Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Latino210

Pages: [1] 2
User modifications / Modifying research
« on: April 18, 2013, 09:42:18 pm »

I'd like to modify some weapon research to obtain this effect:

Player starts with a weapon (assault entry) and a related ammo (a standard 24 V battery, assault_ammo entry)

The aliens have another weapon that uses the same ammo, but with a different effect.

Is that possible? I've tried to modify the plasma pistol entry in the weapons_plasma.ufo: I removed the plaspistol_ammo entry and added another "weapon mod" entry in the "assault ammo" in the weapons_human.ufo file. It's not working, can somebody give me a quick guide on how to do that?

Windows / Problem in 2.5dev
« on: April 02, 2013, 01:38:37 am »
Hello! I have a little problem in 2.5dev. I think it was my fault, I was trying to modify something on the basemanagement.ufo file...

I get this error when I try to start a new campaign. I guess one of my modifications backfired, but I have no idea of what. Can somebody point me in the right direction?

By the way, the game works fine when I start a new campaign in vanilla mode without my mod. I only modified the MSGID and the .ufo files, but I think I did something wrong...

User modifications / Mods option?
« on: March 25, 2013, 01:52:45 am »
I've just discovered the "Mods" option. Since I am interested in building a new mod, I would like to know how to use it. Can anyone help?

Artwork / New weapons - SOLVED
« on: November 23, 2012, 05:28:56 pm »

I am trying my hand at modding weapons. I've just built a model for a new rifle (I need it for my mod), but I cannot make it work. I've built the .md2 and extracted a .jpg, but I do not know how to apply a little light spot, how to tell the engine from where the bullet will come off and, more important, how to put it ingame. Any help will be appreciated.

Mapping / Solar plant RMA map 2.0
« on: November 12, 2012, 12:45:59 am »
I've added some nice effects, a new md2 model and a material file, now the map is more beautiful than ever! Is there any way to have it included in the next release? I am including some snapshot of the exterior and interior. Any fellow mechanic or factory electrician will recognize the typical configuration of the heating/vent motors.

Artwork / 3D models questions...
« on: November 04, 2012, 05:48:47 pm »
Some questions about 3d modelling...

First, I've just built a ship with Radiant and I would like to export it as an .md2, is that possible?

Second, I am experimenting with Blender. Is there any way to import the animations and models in the /base dir in Blender? I would like to modify them or to use them as a guideline for building something.

Third, is this
up to date? I've tried downloading the and in the scripts dir of Blender2.63, but nothing is happening...

Mapping / RMA - Strange behaviour
« on: November 03, 2012, 03:13:24 pm »
Hi, people.

I am having a problem with a RMA map. I made a map consisting in a tile for the dropship and some scenario, to be put north of a rectangular tile with the map proper. The problem is that sometimes the map is assembled on the contrary, the marines end up facing the south side of the big tile, instead of the north side. Can somebody take a look at the .ump, please?

Code: [Select]
// Tiletypes:
// ----------
// a: main
// b: dropship

tile +main
10 8

0 b b b b b b b b 0
0 +a +a +a +a +a +a +a +a 0
0 +a +a +a +a +a +a +a +a 0
0 +a +a +a +a +a +a +a +a 0
0 +a +a +a +a +a +a +a +a 0
0 +a +a +a +a +a +a +a +a 0
0 +a +a +a +a +a +a +a +a 0
0 0 0 0 0 0 0 0 0 0

tile +craft_drop_firebird
10 4

0 0 0 0 0 0 0 0 0 0
0 +b +b +b +b +b +b +b +b 0
0 +b +b +b +b +b +b +b +b 0
0 a a a a a a a a 0

assembly default

size "8 8"
title "_Fighting Pit"
+main "1 1"
*rm_drop +craft_drop_firebird "1 1"

Bugs in stable version (2.5) / Ufo2maps not working (workaround found)
« on: November 03, 2012, 03:07:34 pm »
Hi, guys.

It seems that the ufo2map.exe program is not able to compile the maps, since it is not able to understand the "camera" entry in the entities.ufo. I worked around this by never using cameras and removing the "camera" entry in the entities.ufo file. Should I report that on the "bug tracker"? BTW, the ufo2map.exe included in the 2.5 and in the nightly builds is still corrupted and not working, I am using a file somebody gave me on the forum. Is there any way to upload a working ufo2map.exe for the apprentice map builders?

User modifications / Modding missions
« on: October 23, 2012, 03:26:10 pm »
Just a quick question: is it possible to modify the behaviour of UFOS in the Geoscape?

Mapping / Triggers
« on: October 21, 2012, 05:48:08 am »
Hi, friends.

Can somebody help me with the trigger_touch? I am trying to use this to remotely destroy a wall, but I cannot get it right. Also, what other functions are available with the triggers?

Windows / Radiant stopped working...
« on: October 16, 2012, 12:48:51 pm »
Hi, friends

My UFOradiant 1.5.0 stopped working, giving me this message at startup. It works fine, but it cannot place entities and the saved maps cannot be compiled. I've tried reloading the package and reinstalling, no effect. By the way, I've never got the UFOradiant 1.6.0 working, it just does not anything when I double click, I only get the UFORadiant process in the task manager. Can anyone help?

UPDATE: I managed to get the 1.5 working by deleting the "camera" entity in the entity.ufo, but the 1.6 is still not working. I am using the one that comes with the UFO2.5 dev package.

Newbie Coding / Editing UFOapedia and research text
« on: October 15, 2012, 02:42:55 am »
Dear friends

I am really interested in editing UFOapedia and research text to modify the tech tree and add some of my crazy ideas. Can anyone tell me what program should I use?

Mapping / Solar plant RMA map!
« on: October 10, 2012, 03:24:20 am »
Dear friends

I've just completed another RMA map. This one is a brutal underground map in which you'll need some hard hitting short range weapons.
I've used some free textures from the blender site. I've included them in the directory tex_blender.

The background is a solar power plant in the middle of the desert, in a really inhospitable location. The base is self sufficient, containing everything needed to house 10 technician/support personnel and 2 high ranking administrators. The place has a communal kitchen, a common room and even an underground rugby field to keep the workers entertained and sane while isolated for months in the desert.

As usual, any help and feedback will be greatly appreciated.

Mapping / Bug, feature, or careless user?
« on: October 07, 2012, 01:24:39 pm »
Hi, guys

I am experimenting with a map with a lot of light sources and I am having a little problem: it seems that the lights are projecting shadows through the floor, making weird shadows underground. Is this a bug, an undocumented feature, or one of the many mistakes of yours truly?

Artwork / Newbie questions...
« on: October 02, 2012, 02:32:21 am »
Hi guys

I have a couple of questions. Assuming that I want to change the Earth map on the geoscape, what file should I replace and how? I understand that I can change the culture, the nations and the terrain just by editing some files:
But I still cannot understand how to change the map of the Earth. I'd like to use a topographic map of Mars or Venus distribuited free of charge from NASA. Is it possible to do that?

Pages: [1] 2