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Lt_Parsons

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Everything posted by Lt_Parsons

  1. @kahvipannu, victorix58 - Thanks for the words =) @victorix58 - It should. I'm just a little behind on what is happening in the forums right now and somehow did not spot that completed mods is now separate forum section.
  2. @llunak - Not a bug, but a feature then =) Good to know. I'm very impressed with the whole thing and the fact that it understands stripped to the essentials excel xmls.
  3. Can you count amount of cities in your final xml file? And/or share your xml so someone can test it. If there is limit, no one, to my knowledge, posted anything about it. Best way will be to ask in the community coder threads, since they can actually search in the source code if such limit is there.
  4. My bad - somehow i thought that "Only items which are to be changed need to be present in the mod's file" meant making diff instead of stripped xml. Trying it now, 1 bug so far: Overall very easy to use for simple changes that i tried so far - Good work, llunak!
  5. Yes, this makes sense. Such system will definitely be useful - more mods compatibility means more mods and less problems with installation most of the time. And, as you describe, it should be simple to use and functional. Only thing i have concerns about - diff/patch may be not versatile enough for xml merging, at least to my experience. Found but not yet tried this thing that may or may not be more helpful - diffxml
  6. @Tilarium, Pinetree - I've fixed the geo tool maps (if someone had posted that it didn't work, i'd have done that earlier).
  7. Update - Maps are working again (Google updated they developer console and broke my maps api key in the process). As always, if anyone has noticed that Geo tool isn't working, have some bugreports or suggestions - post them here or just pm me, if i'm not around.
  8. @TacticalDragon Persistent - no. Beam is still projectile and projectiles disappear on impact. And you can't convert it to impact effect as it is can't be linked to shooter. As for bigger - how much bigger do you need? If you hadn't tried, there is already option for 7px beam instead of default 5px (all instructions in the first post), maybe it'll be enough.
  9. @kabill - Glad you like it. I already included some spectre options, look for the list in the op post. Will check myself if one of them works better a little later (not at my gaming/modding rig atm). @Nefertari - You will probably also need effects for burst fire so i quickly made some variants of your sound - https://app.box.com/s/svfv5gn31ke83ktmdex1. There are archive with slightly modded sfx for 1 shot and 3, 5 and 10 round bursts.
  10. @Jsleezy, @Nefertari - thanks =) @Nefertari - sounds can be changed fairly easily. Any suggestions as to how lasers should sound? Various free sounds effects i tried while making the mod were too cartoonish or cheesy and did not match the game better then original laser sfx so i dropped the idea. Visuals were more interesting thing to upgrade anyway. But i can try to combine something if you find fitting sound example.
  11. @Solver - a little late maybe, but congratulations with source access! Things you already did looks very promising, good job. And if you are not yet sick from suggestions, may i add another one to the pile, my favorite feature that do not yet exist - xml list of the tilesets and their mask colors, so multiple new tilesets can be added at the same time, not only tundra.
  12. Small update for 1.06 - it missed one official fix. Now everything is in order.
  13. To anyone who does not satisfied with vanilla machineguns for some reason, i can recommend to look at Magnum-nauts mod - some very good ideas about weapon diversity there. One of them is two parallel types of MGs, light (shorter bursts, less power, more mobile) and heavy (more like vanilla ones) for example.
  14. Basics still the same as they were in v18. It's the details and things implemented since are new - like ai, which is highly tweakable now, some new config and weapons properties and settings. Shotguns now shoot several pellets, some types of rockets no longer in the game, aliens now use floors other then ground, tundra tileset that did not make it now being modded in etc. Many things =) But things that were in v18 are still in the same places. If you need to find something, best first place to check will be stickied thread at he top of modding section, about config files. As for AK, it should be fairly easy - it mostly in the game already and used by npc's, so only thing that need to be changed is the availability to Xen troops, i think (off the top of my head - items.xml, change Type from Normal to Unlimited, maybe something more somewhere that i didn't remember). And for adding new weapons - you'll need to add entries to the bunch of xmls (weapons, weapons_gc, items, strings and optionally ammos, researches and manufactures), put in pictures for ui (assets/weapons folder mostly) and then create sprites for the xen units (for that you'll need to unpack GC_UnitsXML.pfp to get existing unit sprite xmls, double and rename them appropriately to how you named the new weapons and which of existing sprites you are going to use).
  15. Your tundra-fu is strong - it looks great! (So much mods to try, so little time =)
  16. Here you go: <Weapon name="weapon.alienpraetorgun" bulletType="normal" emptySound="Empty Click 1" > <props range="15" hands="1" recoil="0" weight="5" isHeavy="0" clipSize="999" isIntegrated="1" reloadAPCost="30" reloadSound="Weapon Assault Rifle Reload" reactionModifier="1" isAlien="1" infiniteAlienAmmo="1" /> <SingleShot sound="Weapon Particle Beam Single" delay="1" suppressionValue="60" suppressionRadius="3"> <Set1 ap="51" accuracy="40" /> <Set2 ap="70" accuracy="90" /> </SingleShot> <GUIImage name="gui/weapons/PlasmaPistol.png"/> <GroundImage name="grounditemimages/alien_pistol.png"/> <Ammos> <Ammo name="ammo.none" type="energy" damage="120" mitigation="60"> <Projectile spectre="projectiles/heavymag/heavymag" speed="1000"/> <Impact spectre="particles/aleniumexplosion/aleniumexplosion"/> </Ammo> </Ammos></Weapon>
  17. Few pieces of advice for weapons pictures edit - if you are going to resize anything, use Nearest Neighbor option to preserve pixel sharpness and avoid blurring the picture. Also, be very careful with the edge pixels with transparency - it is very easy to color them wrong and don't notice it, use black and white background on separate layers to check this.
  18. This picked my curiosity and i wandered around the wiki for a bit. Found one interesting quote here: Which led me to http://en.wikipedia.org/wiki/Dragunov_SVU - look very similar to your battle rifle mockup.
  19. @xandark - dude, would be polite to ask before using part of someone's mod in your own. Looks like you are the first one here to defy this common courtesy. Later edit: Not asking for remove. Just being grumpy to be honest - Xen forum is small enough place to not apply wide internet defaults (take first, apologize later) to it. And yes, kabill is right, links to the sources will be good addition.
  20. @Oli Baba - welcome to the forums. Lore+, Enhanced Crash Sites and Laser Beam shouldn't have any conflict, they mod different files. Hm. Oops, you're right - i made a typo in default beam spectres after one of the updates (they pointed to old images that i removed from the package as apparently unused). I'm actually surprised no one pointed it earlier - thanks for the hint! I had reuploaded the fixed files - just download and unpack the updated archive on top with file replace, that should do it.
  21. @Chefsbrian - always explode, can't be picked up. Or just shines instead of explode if combined with flare instead.
  22. Once i tried to make throwable ammo mod by combining ammo with grenade in one item. It became throwable, despite some interface strangeness. Also explodable. Hilarity ensued =)
  23. These looks good, i like the checkerboard patterns. Will definitely try them in my next play, thanks!
  24. Hardcoded things i encountered that were not been listed yet: Geoscape: - list of funding nations - list of tilesets Ground combat: - all npc's use the same setting for view angle - bullet trajectory (tied to bulletType property instead of separate setting) - shot animation type (also tied to bulletType) - projectile explosion (same) - flare light emit (same) - can't set shot count for regular shots - can't set range/accuracy modifier on ammo - can't define projectile origin point - cant do lingering projectile effects (i.e glow/trail that lasts after the impact) - can't throw non-grenade items (i.e spare magazine toss)(i have tried to combine ammo and grenade into single item, but it didn't worked out) Most of it was mentioned earlier in development and was too big (or unnecessary) system change even then, but listed them anyway for completeness sake.
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