Author Topic: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th  (Read 17351 times)

Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
« Reply #30 on: February 21, 2018, 11:41:32 pm »
You could also try making separate name files for the pilots, such as making all pilots only have the first name "Pilot" or adding "Pilot " to the beginning of every first name.  Or, since you have pilots wearing different armor from regular soldiers, you can look at the soldiers' armors to see which are the pilots and which aren't.

Is there a way to look at the inventory from the Personnel tab?

Online Meridian

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Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
« Reply #31 on: February 21, 2018, 11:46:03 pm »
Is there a way to look at the inventory from the Personnel tab?

Press I.

Offline Gordonmull

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Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
« Reply #32 on: February 21, 2018, 11:46:11 pm »
Quote
One feature I asked already to Meridian was if it would be possible to sort the Personnel list by pilots/non-pilots, to more easily find them. Would that help?

Aye!  ;D

You could also try making separate name files for the pilots, such as making all pilots only have the first name "Pilot" or adding "Pilot " to the beginning of every first name.  Or, since you have pilots wearing different armor from regular soldiers, you can look at the soldiers' armors to see which are the pilots and which aren't.

Adding to the name would be my preference though. Easily identifiable in the menus and also in combat. Even a symbol, maybe, to save character space.

E.g.

^ soldier e.g.. ^Helga Heinz
@ Scientist e.g. @Estevano Ramirez
# Pilot e.g. #Willie Wonka
etc...

Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Com - alpha version released!
« Reply #33 on: February 21, 2018, 11:54:06 pm »
Press I.

*facepalm*

I tried clicking everywhere but didn't remember that. Thanks!

Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Comm - alpha version released!
« Reply #34 on: February 22, 2018, 04:39:03 am »
Version 0.21 has been uploaded - download link

Important - requires upgrading OXCE+ (download link)

List of changes:
* Updated HKs and craft with the latest features from OXCE+, including escorts (both for craft and HKs on Termination (retaliation) missions. If you'd like to give direct feedback to Meridian for his great work with the new HK interceptors features, you can do it at this thread
* Renamed several aspects of gameplay to better develop and reflect the lore, the most significant change being renaming Tech-Com to Tech-Comm (explained in notes below)
* Redesigned several base facilities and names
* Fixed several missing strings and replaced the vanilla mission warnings and briefings (until someone points me the ones I missed)
* Started designing the new mission structure and types of missions

Notes:
* The noticeable changes are regarding the new Tech (manufacture & psionics) and Comm (research & radar/hyperwave) designations. The respective base facilities have also been combined together, although you only get the psi and hyperwave facilities once you unlock the respective comm project.
* The idea behind comm is that it specializes in Skynet's AI, software and networks while tech is responsible for all hardware, both human and Skynet's.

Offline Gordonmull

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
« Reply #35 on: February 22, 2018, 02:22:32 pm »
It's going to be fun trying out the new features  :)

Things are looking a little different now, for sure!

A wee CTD occurred while using the "Custom Initial Base" Advanced option when I clicked to place the first structure. I then tried it without that option enabled and all went well. 


Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
« Reply #36 on: February 22, 2018, 02:52:26 pm »
Fixed and link updated

PS - Next upcoming feature from Meridian's OXCE+ is Skynet bases launching HK interceptors when they detect Tech-Com craft
« Last Edit: February 22, 2018, 10:17:58 pm by Hobbes »

Offline efrenespartano

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Re: [TC][OXCE+] Terminator: Tech-Comm - alpha version released!
« Reply #37 on: February 22, 2018, 11:45:23 pm »
Version 0.21 has been uploaded - download link

List of changes:
* Updated HKs and craft with the latest features from OXCE+, including escorts (both for craft and HKs on Termination (retaliation) missions. If you'd like to give direct feedback to Meridian for his great work with the new HK interceptors features, you can do it at this thread


Hi, everybody!

I'm testing the new aircombat mechanics, they are very good. I've send my Osprey to a ground mission and an A-10 to escort them and they found some HK. It was quickily dispached by the Warthog. The escorts work well!

And the name change of "Tech" and "Comm" seems logic.

Another thing: I know this is not the correct place to ask, but... how can I add new sprites for the aircrafts? I'm kinda bad making sprites (and almost every "graphic-stuff" xD), but I want to try, and If this weird experiment works, offer you my sprites! :D

I'm still waiting for the release of OXCE+ in Android, so I can play Tech-Comm, 'cause my bus trips to the University are boring. :(

Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Comm - alpha version released!
« Reply #38 on: February 22, 2018, 11:58:44 pm »
Another thing: I know this is not the correct place to ask, but... how can I add new sprites for the aircrafts? I'm kinda bad making sprites (and almost every "graphic-stuff" xD), but I want to try, and If this weird experiment works, offer you my sprites! :D

I've attached the files containing the sprites for the Hawkeye. You'll need to use the game's palettes, or can I convert them after you draw them. Thanks!

Offline efrenespartano

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
« Reply #39 on: February 23, 2018, 12:11:31 am »
I've attached the files containing the sprites for the Hawkeye. You'll need to use the game's palettes, or can I convert them after you draw them. Thanks!
It's an honor. :D

Is there some program can I use to make the sprites? Besides PhotoShop, of course. Or some tutorial on the forum?

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Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
« Reply #40 on: February 23, 2018, 12:45:15 am »
It's an honor. :D

Is there some program can I use to make the sprites? Besides PhotoShop, of course. Or some tutorial on the forum?

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I use GIMP then fix the palettes using Grafx2 (open source). I've attached the game palettes - you'll be using either the Basescape or Geoscape, depending on where the craft sprite is used - either on the base or during combat. Those craft sprites are simple to make - I could do then myself despite my also limited sprite skills, but I have more priority things to implement right now ;)

Offline efrenespartano

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.21 released!
« Reply #41 on: February 23, 2018, 01:27:49 am »
I use GIMP then fix the palettes using Grafx2 (open source). I've attached the game palettes - you'll be using either the Basescape or Geoscape, depending on where the craft sprite is used - either on the base or during combat. Those craft sprites are simple to make - I could do then myself despite my also limited sprite skills, but I have more priority things to implement right now ;)
Awesome! Thanks, I'll start as soon as possible. :D I hope to finish them in a few days, I've been busy with the school of laws. xD

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Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
« Reply #42 on: February 23, 2018, 04:53:31 am »
Updated download link to Tech-Com Alpha 0.22

List of Changes:
* Added several new terrains to HK crashes/landings, taken from the Terrain Pack/Area 51. The terrain also reflects the Geoscape, ie, mountains, polar, etc., as well as the already existing HK landings in cities.
* Redo of the Resistance missions: there are now 8 possible Assault, Defense, Destroy, Escape, Protect, Rescue, Recovery and Extraction missions, as well as several new terrains. Some terrains are temporary (i.e. Skynet facilities) until more proper terrains are designed and the mission objectives/descriptions will be further implemented in the next days. There will also be additional terrains possible for mission later on.
* Abandoned Base also got a new terrain, Factory (first pic on the following post)

As a tip, when you play new missions be sure not to leave any items in the ground during the soldier equipment screen - in some missions like Escape, Defense and Extraction you won't start in the craft but elsewhere on the map.
« Last Edit: February 23, 2018, 06:21:24 am by Hobbes »

Offline Hobbes

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
« Reply #43 on: February 23, 2018, 05:00:01 am »
Images of the new terrains





« Last Edit: February 23, 2018, 05:06:50 am by Hobbes »

Offline efrenespartano

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Re: [TC][OXCE+] Terminator: Tech-Comm - version 0.22 released!
« Reply #44 on: February 23, 2018, 05:17:06 am »
Updated download link to Tech-Com Alpha 0.22

List of Changes:
* Added several new terrains to HK crashes/landings, taken from the Terrain Pack/Area 51. The terrain also reflects the Geoscape, ie, mountains, polar, etc., as well as the already existing HK landings in cities.
* Redo of the Resistance missions: there are now 8 possible Assault, Defense, Destroy, Escape, Protect, Rescue, Recovery and Extraction missions, as well as several new terrains. Some terrains are temporary (i.e. Skynet facilities) until more proper terrains are designed and the mission objectives/descriptions will be further implemented in the next days. There will also be additional terrains possible for mission later on.

As a tip, when you play new missions be sure not to leave any items in the ground during the soldier equipment screen - in some missions like Escape, Defense and Extraction you won't start in the craft but elsewhere on the map.
It's nice to see old classic maps!

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