Author Topic: Playable alien and flyable UFO projects  (Read 31770 times)

Offline Droggarth

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Re: Playable alien and flyable UFO projects
« Reply #45 on: May 03, 2021, 04:55:32 am »
Still crashes, even with mimicking the placement of routes, elevator and landing legs of the tiny scout but with a bigger saucer on the landing legs. Good grief, please someone tell me what the frell am I missing here

Offline Droggarth

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Re: Playable alien and flyable UFO projects
« Reply #46 on: May 03, 2021, 09:05:06 am »
Got it somewhat working, somewhat.. unfortunately for some reason the craft doesn't spawn with more crew than 1 and it seems to be based on some unwanted RNG that decideds if the craft is wrecked or not. I'm even more confused now

All I ask from this current project is being able to haul 6 troops with X_UFO_111/X-111 prototype saucer without any boll yotz issues which I've been trying to get rid of for 9+ hours now
« Last Edit: May 03, 2021, 09:33:29 am by Droggarth »

Offline Droggarth

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Re: Playable alien and flyable UFO projects
« Reply #47 on: May 03, 2021, 11:05:45 am »
*Deep sigh of some relief* Okay, got the 6 crew to spawn! Also managed to get rid of the odd damaged/wrecked states in battlescape. Turns out I missed some crucial MCD modding. That aside I still don't understand routing.

I still need to make custom icons for it and for that I need Lightning's image files to adjust for my new ship as it is in the same size in battlescape as Lightning, where are those files located?

Here's some screenshots:






Landing strut cluster:


Changed it to something better:
« Last Edit: May 03, 2021, 04:14:55 pm by Droggarth »

Offline Solarius Scorch

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Re: Playable alien and flyable UFO projects
« Reply #48 on: May 03, 2021, 04:14:14 pm »
Uh,that Mapping_manual.pdf file there can't be downloaded due to 404 error. :-\

Yeah... I attached the file in the opening post instead, you can get it from there: https://openxcom.org/forum/index.php/topic,7664.msg120521.html#msg120521

Offline Droggarth

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Re: Playable alien and flyable UFO projects
« Reply #49 on: May 03, 2021, 07:09:40 pm »
Yeah... I attached the file in the opening post instead, you can get it from there: https://openxcom.org/forum/index.php/topic,7664.msg120521.html#msg120521

Splendid! Downloaded it, will read it after I've gotten some rest and cleared my head. Modding mahyem made my zen out and skip a day so I haven't slept for about 40 hours now

Offline Droggarth

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Re: Playable alien and flyable UFO projects
« Reply #50 on: May 07, 2021, 10:26:06 pm »
Got some more progress done, this time with playable super Gazers. Finally was able to make them fly/float properly thanks to PckView and Aseprite! Used one of the existing Gazer walking animations which fit for floating/hovering state:


Only thing missing now are crouching sprites. :-\
« Last Edit: May 10, 2021, 12:47:34 am by Droggarth »

Offline Droggarth

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Re: Playable alien and flyable UFO projects
« Reply #51 on: May 09, 2021, 06:31:53 pm »
I made a new playable vehicle Fhyrrian Space Car 1 with a name Fhycrath:








Downloads in the OP (Original Post).

Offline Droggarth

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Re: Playable alien and flyable UFO projects
« Reply #52 on: February 25, 2022, 01:38:56 pm »
Got tired of seeing Gazer's legs disappear when crouching so I updated the spritesheet, used existing sprites that looked closest to crouching and slapped them onto previously empty crouching set

Offline ontherun

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Re: Playable alien and flyable UFO projects
« Reply #53 on: February 25, 2022, 06:08:04 pm »
👍 thumbs up! 👍

Offline Solarius Scorch

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Re: Playable alien and flyable UFO projects
« Reply #54 on: February 25, 2022, 07:10:16 pm »
Good initiative, but to be honest they don't look kneeling enough.
I cannot say anything productive though, I don't know how they should look... So I just disabled kneeling for Gazers.

Offline Droggarth

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Re: Playable alien and flyable UFO projects
« Reply #55 on: February 25, 2022, 11:27:36 pm »
Thanks, I agree that they don't look kneeling enough. Unfortunately I'm not skilled enough to alter that crouch sprite set properly, perhaps I figure something out later down the line but not sure