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Messages - Warboy1982

Pages: 1 2 3 [4] 5 6 ... 134
46
Help / Re: Muton spritesheet: is it wrong?
« on: September 04, 2018, 02:06:09 am »
seems i was wrong, i may simply be misremembering.
the right arm gets offset in the X-axis while walking to the right if not holding a weapon. this refers to the exact sprites you have highlighted in red, so your fix might render that piece of code obsolete

47
Help / Re: Muton spritesheet: is it wrong?
« on: September 03, 2018, 12:56:20 am »
yes, it is bugged, but not in the way you're describing: those aren't exactly bugs, they're just a bit lazy.
the only major "bug" is one specific arm frame, while walking in a specific direction, is way lower than it should be.
drawing routine 10 accounts for this by moving the arm for that frame, but otherwise it's identical to routine 0.

48
oxc works around the missing floor tiles by adding the floor from BLANKS on level 0 where no floors are present.
this takes place at an engine level so it doesn't need to be addressed in the patches

49
https://openxcom.org/downloads-extras/

there is a patch here that fixes a lot of shennanigans

50
Open Feedback / Re: TFTD Stopping Alien infiltration
« on: August 19, 2018, 02:14:25 pm »
the rules weren't changed, and i doubt it's a bug. see if they're still with you at the next monthly report.

51
Best thing to do is sharpen your sword and stock up on flower wreaths.

52
Help / Re: mapDataSets: - BLANKS ...?
« on: August 17, 2018, 07:20:46 pm »
defaults, man

53
Suggestions / Re: [MODDING CAPABILITIES] Load a folder of rulesets
« on: August 14, 2018, 03:00:29 am »
uuhhhh... try using the nightlies? this feature has been in for... a long time

54
Work In Progress / Re: can chrysalid drawing routine 7 hold weapons?
« on: August 12, 2018, 04:19:02 pm »
not convincingly, no.
the chryssalid sprites don't have arms to hold/aim weapons, so they'd appear to be floating in front of the alien (much like the ethereals) or at the very least "detached" without some serious effort and it wouldn't cover all circumstances.

55
Resources / Re: 3d Printing files request
« on: August 12, 2018, 04:17:00 pm »
the original xcom contains no actual 3d models to extract. you can probably extract some from the newer games, but translating sprites into 3d models is... not as simple.

56
unfortunately steam only allows it to be downloaded on a windows OS. if you can, use wine, bootcamp or a friend to download the files you need.
i don't recommend trying to source it from an abandonware site, not only because of the questionable legality of doing so, but also because the files may have been tampered with by XCUtils (which is known to cause problems in openxcom)

57
Open Feedback / Re: UFO_170.map and the universal patch
« on: August 07, 2018, 11:58:28 am »
wait, what? i'm like 99.99% sure i've dealt with this in the past... at least twice
of course, this is xcom, so even 100% isn't an absolute.

can anyone else confirm?
all the versions i have are correctly fixed as far as i can tell.

58
Help / Re: [IDEAS] How much should an aircraft rental cost?
« on: August 04, 2018, 03:34:45 am »
it's a military op, the contract goes to the lowest bidder.

59
Help / Re: Where can I find the midi files for TFTD?
« on: July 11, 2018, 08:39:00 am »
they're packaged into .cat files, you'll need some tool to extract them. specifically, they're in GM.CAT (General Midi), ADLIB.CAT and ROLAND.CAT, depending on which version you want to use.

60
Help / Re: How to illuminate a map evenly?
« on: June 28, 2018, 08:51:46 am »
the "Light_Source:58" field
i guess treat it as the inverse of shade? not sure exactly, haven't messed with it too much, 15 is probably the max usable value.

you'd still want to set the deployment's shade.

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