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Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1949768 times)

Online Meridian

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Re: The X-Com Files - 0.5.1b alpha: Black Market Dealers
« Reply #810 on: January 06, 2017, 09:36:46 pm »
Turns out I made a mistake and used the main palette (the one for bigobs) instead of battlescape... It's similar, but not exactly the same. Thanks for the heads up.

PAL_BATTLESCAPE... the battlescape palette... will work
PAL_BATTLEPEDIA... the one for bigobs (or ufopedia item articles)... will also work (and is actually preferred)

PAL_UFOPAEDIA... the one for ufopedia text+image articles... will NOT work... the original image was in this palette AFAIK

(for completeness: PAL_GEOSCAPE, PAL_BASESCAPE and PAL_GRAPHS won't work either)

Offline Solarius Scorch

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Re: The X-Com Files - 0.5.1b alpha: Black Market Dealers
« Reply #811 on: January 06, 2017, 09:43:33 pm »
OK, but I was using PAL_BATTLEPEDIA, not PAL_UFOPAEDIA. The dithering could also be a conversion effect... Nevermind, I fixed the palette and it works fine in the game.

Offline Gordonmull

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Re: The X-Com Files - 0.5.1b alpha: Black Market Dealers
« Reply #812 on: January 07, 2017, 06:20:53 pm »
Just popped by to say I've been playing your mod since just before Christmas (so I've had plenty of free time to play) and wow!  ;D I never knew I needed this but apparently it's an old x-files and x-com fan's happiest gaming dream! Totally having a blast.

Loves: the story, the premise, the lead up to war, it's dark and dingy atmosphere, the 'pedia entry for Teamwork, a new appreciation for earth tech, the need for new tactics and the huge roleplaying opportunities. *draws breath* New enemies (especially the weird mutant creatures), reduced team size (hated at first but love now), no explosives or indirect fire in the beginning adds one whopping challenge to the grenadier style of player. 

Hates: erm...nothing so far, really, not one solitary gripe. Yet  ;)

Not spotted any bugs of note apart from a couple of 'pedia entries that could be worded better but I didn't think worth bothering to report at this stage. Only other thing was the taser pistol, which I understand is from FMP so this is probably intentional, but it seems odd to me that a pistol trains the throw stat.

Anyway thank you very much for what is really a new game, I'm off to play it now!

Offline Solarius Scorch

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Re: The X-Com Files - 0.5.1b alpha: Black Market Dealers
« Reply #813 on: January 08, 2017, 05:37:41 pm »
Thank you for the very nice post! I'm happy you are having fun with this mod, even though it's in such an early stage.

Yeah, some texts should be improved. It's just too much to focus on it at this point. Besides, my English is... a bit situational. :P

A new version soon! (It fixes a nasty stealth bug that effectively blocks access to the T'Leth arc.)

EDIT: Version 0.5.2 is online: https://www.mediafire.com/file/4t42tn90jdel8d7/OpenXcom_XFiles_0.5.2.zip

- Moved Kiryu-Kai to Promotion I.
- Added Xenonauts research.
- Added Minebea SMG (graphics by Dioxine).
- Added Laser Carbine.
-  Added Heavy Psi-amp.
- Added Pepper Spray.
-  Added Armoured Vest and Alloy Vest versions shields.
- Fixed BlackOps Sniper Rifle image (by Dioxine).
- Standard Psi-Amp cannot work through walls now, but is one-handed.
- Added armed police officers and other civilians.
- Doubled armour values on Floaters.
- Increased Health of all Snakemen.
- Gave minor psi abilities to all Sectoids.
- Black Lotus people now (mostly) surrender.
- Added combat and alloy gears for X-Com dogs.
- Increased X-Com dogs' Health.
- Added inventory pictures to many enemies (also seen if M-clicking on a unit - function by Meridian).
- Vehicles now require pilots (added some research for this).
- Modified Firestorm's weapons. Increased size of maps with UFOs.
- Added one Alien Base map.
- Added some new Polar maps.
- Fixed PORTUFO05, PORTUFO17, PORTUFO20, PORTURBAN08 and POLARMOUNT05 routes.
- Fixed Supply Ship maps (by Hellrazor).
- Fixed some M.A.G.M.A. alloy ammo available too soon.
- Fixed Werewolf and Werecat research.
- Fixed Messengers of Dagon being unavailable for research.
- Fixed missing manufacturing project for the Skyraider.
- Fixed Assault Cannon being too easy to buy.
- Fixed initial funding.
« Last Edit: January 08, 2017, 05:43:15 pm by Solarius Scorch »

Offline hellrazor

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Re: The X-Com Files - 0.5.2 alpha: Wings of Fury
« Reply #814 on: January 08, 2017, 08:29:40 pm »
In case I wanna give this mod a go to get some other x-com feeling, what would be needed?
I assume its not supposed to run with the vanilla nightly correct?

Online Meridian

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Re: The X-Com Files - 0.5.2 alpha: Wings of Fury
« Reply #815 on: January 08, 2017, 08:49:57 pm »
In case I wanna give this mod a go to get some other x-com feeling, what would be needed?
I assume its not supposed to run with the vanilla nightly correct?

Don't know how it will run on nightly, it will either crash or many things will be missing. It's meant to be run with OXCE+.

Assuming you're on linux, you can build your own executable from here: https://github.com/MeridianOXC/OpenXcom/commits/oxce3.5-plus-proto
Or maybe you can find a compatible and recent build here: https://lxnt.wtf/oxem/

« Last Edit: January 08, 2017, 08:51:49 pm by Meridian »

Offline hellrazor

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Re: The X-Com Files - 0.5.2 alpha: Wings of Fury
« Reply #816 on: January 08, 2017, 09:17:41 pm »
Don't know how it will run on nightly, it will either crash or many things will be missing. It's meant to be run with OXCE+.

Assuming you're on linux, you can build your own executable from here: https://github.com/MeridianOXC/OpenXcom/commits/oxce3.5-plus-proto
Or maybe you can find a compatible and recent build here: https://lxnt.wtf/oxem/

As long as there is a cmake file i will give it a try =)

Offline Slaughter

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Re: The X-Com Files - 0.5.2 alpha: Wings of Fury
« Reply #817 on: January 08, 2017, 10:56:19 pm »
I heard you were updating, but my personnal calculations said "next week" not "tommorrow". Glad to see I was wrong!

Btw, what about them saves? Just pop and ready to go or something else needed?

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Offline Solarius Scorch

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Re: The X-Com Files - 0.5.2 alpha: Wings of Fury
« Reply #818 on: January 09, 2017, 12:17:18 am »
I heard you were updating, but my personnal calculations said "next week" not "tommorrow". Glad to see I was wrong!

Btw, what about them saves? Just pop and ready to go or something else needed?

Yep, no surprises unless noted.

Next LP report when? :q

Offline Slaughter

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Re: The X-Com Files - 0.5.2 alpha: Wings of Fury
« Reply #819 on: January 09, 2017, 02:57:01 am »
Yep, no surprises unless noted.

Next LP report when? :q
In a few hours. You already read Ep XXVII?
I should make a thread here too... hmmmm...

EDIT: update XXVIII on site!

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« Last Edit: January 09, 2017, 05:17:35 am by Slaughter »

Offline khade

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Re: The X-Com Files - 0.5.2 alpha: Wings of Fury
« Reply #820 on: January 09, 2017, 04:43:18 am »
I know it's been talked about before, without resolution, but I think it would be reasonable to be able to park up to 4 of the small vehicles on one hanger.  Or more likely to be useful would be a special hanger or motorpool for those smaller vehicles.  It should still be 2x2 though and only able to hold at most 4 vehicles.  It would make the early game slightly less hard, as the starting transports are all ground vehicles, which would mean you could start with even less money. :)

Offline Slaughter

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Re: The X-Com Files - 0.5.2 alpha: Wings of Fury
« Reply #821 on: January 09, 2017, 08:35:29 am »
Should I be able to take non-concealable weapons with me to cultist suspect arrests and such?

Offline Slaughter

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Re: The X-Com Files - 0.5.2 alpha: Wings of Fury
« Reply #822 on: January 09, 2017, 10:32:04 am »
Should explosion height be = 2?

Offline Solarius Scorch

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Re: The X-Com Files - 0.5.2 alpha: Wings of Fury
« Reply #823 on: January 09, 2017, 11:16:01 am »
I know it's been talked about before, without resolution, but I think it would be reasonable to be able to park up to 4 of the small vehicles on one hanger.  Or more likely to be useful would be a special hanger or motorpool for those smaller vehicles.  It should still be 2x2 though and only able to hold at most 4 vehicles.  It would make the early game slightly less hard, as the starting transports are all ground vehicles, which would mean you could start with even less money. :)

I'm not against it, so if there is code written for this feature, it would be possible.

Should I be able to take non-concealable weapons with me to cultist suspect arrests and such?

Yes. Cultist investigations aren't sneaky missions. You are still limited by what you can use in general.

Should explosion height be = 2?

Yes. Good point, I'll add it to the readme.

EDIT: Version 0.5.2b uploaded.

- Removed some unnecessary files.
- Added blacops Sniper Rifle AA Clip.

Download at https://www.mediafire.com/file/8ibrrho8e6jsc0q/OpenXcom_XFiles_0.5.2b.zip

Offline mrbiasha

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Re: The X-Com Files - 0.5.2b alpha: Wings of Fury
« Reply #824 on: January 09, 2017, 12:32:42 pm »
Oh, wow! You update so fast now and so many things! This version updates look really cool, I'd better speed up to taste them all. Also I recently invested some time and managed to get Promotion I in my game and it seemed to me a bit easier than in previous versions. What is really needed to be able to compile first Report?