aliens

Recent Posts

Pages: [1] 2 3 ... 10
1
Resources / Re: The Martian's Cydonian Art Gallery
« Last post by efrenespartano on Today at 12:08:27 am »
Awesome sprites as always, The Martian!
2
Offtopic / Re: What happened to Blizzard?
« Last post by NashGold on July 29, 2021, 04:07:53 pm »
Blizzard is going down like a Titanic. Apparently replacing the original dev team with high libido rookies and young females was a bad idea, because the environment now creates drama, instead of high quality products (or any products at all):

R.I.P.
3
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« Last post by Finnik on July 29, 2021, 09:22:29 am »
You told that there is an issue with drawing light sources and shade like the game does it (including advanced light path algorithms). What is the actual problem, if it still persist?
4
40k / Re: 40k
« Last post by EleriumWard on July 29, 2021, 09:13:41 am »
Good afternoon. I played this mod a few days ago, and I would just like to provide two comments on it

- Regarding Bolters, there does not appear to be any kind of pause after the bullets hit or indicator of where they hit, so it is bit hard to tell if they hit the intended target. In other mods, when a bullet hits something, there is a some kind of sprite/spark that appears after it hits. Would it be alright for you to add a pause and some kind of impact sprite/spark showing to make it easier to see where they hit?

- I noticed that some of the enemies glow blue. Am I correct to assume that these enemies are shielded? If so, then I think it would be better if it showed how much damage was done to the shield.

5
Work In Progress / Re: [WIP] X-Chronicles version 0.5
« Last post by EleriumWard on July 29, 2021, 08:49:27 am »
Good afternoon. I've been really interested in what an XCOM-style game with fantasy elements would be like, so I decided to try out your mod. Here are a few comments I have:

- Game contains a few minor grammatical errors. Please fix them if you have the time.
- Reduce the amount of Terror Missions. Instead, replace them with missions similar to the monster hunter missions. Also, please add more types of missions; so far, I've only encountered Monster hunt and Terror Missions, although I have not really gone too far into the game yet.
- Add more research reports.

Other than these, I think it's an interesting mod, and I would like to see how far it could go.
6
Work In Progress / Re: [WIP] X-Chronicles version 0.5
« Last post by Nord on July 29, 2021, 04:16:44 am »
Congratulations on your release! I'm anxious to see what's new :)
Thanks. There is so much new that i can not remember it all. And there is so much to do!
If I may make a suggestion, perhaps the upper portion of the Fire Priest's uniform should remain during the death animation as it is present on both torsos on the unit's sprite sheet?
..
Keep up the great work Nord.
Thanks, of course i'll take it.

This unfinished version was uploaded mostly for Yankes, to see about a bug with skills using psi-amp. Please dont consider it as release.
7
Work In Progress / Re: [WIP] X-Chronicles version 0.5
« Last post by The Martian on July 29, 2021, 04:07:01 am »
If I may make a suggestion, perhaps the upper portion of the Fire Priest's uniform should remain during the death animation as it is present on both torsos on the unit's sprite sheet?

Blue = Suggestion
Green = X-Chronicles V0.5
Yellow = X-Chronicles V0.3


Playable more or less, but not finished and totally not balanced.

Balanced or not, this is still a major milestone.

Keep up the great work Nord.
8
Open Feedback / Re: Ambient sound or replaced music files played by map type
« Last post by The Martian on July 29, 2021, 02:48:29 am »
I need to have SFX turned on to know if enemies died or are only put to sleep (lol)
I believe it is possible in OXCE to display a symbol if an enemy is only stunned.

Specifically I think you need to assign images for BigStunIndicator: & FloorStunIndicator: to make the icons appear.

You can find an example of this, here:
https://openxcom.org/forum/index.php/topic,4424.msg72219.html#msg72219
9
Work In Progress / Re: [WIP] X-Chronicles version 0.5
« Last post by Dioxine on July 29, 2021, 12:36:36 am »
Congratulations on your release! I'm anxious to see what's new :)
10
that's actually been implemented for a while now, in fact there's a separate audio channel reserved specifically for ambient background noise which we make use of in TFTD's underwater missions.

Reviving old post, sorry?
This is very interesting bit of information. I'm currently playing TerrorFromDeep while I wait for other background tasks to be done, and listening to other audios while playing the game.
I want to only leave enabled the sounds in game that are actually SFX, I want to mute all Ambient sounds if possible. Or, even better, I would look for a way for the game to MUTE entirely when the game window is in the background. Do you know a way I could achieve one of these things?
I'm playing a relatively old build of OpenXcom, from 2019, maybe this feature is already existent in updated releases.
Also, I would make one request: include Hotkey to MUTE ALL SOUNDS, this would be very useful for certain situations (that ambient noise in the background gets tiresome after a while)
I need to have SFX turned on to know if enemies died or are only put to sleep (lol)
Pages: [1] 2 3 ... 10