Jump to content

ShadowBlade

Members
  • Posts

    377
  • Joined

  • Last visited

Everything posted by ShadowBlade

  1. To apply one of the palettes, it depends on the way you extracted the graphic. The toolkit's manual tells you how to extract images in a specific palette in the Pck2Gif section. Otherwise, if you use GIMP, you need to have palette (.pal or .act) files handy and apply them when you convert an image from RGB to Indexed mode. The window that pops up allows you to convert using a custom palette. As for the other thing, you need to run UniGen.bat in bb_tact once you've unzipped the whole thing to the X-COM folder. That'll generate all the coloured uniforms in the PCK subfolder. Unfortunately, I've run into another problem: at the very least the inventory images for the black power suit use the last row of the battlescape palette, which is something OpenXcom doesn't handle very well since it uses that last row for other purposes. And to make matters worse, said palette doesn't have enough dark gray values to recolour the aforementioned images in sufficient detail.
  2. The colours are funky because you didn't apply the Battlescape palette. Anyway, the BigObs and FloorOb PCKs I was referring to are those generated for the recoloured uniforms (in bb_tact\PCK), not the vanilla PCK files. I can't use them without extracting them to proper .gifs, and I haven't been able to manage that. I could recolour the vanilla files directly myself, but it could be somewhat jarring since the result wouldn't be 100% precise compared to the already-extracted inventory and soldier sprites.
  3. Hey there, BB. I don't know if you're still around, but I could use your help extracting .GIFs out of your recoloured uniforms, so I can adapt them individually to OpenXcom. So far I've only worked on the black Power/Flying Suit, and I've been able to extract the main battlescape sprites and the inventory "paper doll" sprites. However, the corpse graphics (both BigObs.pck and FloorOb.pck) have been making me tear my hair off. I can't open BigObs at all, with neither PckView nor extract it with Pck2Gif even if I copy-paste the relevant .tab file from the UFOGRAPH and UNITS folders. I can barely extract FloorOb as a .bmp using PckView, but it doesn't seem to process transparency the same way as .gifs, and I'm not sure that'll work for OpenXcom. Any help would be appreciated.
  4. This game was made for iOS (iPhone), so it can be expected to be simple, if very well-crafted due to Sid's dedicated involvement. I read around a bit and found out it's a tad buggy at the moment, being a port and all. But that should improve with a patch or two.
  5. I've had graphical shooting glitches myself, mainly the soldier facing the opposite way and firing through his back at the enemy. But never this kind of rocket bug. My launcher misses seem to work as intended: the trooper says he missed (the moment he pulls the trigger, so that might be a tiny bug), and the rocket drifts to one side or the other of the target. It generally doesn't miss the center of the intended area, but the drift can cause you to colaterally hit friendlies or the wrong cover.
  6. Well, no, I'm not really accusing Butts of bearing ill will towards the game, but incompetence. You wouldn't put an FPS player at the helm of sports game review, or an RPG enthusiast in charge of writing up a piece about a hardcore flight simulator. Ideally you'd assign a strategy gamer to review strategy games, and not an easily frustrated, casual doofus. Assign that guy to reviewing Plants & Zombies or something. But besides the missing expertise, the review is poorly written, spoilery and as I said earlier, makes some statements that are simply untrue. It will only drive the undecided away, which is a shame because Firaxis has gone a long way to try and make the game palatable to the inexperienced. And admirably so, since despite "streamlining" has gained considerable notoriety in recent years, not much of value has been lost in the reimagining.
  7. There's a total of 28 "official" press reviews out there already, at the time of this post, giving the game an average rating of 89 out of 100. IGN's review is a bit of a joke, given the mention of a number of false facts. The score is also lowered, among other far more sensible things, because the game has a "steep" learning curve. And apparently learning curves are a negative factor according to Mr. Butts, the reviewer. But even the veracity of that is questionable, since XCOM:EU features an extensive tutorial phase and is supremely accessible compared to UFO Defense and many other hardcore strategy games out there. This guy just has no idea what he's talking about.
  8. Another second-rate citizen of the world here. The wait gets so much harder when there's so many people all around me already playing the game.
  9. Might be related to... ----- http://imageshack.us/a/img341/4646/xcomdemo.jpg Button isn't working yet, though.
  10. Another article from RPS! 5 Things Which Make Me Happy In XCOM: Enemy Unknown
  11. Keep in mind the whole forum has just over 115,000 posts, which means it would end up being less than 10% the size of this thread by the time this is done. 22!
  12. Having unlimited clips doesn't mean running out of ammo is not a concern. Given reloading is a conscious, time-consuming action, having a mean alien in your face and an empty weapon in your hand could very well be fatal. That's the primary thing people forget when reading about unlimited ammo. I bet more than a few imagine uninterrupted firing and/or inconsequential reloading, and therefore no need for restrain nor tactical decisions when picking targets and abilities. Far from the truth.
  13. No alien base assaults is a major hit. I can't deny that. I can only hope they've added new mission types to make up for that loss. It wouldn't be great to have nothing to do on the Geoscape besides hitting terror sites, UFOs and the occasional story mission.
  14. This game requires 20 gigs of hard drive space. A digital preorder without the ability to pre-load would amount to having to wait about a good twelve extra hours to actually play the game, depending on your connection and whether you're there at 12:00am PDT to start the download. I mean, if I were to take the Amazon offer at face value, it clearly states: This item will be available to download on October 9, 2012 at 12:00 AM (US/Pacific)
  15. I pre-ordered on Steam as soon as I could, and missed the Amazon offer. Not a huge deal, though. Do they give you the Steam key before launch day, so you can pre-load the game once that's available a few days earlier?
  16. I preordered on Steam since it's pretty much my only option. I would've loved the physical special edition, but I've no way of getting it on a reasonable timeframe without paying heaps in shipping costs.
  17. I'll start with Classic Ironman with some hidden information like alien HP, to bring it a bit closer to the original. With any luck I'll be able to suck up each and every potential disaster of that first playthrough. But that playthrough will be the invaluable, being the one in which you're as clueless as XCOM is before the alien invasion. Encountering every new and redone alien species, truly discovering new technologies, unveiling the alien plans and experiencing most everything for the first time will be priceless. It's a feeling I've forgotten since I first played UFO and TFTD over a decade ago. I remember little about my first ever UFO playthrough, which I carried out when I was pretty young, 12 or so. I had my soldiers' stats maxed at 255 (I was a big cheater back then) via editor, so I guess it was mostly a breeze. Then I had two Commanders, one named after myself and another called Emile Pacheux, and I recall blowing up the Alien Brain in Cydonia with two synchronized grenades from them. Oh, the memories.
  18. The requirements aren't really surprising. It's the same 5-ish year old mainstream multi-platform standard, though a bit lower than that since Firaxis traditionally makes more accessible games, reqs-wise.
  19. Could you look into that, please? The ones that need some limits as far as psi is concerned are the aliens.
  20. Yeah, I don't like the SHIV designation either. I know they tried to go for the cool backronym thing, but they dropped the ball. Shivs, as noxtheroxstar showed, are very improvised crappy weapons. That's not the kind of name you want for a class of increasingly advanced unmanned weapons platforms. I'll stick to calling them HWPs, and when and if modding support's released, I'll rename all mentions of SHIV directly. As for countries who have left the council returning, I can't quite speculate on that. However, the implied ultimate outcome is shown on the Doom Tracker that appeared when Greg abandoned his Impossible terror mission and China left the council. Much like in the original game, if enough nations back out, it's game over. And taking from the boxes of the Doom Tracker, it'd seem that point is reached when eight countries (half the council) give up on XCOM. And regarding the Thin Man's poison, from that one MP match in which it made its appearance, I gathered it doesn't cause actual damage but rather (at least) considerably lowers the victim's movement capacity and accuracy for two turns.
  21. They were asked about potential sequels on the PAX live stream, and Jake said the only post-launch thing they have in mind for the time being is taking a vacation.
  22. Quick question, and I guess it also applies to TFTDextender: does the line of fire restriction for psi probes and amps (and MC stuff in TFTD) affect aliens too or are they still able to mindblast you from anywhere without even seeing the target? That was always one of my major irks.
×
  • Create New...