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Messages - Warboy1982

Pages: 1 ... 5 6 [7] 8 9 ... 134
91
Help / Re: A few questions about the use of shotgunPellets:
« on: December 20, 2017, 10:52:05 am »
when you changed it to a blast radius weapon you probably forgot to adjust the hitSprite

92
Open Feedback / Re: UFOpedia vs UFOpaedia?
« on: December 19, 2017, 11:58:27 pm »
it's almost as though people from different localities worked on the code or something

93
Help / Re: FloorObs+BigObbs
« on: December 17, 2017, 10:56:13 am »
my advice: grab another mod that does something similar and use it as a starting point. you'll already have files in the correct palette and format from the outset.

94
Troubleshooting / Re: Sound of hidden movement
« on: December 17, 2017, 07:57:23 am »
it doesn't.

95
Troubleshooting / Re: Sound of hidden movement
« on: December 17, 2017, 07:35:05 am »
Most of us have only a rudimentary understanding of the language :) And constantly need to ask to clarify something.

i actually went out of my way to add a lot of comments and use variable names that made contextual sense in the interests of clarity and full disclosure in the AI Module, so that if a casual observer WERE to look into it, they shouldn't have a great deal of difficulty understanding it, at least on a very basic level. Meridian and Yankes can probably attest to this - there's nothing "hidden" in the code.

all that said though, i'm always willing to answer questions. (as long as they're not about reapers)

96
The X-Com Files / Re: What to do with Zombies?
« on: December 17, 2017, 05:42:52 am »
This sounds like a good avenue for the less moral, and more results based leaders of the world to fight invasion. Reuse the victims as shock troops.
biodrones? biodrones.

97
Resources / Re: Neoworm Sprites dump
« on: December 17, 2017, 04:54:14 am »
the navigator looks like a cybernetically augmented sectoid with a skin condition

98
Work In Progress / Re: Drawing routine/animation help
« on: December 16, 2017, 04:41:39 pm »
So, it turns out I've lost a number of my original files. I can release the oculat.png under creative commons since it is wholly my own work (sharknade is edited from the displacer launcher). Is that all I need to do to make sure it's a resource freely available to future modders?

pretty sure that counts, yeah.

99
Help / Re: What is "None" type damage?
« on: December 16, 2017, 10:11:51 am »
it isn't.
internally we use it for vision, but the resistance values never come into play.

100
Troubleshooting / Re: Sound of hidden movement
« on: December 16, 2017, 06:26:18 am »
there's no denial of information, it was a matter of brevity and staying on topic. i mean, in a thread named "Sound of hidden movement" you wouldn't expect a full write up of the complete alien behavioural routines.

101
Troubleshooting / Re: Sound of hidden movement
« on: December 15, 2017, 07:59:59 am »
hah, and to think i deliberately omitted a whole bunch of details i deemed "a bit too spoilery"

102
Help / Re: Invalid zone number help
« on: December 15, 2017, 07:23:18 am »
ah, i guess for reference i should point out that "mission tried to find a waypoint in zone 6" starts counting from 0 and "this region only has 6 zone types defined." starts counting from 1.
it's trying to spawn stuff in the seventh zone out of a set of six.
i've tried to clarify it a little in today's commit.

103
Open Feedback / Re: UFOpedia vs UFOpaedia?
« on: December 14, 2017, 05:45:02 am »
"Don't believe everything you see on the internet" - Abraham Lincoln

104
Help / Re: Invalid zone number help
« on: December 14, 2017, 05:43:54 am »
yeah looking at it i didn't cover all cases it seems, you shouldn't need verbose logging btw

105
Help / Re: Invalid zone number help
« on: December 14, 2017, 04:37:57 am »
i know you're using oxce+ but i've added some more detailed crash info in the upstream nightly that should spit out the information you need to fix this.

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