Author Topic: [SPRITES] alien terror weapons  (Read 12806 times)

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
[SPRITES] alien terror weapons
« on: December 19, 2013, 09:12:14 pm »
Arne, the author of the awesome rebel squad artwork, among others, came on IRC a while back and drew up some inventory images for the alien terror units to use. i set up a ruleset so we can all enjoy the fruits of his labour.

Terrorists win.

Offline kkmic

  • Commander
  • *****
  • Posts: 582
  • Undefined
    • View Profile
Re: [SPRITES] alien terror weapons
« Reply #1 on: December 20, 2013, 04:07:38 pm »
Arne, the author of the awesome rebel squad artwork, among others [...]

Does he mind to be the author of the awesome hi-res OXC artwork?  8)

Offline Hythlodaeus

  • Colonel
  • ****
  • Posts: 276
    • View Profile
Re: [SPRITES] alien terror weapons
« Reply #2 on: December 22, 2013, 04:25:05 pm »
Warboy, can't we just have these into the main package? After all it's better than having pictures of stun rods, whenever you MC an alien.

Re: [SPRITES] alien terror weapons
« Reply #3 on: December 22, 2013, 08:59:35 pm »
Warboy, can't we just have these into the main package? After all it's better than having pictures of stun rods, whenever you MC an alien.

Great idea :)

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: [SPRITES] alien terror weapons
« Reply #4 on: December 22, 2013, 09:11:48 pm »
i tried it, but it breaks all the currently existing mods. either all the mods would need to be updated to use a new minimum BIGOBS of 61

Offline Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3347
    • View Profile
Re: [SPRITES] alien terror weapons
« Reply #5 on: December 22, 2013, 10:50:38 pm »
how about use negative numbers? `SuraceSet` can accept any integer (because of `std::map`).
Even if we go back to `std::vector` as implementation we could add second one to handle them.

Offline Hythlodaeus

  • Colonel
  • ****
  • Posts: 276
    • View Profile
Re: [SPRITES] alien terror weapons
« Reply #6 on: December 22, 2013, 11:20:59 pm »
i tried it, but it breaks all the currently existing mods. either all the mods would need to be updated to use a new minimum BIGOBS of 61
What about just including the custom separate ruleset as is, in the main package?

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: [SPRITES] alien terror weapons
« Reply #7 on: December 23, 2013, 09:18:00 pm »
amazing work!!!!

Offline kkmic

  • Commander
  • *****
  • Posts: 582
  • Undefined
    • View Profile
Re: [SPRITES] alien terror weapons
« Reply #8 on: December 24, 2013, 10:15:17 am »
i tried it, but it breaks all the currently existing mods. either all the mods would need to be updated to use a new minimum BIGOBS of 61

Since you are already used to breaking saves, I'd say you go ahead with it :)

OXC is still in development, after all.

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: [SPRITES] alien terror weapons
« Reply #9 on: February 06, 2014, 12:33:54 am »
His artwork is superb!

Thanks. I hope he visits often and brings more goodies. Let him know, no waiting time when he draws something for us.