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UfoTubby

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Everything posted by UfoTubby

  1. Didn't install yet. But this surely looks like a cool addition
  2. Looking good. I can imagine that this is a real heap of work and quite a beast to deal with at some points. I'm a bit slow with damaged versions, but as a first step I add cracks to all the walls. Here's a comparison to vanilla (took the cracks from there, then modified manually): Probably I need to work out that "bump" effect a 'lil more
  3. New Cars v0.5 This mod adds several completely new car props and more variations to already existing vanilla car props. Correctly installed the modded gfx show up randomly in the game. Tested with X 1.09/XCE 0.30 HF1/Skitso's maps All new car types based on free 3d models from DMI. Installation: Just install as mod using the launcher's modding tools. Pls. note this needs XCE 0.30 HF1 or later to work, otherwise the new gfx will not show up in-game. Notes: 1. adds several new color versions of vanilla car props plus pickup and wagon versions for vanilla Mazda prop 2. adds several new car props, divided into town/industrial and soviettown additions; the first has only "western" cars, the latter two Soviet-era types; all new cars in three states "normal", "damaged", "destroyed" 3. I left the vans in that have text like "Pizza", "Service" etc, but they are only assigned to town/industrial tilesets. People who don't like them at all can always delete them, but as others liked them I see no reason to "throw them away" so to speak 4. As noted in the discussion thread, the new cars are not 100% consistent to vanilla gfx. The viewing angle is identical, but there are other differences, which are simply a result of the fact that it's difficult to reproduce somebody else's style exactly when you don't have access to the same models, methods, tools, etc. There's one point that bugs me more though which is the size of the vanilla Lada in the soviet set - it's too small compared even to the other vanilla cars. So the new additions stand out more in relation to this one. Personally I even thought about replacing all the vanilla cars at some point, but that would need a while, and for now I haven't decided about that finally. I found no prob during testing, but I did not test each and every car/version incl. all of it's three states yet, so if there's a prob pls. post it. NewCars_v0_5.zip NewCars_v0_5.zip
  4. Cool mod title, nice sounds. Hehe, one of the male's sounds (short "khh") is as if Orson Lannister is around, killing bugs Thanks for making this.
  5. Yeah. I noticed droplets for certain stuff in some game folders - unfortunately I use PS Elements only, which does not support the use of these droplets...
  6. Thx I don't plan to do plasma in the next time, I use some of Eisfunke's myself. Maybe at some point I do my own, but can't promise it. For the laser, forgive my ignorance, but I don't understand the iron sight remark, and I' am not aware of the debate you are referring to...this is only a gfx replacement, it should not require anything specific to work in-game (and so far I didn't notice any prob with it). Edit: Ahh, I think I'm getting it now hehe (slow CPU on my side ), you mean purely visually? Well, of course one could do it with or without, didn't think too much about it.
  7. Visually something like this would be certainly very cool, could work for humans and aliens indeed. But yeah, creation and esp. animation would be a serious effort. Interesting. Always wondered how they got the black outline on animated sprites because 3d rendered gfx usually don't have that.
  8. I remember early in Apocalypse there was a prob that you needed to shoot down a certain type of UFO to proceed in the game, but with bad luck you could miss this, and the Aliens stopped using this particular type (changed to bigger/better) at some point. So you were stuck in research, and would not even notice it since there were still other missions coming in. Found a fix for this later, though don't remember anymore exactly where.
  9. Nice! I'm already fan of Jsleezys but those look absolutely cool too
  10. Yeah, though many strategy games have elements similar to civ I'd say. In the strat/map part of the TW series for example. Or even older games like Spartan which seems like Civ in ancient Hellas minus the settle/improve terrain part. *Oh as addition to UFO AI - I wrote realtime 3d - I mean the gfx engine, gameplay-wise it's turn based of course.
  11. I liked UFO:AI a lot for some time. It's realtime 3d which might not be something for XCOM purists, but worked IMO well. There's quite a big variety of maps, though sometimes when they proceed to another version some older maps don't work anymore, but they get fixed over time (mostly). I like esp. that you get a nice distribution of big/long and small/fast missions over the course of the whole game. Personally I wished there would be more diff. types of aliens. Another prob IMO is difficulty, there's a gap IMO between the vet players/creators who want more difficult missions, sometimes without considering that this could "close the door" for people new to the game. I think in one of the versions (don't recall exactly which) they somehow lost the balance between those two poles, and there was suddenly a significant spike in difficulty. Not sure how it is now, did not play it for a long time. At some point being in the alien LOS meant sure death, so players were throwing around smoke grenades so much that it became a bit silly (for example hiding in smoke, stepping out to kill alien, then step back is rather an exploit IMO, but was simply your best option in many cases, so it became a regular tactic). However, another nice feature is that you can not only build up bases, but also "installations" for example pure radar stations and missile batteries across the globe. Also, aliens attacking the player's bases is a common occurance from a certain pt. on. Overall though I think it's a great game, esp. for free, but has its downsides, so depends on personal prefs if you can live with those or not.
  12. Well, there's some difference surely, but overall it's no prob for me personally. There are a number of factors that influence the "shinyness" in 3d renders, from lighting to material definitions to object shapes etc. etc. (just watch vanilla's Chinook dropship in the top level view for example - quite shiny on certain parts) I render all cars in the same setup for lighting, but for example some of those cars have clearly more "chrome" parts that come out "shiny", so rather bright naturally vs. for example the vanilla Mazda's black plastic parts. Other things are car finish - there's a huge variety from rather muted to very saturated colors, glossy or even metallic looks on cars, so IMO it's no prob to have some of this coming through in the game. At the end of the day, if you look closer you can also spot some inconsistency in vanilla gfx (solid car windows vs. transparent on bus or "shiny" bus wheels vs. "flat" car wheels etc).
  13. Just from my personal xp: Rifleguys: ok allrounders, don't excel in specific tasks though, but as noted above with enough strength they might get shotguns too for assault tasks Rocketeer: great for quickly taking out that annoying alien in the open esp. early on before they get harder to kill. MG: great for suppression and some occasional kill in between Sniper: long range expert, mostly self-explaing IMO Assault: close quarter fighting, often in some UFO areas, with good reflexes also nice for getting RF shots I usually have all roles in use, often 2 assault, 2 rifle, 1 sniper, 1 mg, 1 launcher, 1 shield, for a crew of 8. I read other people prefer way more specialists over riflemen, but personaly I still think all roles have their place if used well. Though I sometimes play without shield-bearer, and found this not so bad either. IMO if you can't bring heavy weapons into firing positions maybe you move too fast with High TU guys so the rest gets isolated. It's not a race, having soldiers with different strengths supporting eachother is much more important than speed. Admittedly some missions can get quite time-consuming but I'd always choose a more coodinated and careful advance.
  14. I plan to release the first new car additions next weekend. To this point I'm going for 4 new types of cars for town/industrial, and another 2 types for the soviet tileset, incl. damaged/destroyed states and in two versions each (color, and/or direction change). En detail these are the Renault 4 from the last preview (prod. 1961-1992), Fiat "Nuova" 500 (1957-1975), Mini (1959-2000) and VW Golf I Cabrio (sold from spring 1979). Soviet types are an UAZ van/transporter (various versions in civilian/military use, started as UAZ 452 in the mid-1960ies) and Lada Niva (Golf-sized off-road car introduced 1977). (wikipedia based data) Small preview - Fiat and Mini in a town map next to the Mazda pickup rework: All new vehicle gfx based on free 3d models from DMI
  15. Your tiles look great IMO. Very good job I see to work something out for those "destroyed" gfx. Though for the rest of this week I don't have too much time for modding, but next week should be better...
  16. Thx guys Skitso: the road signs are a good idea, and should be easy to do. I can add some when I'm through with the first new cars.
  17. I've begun to work on new car additions: Stilll need some time to complete all needed states though. Eit: oh the car is based on a free (for non-commercial use) 3d model from DMI
  18. Re Warning lights, those blocky types on top were around from the mid 70ies from what I saw, surely not everywhere, but they were in use: http://www.purplewave.com/cgi-bin/mnlist.cgi?071009/1300 (albeit in red here, but that's rather minor as I don't depict that particular vehicle) That's from '79 exactly, but there are pics around from earlier.
  19. I can do 3d stuff too, but so far have not done any for Xenonauts, as the car mod I am doing for now was mostly based on existing gfx anyway. I plan to add some new cars using 3d models, then editing the resulting pics in 2d heavily to match the style of vanilla gfx. In the end it depends on the task and the end result I want to achieve whether I'd use 2d or 3d. Long story short, if you have a pic of some element you think I could try to add to this asian style set, pls. post it (or link to it) and I see whether I can pull it off... Unfortunately, I don't know the answer to your other question regarding that arch's roof.
  20. Just installed it and the random selection for props/variants works well with my carmod now
  21. Yeah, but even if so - don't we have the soviet town tiles extra anyway? I mean, I thought we just can leave those out for tilessets were they'd be totally unfitting.
  22. I've chosen words that are kinda international, I mean "express", "service" or even "pizza" are widely known and used from my XP. You also have the use of english terms in a variety of coutries, even sometimes mixed in with domestic terms or even arabic or kyrillic or asiatic letters that look completely different. "Ambulance" is mirrored in some cases, in some not, so I went with the normal style. That being said, If there's a general feeling that any form of text should stay out I have no prob with that, just think it would make things less interesting overall.
  23. Specifc variants I had in mind would be like this:
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