already included your knife and alternate flying/power armour, i hope that's ok.
as a side note, the knife was my jumping off point for the whole dual wielding thing, i REALLY wanted to see my knife/pistol combination on troops running round the field. if i think about it hard enough, i'd probably say your knife was the jumping off point for my entire mod!

here's a little something for you:

1997
Work In Progress / Re: Warboy1982 Fork
« on: October 28, 2012, 02:40:49 am »
90% of what i'm doing here will likely NOT end up in the official build, as it is mostly added/altered features.

i could maybe push the draw routines for the aliens and hovertanks, and the bug fixes for original routines, maybe the chryssalid behaviour, but i'd like to make it more mod-friendly tho, right now i'm using hard coded checks for creature names, which isn't BAD, but i'm also using hard coded values for setting up new mobs. this will cause a crash if chryssalid and zombie aren't defined in the ruleset, and wouldn't allow for, any new mob with this ability to turn people into anything BUT chryssalids and zombies.

however, i have made DRASTIC changes to the rulesets, altered things like frequency of terror missions popping up, how alien loadouts are assigned (i'm picking weighted random sets), and if you try to use this with a vanilla dataset, it will be all kinds of broken.

if this were my project, the current implementation would be completely unacceptable, and i wouldn't allow it, but i'm focusing on making new, non vanilla features, so pushes to the master are low to no priority.

also, as i'm doing all of this as a learning excersize (i'm completely new to C++) i'm sure there's a lot of sloppy routines and unnecessary calls, poor optimization, and nowhere near enough commenting.

so for the foreseeable future this will be a seperate project, if the routines pass muster, i'll make a seperate fork to implement bugfixes, but my focus will be on finishing this. i AM, however adding all the fixes/adjustments that other people are working on, so i guess consider it an alternate version? hmmm... i guess a good word for that would be a fork, as in, a fork in the road.

honestly i never really intended to release this, it was just for me and a friend. i just set up github so i could keep track of what i was doing. but you internet people...

so basically what i'm saying here is, if you like this mod, and can think of something cool to add, let me know and i'll try to add it, if there's a problem, with a new feature, let me know and i'll try to fix it. if there's a missing vanilla feature, or a problem with a vanilla feature, let someone else know, and the fix will be added to this project in due course.

1998
Work In Progress / Re: Warboy1982 Fork
« on: October 27, 2012, 09:32:14 pm »
uhh.... hi?

basically my plans/vision are as follows:
make Xcom more awesome.

i'm a modder since waaaay back in the doom days, i'm never happy with vanilla.
i started playing with my xcom, but hit a brick wall trying to accomplish some of the more... daring things, after extensive googling, i came back with a bunch of awesome graphic replacers and map replacers and so on, but still wasn't happy. replacers aren't enhancements, they're.. replacements. i wanted that grenade launcher to arc it's shot, i wanted that shotgun to fire buckshot, i wanted that flamer to set things on FIRE!

right now i'm toying with the idea of adding weapons mounted on fighter/transport craft to act as stationary turrets in missions.
also a sattelite defense network, basically an extra base with free planet wide hyper-wave decoding, quadruple transit times, no possibility for manufacturing facilities, no hangers. - maybe a new map type.

the more i do, the more i want to do.

please note: i am taking requests.

there is a compiled version available here, including all the relevant game data (but only the ones i've edited/included, not the whole set) up-to-date as of time of writing:
https://github.com/downloads/Warboy1982/OpenXcom/OpenXcomWar.rar

latest additions:
third map type for terror missions: now has commercial, residential and military base.
researchable disruptor and gauss cannons for hovertanks and crafts
complete armour rework
complete weapon damage workover
hovertank turret placement fixed.
snakemen slither!
added Guardian class interceptor (costs more, is better, funky new sprite(when i can touch dogfight code)
tweaked lightning to be actually good
set avenger to have one weapon slot only, hybrid transports don't get to be effective fighter craft too, sorry.

and some... promo? images:

Pages: 1 ... 132 133 [134]