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inteck

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About inteck

  • Birthday 08/06/1969

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  1. Thanks for the information and links. By the way, do these zip files include all the different uniforms the were available on B's site or only the urban and woodland. There were a couple of others (Arctic was one of them) for a total of either 4 or 5 different ones all together.
  2. Sorry for the absence.....between losing a job, computer failures and finding out that one of my parents has cancer , things have not been going well for a long time (when it rains it pours I guess). At any rate just about everything I had worked on is gone, and everything in my blasted tool library I am having to re-build. To add insult to injury, most sites with tools for this game are gone or falsely claim they have tools available (links are dead) I just popped over to Daishivas site and found that no downloads are available. Marco Kaisers tools were hard to find, but I finally found them. At any rate starting over really is the pits, but I have no choice. By the way, why aren't Marcos tools here (they ARE kind of old) but still the best *IMHO*. Also Other stuff like PCK Viewer Isn't available. I did have a solid library, but as I mentioned everything I had went down the tube.
  3. Many of us have used the cool looking uniforms from here unfortunately, the site looks like it is gone for good. The worst part is that the Uniforms and their respective files are NOT available anywhere else on the net (including here) I have suffered a severe hardware crash and no longer have any of the uniforms/files. I (and probably others) would appreciate it if these files were uploaded either here or elsewhere. Thanks in advance.
  4. inteck

    Ufo color Pallet

    Just about any info on whats going on is useful. I used Irfanview to do (resize) the images a couple of times, then I tried paint shop pro 9 to try and get things right. I finally managed to get the image in, but the colors are still way off. I still don't understand the coloring mess up, I would have thought that PSP 9 in combo with daishivas color pallet would have set things right. At any rate, I will put this on hold for the moment. I look forward to seeing your program up and running. I for one am certainly going to download and use it.
  5. inteck

    Ufo color Pallet

    I'm in no rush on the images as I have a lot to do myself. I just learned it might be possible to actually add about 6 images if I have TFTD (which I do). Be sure and give a post when you have completed your pallet. I for one am looking forward to it. I have downloaded the pallets from daishivas site, but either they are not at 100% or I am simply doing something wrong, because the laser rifle image simply doesn't do when I import it in. Crunching it down from 32x80 to 32x48 might be the problem, but I dont think so because the colors more or less remain the same. Let me know what you think when you get the time.
  6. inteck

    Ufo color Pallet

    Thanks for letting me know the facts on that Daishiva. More often than not, I have found that I am the one to blame for the messups , but on this occasion I was just flatly stumped. Munkeylord has a good stock of weapon images that I have never had any problem whatsoever importing into the game (go figure), and yet these few simple images I have been messing with really have been inflicting some pain. I have been messing around with these images using Paint Shop Pro 9 along with a couple of pallets I downloaded from your site. The images show up perfectly in the viewer, but when I go to import them, things just are not the same and look really bad. I used Kaisers old program and got more or less the same result. I have been trying to get these images looking right for the last couple of days and have been running into stone walls each and every way I turn. I am going to send Bomb Bloke a couple of the images I have been having serious problems with and see what he says. The laser rifle is 32x80 256 colors and I have been shrinking it, but that still doesn't work so I think i'm going to leave it alone for now. I am going to go ahead and drop working on the images for the moment. I will work on some of the other stuff which I probably could have finished but got hung up on this.
  7. Ill try to make this brief. I have more than 1 .BMP file which uses 256 colors that are not to the specifications of the UFO pallet. Trying to import these files usually chops off a portion of the image or simply makes them look weird (providing you don't get tons of errors or an outright crash just trying to import them). Is their a way to convert BMPs with non standard UFO colors to the right ones used by ufo?? This is an ongoing problem that I ran into last time. I have more than one .bmp that simply WON'T import because of this ongoing situation. In particluar I have some replacements for the laser rifle, laser pistol and maybe a grenade or two. I am not too sure how to post images here *as Monkeylord did* but if anyone can help me out on this I would appreciate it. This may also be a problem with size, even though I have fitted everything exactly...this is frustrating. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at PckView.ViewPck.paint(Object sender, PaintEventArgs e) at System.Windows.Forms.Control.OnPaint(PaintEventArgs e) at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll ---------------------------------------- PckView Assembly Version: 1.0.1702.29682 Win32 Version: 1.0.1702.29682 CodeBase: file:///D:/UNKNOWN/WORK/PCKVIEW.EXE ---------------------------------------- System.Windows.Forms Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll ---------------------------------------- System Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll ---------------------------------------- System.Drawing Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll ---------------------------------------- XCom Assembly Version: 1.0.1702.29573 Win32 Version: 1.0.1702.29573 CodeBase: file:///D:/UNKNOWN/WORK/XCom.DLL ---------------------------------------- Accessibility Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.573 CodeBase: file:///c:/windows/assembly/gac/accessibility/1.0.5000.0__b03f5f7f11d50a3a/accessibility.dll ---------------------------------------- ************** JIT Debugging ************** To enable just in time (JIT) debugging, the config file for this application or machine (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the machine rather than being handled by this dialog. Any idea what this gibberish means?? Or how about this one (similar) See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IndexOutOfRangeException: Index was outside the bounds of the array. at XCom.PckImage..ctor(Int32 imageNum, Byte[] idx, Palette pal, PckFile pFile, Int32 height, Int32 width) at XCom.PckImage.FromBMP(Bitmap b, Int32 num, Palette pal, Int32 startX, Int32 startY, Int32 width, Int32 height) at XCom.PckFile.FromBmp(Bitmap b) --- End of inner exception stack trace --- at System.Reflection.RuntimeMethodInfo.InternalInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean isBinderDefault, Assembly caller, Boolean verifyAccess) at System.Reflection.RuntimeMethodInfo.InternalInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean verifyAccess) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at XCom.Bmp.Load(String file, Type collectionType) at PckView.PckView.openItem_Click(Object sender, EventArgs e) at System.Windows.Forms.MenuItem.OnClick(EventArgs e) at System.Windows.Forms.MenuItemData.Execute() at System.Windows.Forms.Command.Invoke() at System.Windows.Forms.Control.WmCommand(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ContainerControl.WndProc(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll ---------------------------------------- PckView Assembly Version: 1.0.1702.29682 Win32 Version: 1.0.1702.29682 CodeBase: file:///D:/UNKNOWN/WORK/PCKVIEW.EXE ---------------------------------------- System.Windows.Forms Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll ---------------------------------------- System Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll ---------------------------------------- System.Drawing Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll ---------------------------------------- XCom Assembly Version: 1.0.1702.29573 Win32 Version: 1.0.1702.29573 CodeBase: file:///D:/UNKNOWN/WORK/XCom.DLL ---------------------------------------- Accessibility Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.573 CodeBase: file:///c:/windows/assembly/gac/accessibility/1.0.5000.0__b03f5f7f11d50a3a/accessibility.dll ---------------------------------------- ************** JIT Debugging ************** To enable just in time (JIT) debugging, the config file for this application or machine (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the machine rather than being handled by this dialog. If this means that the picture is not the correct size, I dont see how, my images have been shrunk to fit over the original images I saved as bitmaps from the original pck file.....weird
  8. inteck

    Possible???

    Excellent!! Its good to here from you Bomb Bloke!! Sorry to hear your having problems . The news that you can get the uniforms up and running is music to my ears. The uniforms Munkeylord is speaking about are the ones I have. I don't have the foggiest clue as to how to match them up or I would have done it already. I am trying to get these files I have been working on (weapon replacements) done so I can work on some more stuff (kind of slow going-almost finished though). I have always wondered how I could make the stuff from bagirov match up to the terrain in the game (which would have been GREAT!). I am not a programmer, so am limited to useing mod tools and 1 uniform in the game at a time.
  9. inteck

    Possible???

    Everythings O.K. so far. This particular setup is heavily inspired by your own 1xcnw pack, you will recognize stuff from it and your M16 Graphics pack immedietly. I have found myself a graphic to replace the standard laser and 1 or 2 other items, but most of it is from your site or 1xcnw. All in all the graphics and stats are more or less done. My biggest thing now is the sound. I have sound effects that I have taken from a couple of rifles and pistols that I went out to the range and fired, then brought them home and converted them over to waves. I have a program by Quantifier that I can use to import everything with, the problem is that both the conventional rifles and pistols use the same sound effect (hardcoded into the game...all I can do is replace what is there ) . A shot from my AR-15 simply does NOT sound like a shot from a 9mm or vice versa. This is REALLY frustrating because I shot up a LOT of rounds getting sound effects for the M16 AK47 G3 9mm .45 etc. etc... This one is kind of a stupid on my part as I SHOULD have checked to see what I could or could not do before I started By the looks of it I am just going to have to pick from one of my favorite gunshots that can pass itself as both a rifle round and pistol round.
  10. inteck

    Possible???

    Yes, those two will work just fine. Now comes the fun part, me making sure everything is packed in and workinging properly.
  11. inteck

    Possible???

    Looks good. I will take all of them. It looks like I am missing a couple even though i've downloaded everything from your site. I recognize (or a least think I recognize) most of them. I wish I had some pictures to replace the Rocket Launcher, but so far I haven't been able to find anything I like on the net. I thought of using the "tube" that you used in your 1xcnw pack, but I am saveing it for the next American weapons pack release. I am hopeing to find something like a Dragon Launcher. I generally stay away from putting in weapons like the M203 as the game engine (like so many others) really isn't set up to recognize or portray combo weapons correctly. I have downloaded everything, including the the camo uniforms. The uniforms are something that I was waiting on Bomb Bloke to do. I can put them into the game, but I don't know how to sychronize them to make the different sets load with the corresponding terrain. Jungle-Jungle and Woodland terrain, Arctic-Snow/Arctic terrain, Desert-Desert, Urban-Terror sites, Standard uniform that came with the game-Base invasions. Hopefully Bomb Bloke will reappear and be able to finish it. I had completely forgotten about this "Replacement Weapons Package (American)" project roughly a year ago when B.B. said he would look into the uniform thing. I figured I would wait until he got everything up and running with the uniforms. With the Ufo Aftermath combo needing some work with some descriptions, I stumbled on this old file by accident. I may finish the other weapon packs (Russian/Warsaw Pact and European Union) in UFO Enemy Unknown after I get everything settled with Aftermath, but this one is almost complete with some minor exceptions. I figured I better go ahead and get it done before I forget about it again and/or lose it for good. By the way, many thanks for all the weapons on your site. I was inspired heavily by your 1xcnw pack to put this together. I do have a request or 2 The Druganov http://world.guns.ru/sniper/sn18-e.htm German PSG-1 http://world.guns.ru/sniper/sn14-e.htm I found that this site has some incredible photos and info (Russian site, but who cares...it is also in English). I have tried to reduce the size of many of these photos to fit into the game, but none come out very well at all!!.
  12. inteck

    Possible???

    Unless Scott manages to figure out the R&D stuff over at his site, adding weapons isn't going to happen. I was just hoping to go ahead and add some stuff in the 3 blank unused slots of Ufo, but i'm not sure how to access them. That Didn't stop me from going ahead and doing a couple of other things though.......Such as... American Weapons Pack V1 Replaced the Rifle with the M16 Replaced the Pistol with the Beretta 92D Replaced the Heavy Cannon with .50 Caliber Sniper Rifle Replaced the Auto Cannon with the G.E. Minigun Replaced the rifle and pistol sound effects to give a better "feel" to the game when firing these weapons. Replaced the "world" image that controls zoom and rotation on the lower right side of screen with the upgraded one from TFTD. Unfortunately there wasn't anything like a L.A.W or RPG-7 picture to incorporate in the place of the Rocket Launcher, so I will stick with it. All weapons have basically the same stats that came from the original files on Munkeylords site with 1 or 2 minor exceptions. The .50 Snipers ammo has been modified to fire Incendiary rounds. I am still undecided as whether I want the Minigun to have snapshot capability or not. I may also have the Minigun to X-com specifications; meaning the ammo will also be explosive or incendiary instead of just A.P.(undecided on this.....will make weapon EXTREMELY dangerous to both friend and foe alike if I do.) Undecided Stuff: Replace Impact sound effect....Have not found anything I really like because all weapons use same sound effect regardless of what they hit or what type of weapon they came from. Replace Weapon reload sound effect....Have extracted the more satisfying, but older 1.2 "Click Clunk" sound effect to replace the rather lame (IMHO) "click" introduced in 1.4. Problem...old 1.2 sound effect has "Hiss" noise in background (like an old tape). Will probably end up useing reload sound from Ufo Aftermath. Replace Lame Sectoid dying sound effect of 1.4 with older one from 1.2 (again has a slight "Hiss" in background) This is just the 1st American weapons pack. There is still the M4 carbine the Beretta automatic and a couple of others that I could use for the 2nd pack. I still wish I knew how to program. The camo uniforms loading up to match the terrain would have been great.
  13. inteck

    Possible???

    The R&D is located in the .exe somewhere; Scott T Jones made mention that he might try to work with it in one of his future releases, but I don't think anything ever came of it. Everything else is open for modification- Graphics, sound, weapon time units, damage, statistics etc. What I was going to do, was replace the standard X-Com weapons with standard military weapons used by various countries (I have already done this with a couple of weapons). This is easily done with allready available Pck viewers and so forth. I am just not sure how to access the 3 unused slots which come with UFO (These slots are used in TFTD for the Lance weapons....). All the graphics, weapon data, and so forth have been included from the files on Monkey Lords site http://www.geocities.com/munkeylord/xcaddons.html (the installer did not work on mine and I had to end up Hex editing in the weapons values). Since all the weapons data is included in different files other than the original .exe file it was fairly easy to do. I will have to find out where I saved the file (I worked on it a LONG time ago in anticipation of Bomb Bloke coming up with a way to do the Camo Uniforms) and put it up on this site to let people know what I am trying to do. The camo uniforms are a different story. Bomb Bloke said it would probably be possible to match up the cool uniforms with the terrain using xcomutilities by Scott T Jones but no one has heard from BB in a while .
  14. inteck

    Possible???

    Terror from the Deep, as everyone knows, adds 3 weapons to the game...the sonic thermal lances. I understand that there might be a way to "activate" or use these "unused blanks" in UFO Enemy Unknown as they do exist, its just they are not used. I was thinking of taking the weapons from Monkey Lords site and incorporating them into different packages. A Nato-American weapons pack, a Warsaw Pact Weapons bundle, and a European Union weapons type deal. 1 more question.... Did Bomb Bloke ever figure out how to coordinate the loading of the different Camo Uniforms to match up with the terrain you landed in??? I figure if these two could be put together along with the weapons it would be some REALLY cool eye candy and would add to the game 100% fold.
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