Author Topic: [OLD] Old OXCE+ discussion thread  (Read 855575 times)

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #135 on: January 29, 2016, 07:39:24 pm »
Yeah, a smiling sun... in X-Com... I guess it'd have to be modelled after a Sectoid head. D:

Offline Bloax

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Re: Meridian's resources and mods for X-PirateZ
« Reply #136 on: January 29, 2016, 07:59:07 pm »

Not even doing anything fancy here, lol.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #137 on: January 30, 2016, 10:52:01 am »
New version is up.

v2016-01-30
  + Two-handed indicator is now red or green depending on blocksBothHands flag
  + Added support for fire extinguishers

Offline Faceless Stranger

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Re: Meridian's resources and mods for X-PirateZ
« Reply #138 on: January 30, 2016, 09:04:42 pm »
  + Added support for fire extinguishers

Sorry, on a bit of a time crunch, but I wanted to contribute since I saw your post. It's not a full turn around for the handob, but I took a crack at it. Something like this, right? Maybe someone can do something better-I tried using the hose, but it seemed a little silly to not use the conical design for our daring pirate crew. I'll edit my post if I can manage to finish the full turn around.

Edit: Finished. I don't really know how they go on a sprite in-game, or what the order for that would be. My apologies in advance if this causes duress.
« Last Edit: January 31, 2016, 12:14:43 am by Faceless Stranger »

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #139 on: January 30, 2016, 09:17:12 pm »
Looks good to me... I'm not a modder, so I don't know what exactly is needed to create a new weapon...

... but it is sorely needed... even today I had 2 fatalities due to fire/burn damage :(

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #140 on: January 30, 2016, 09:32:07 pm »
Yeah I will add them, I'm not sure if I like it (fire damage is such a great way to punish a reckless player), but logic dictates fire extinguishers should be added for simulation's sake. I will make them deal some damage to the target, though, and quite costly TU- and weight- wise. Naturally that'll be another advantage the player has over the AI...
One-handed handob is fine. Bigob (16x32) would be appreciated.
« Last Edit: January 30, 2016, 09:34:54 pm by Dioxine »

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #141 on: January 31, 2016, 02:49:45 am »
Link to standalone exe of Meridian OXCE+ 2.9: https://www.mediafire.com/?zbzytnl6s8r69tz

Offline vlad

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Re: Meridian's resources and mods for X-PirateZ
« Reply #142 on: January 31, 2016, 09:26:02 pm »
sometimes using armor equip in inventory (A default) leaves fragmented equipment storage

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #143 on: January 31, 2016, 11:26:33 pm »
sometimes using armor equip in inventory (A default) leaves fragmented equipment storage

Yes, it's fixed already. New version is up.

v2016-01-31
  + Added third sub-page to debriefing screen (recovered items)
  + Fixed items on the ground (inventory screen) are not displayed anymore

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #144 on: January 31, 2016, 11:28:50 pm »
I LOVE YOU.

Offline Cristao

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Re: Meridian's resources and mods for X-PirateZ
« Reply #145 on: February 01, 2016, 09:25:50 am »
Thank you Meridian. I was just thinking through this yesterday. The problem I have knowing what was recovered. Another request arising from this. Is it possible to code in the ability to SELL from that sub-page?

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #146 on: February 01, 2016, 10:37:47 am »
Is it possible to code in the ability to SELL from that sub-page?

It is possible.
I don't want to do it though, additional header and action buttons would cut at least 3 rows from the table and I want the table to be as big as possible (currently 18 rows).

Offline Cristao

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Re: Meridian's resources and mods for X-PirateZ
« Reply #147 on: February 01, 2016, 02:35:14 pm »
It is possible.
I don't want to do it though, additional header and action buttons would cut at least 3 rows from the table and I want the table to be as big as possible (currently 18 rows).

OK not a problem.

Offline vlad

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Re: Meridian's resources and mods for X-PirateZ
« Reply #148 on: February 01, 2016, 04:52:28 pm »
Yes, it's fixed already. New version is up.
There are still some minor bugs : the storage is no more broken, but some smaller items (say grenades - 1 field) do not get properly placed in front. When trying to place something there, spot refuses to accept it. Similary there is 2*3 spot unreachable in place of previous distortion.
Right now, i am doing this from vessel screen, so this can be removed by reopening inventory, but that wont be avalible from pre-mission equipment screen very likely.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #149 on: February 01, 2016, 09:27:42 pm »
There are still some minor bugs : the storage is no more broken, but some smaller items (say grenades - 1 field) do not get properly placed in front. When trying to place something there, spot refuses to accept it. Similary there is 2*3 spot unreachable in place of previous distortion.
Right now, i am doing this from vessel screen, so this can be removed by reopening inventory, but that wont be avalible from pre-mission equipment screen very likely.

I will look into it. It may take a few days.

Also, new version is up.

v2016-02-01
  + Added support for avatar display in battlescape UI

How it works:
1. if you provide custom background for avatar (id = "AvatarBackground"), then this custom background will be rendered instead of rank and on top of that the avatar (=a section of paperdoll for armor "NONE")
If this is not specified, nothing happens, game works as before.
2. additionally, if you provide tiny rank icons (size 7x7, id = "TinyRanks"), then these will be displayed after the name

Example of ruleset:

Code: [Select]
extraSprites:
  - type: AvatarBackground
    singleImage: true
    files:
      0: Resources/UI/avatar-background.png
  - type: TinyRanks
    width: 42
    height: 7
    subX: 7
    subY: 7
    files:
      0: Resources/UI/tiny-ranks.png

Attached is an example mod ... the graphics need to be completely reworked by a skilled artist ... and a screenshot how would it look like.

Feel free to experiment and share your work and thoughts with others.
« Last Edit: February 01, 2016, 09:43:12 pm by Meridian »