PepprmintButler Posted December 25, 2012 Author Share Posted December 25, 2012 Made some pictures for promotion as an exercise :) All photoshopped screenshots. The screenies are awesome !! Great work. The first two especially look like what a pro marketing department would use.TBH though I think the font choice and texts could use a bit re-work. Would you mind uploading the raw screenshots so I can try my hand at it too ? Link to comment Share on other sites More sharing options...
Drakous79 Posted December 25, 2012 Share Posted December 25, 2012 (edited) Sure, here is a link to Dropbox. First time I'm using it. Used font is Myriad Pro Bold. Looked fine in previews so I let it there :) Edited December 25, 2012 by Drakous79 Link to comment Share on other sites More sharing options...
PepprmintButler Posted December 26, 2012 Author Share Posted December 26, 2012 Thanks Drakous. Here is the updated tasklist to Alpha :① General DefaultGameCore.ini modding : Done② .int and .ini content modding : Done③ Operative Abilities modding : Done④ Customization options / soldier generator modding : Done (thanks Drakous79)⑤ Texmodding of flags : V0.2 in progress⑥ Gender ratio modding : WIP⑦ Repair/overload/explode abilities modding : Stuck ! need help⑧ Alien abilities modding (thinman & commander) : no good ideas yet⑨ Health/dmg Balancing : V0.1 done→Alpha release I need help with ⑦ in particular, also with ⑧.⑦ : discussed a few posts above, goal is to give the SHIV a limited-uses Repair ability and the ShotOverload ability. Also, DeathExplode would be nice. No success ATM⑧ : input welcome for a replacement of thin man poison and sectoid commander mind control... I'll document most of the changes (esp balance) with alpha. It will be a "non-user friendly" version at first, meaning manual file replacement - some assembly required. I guess most of the users of this board are more or less familiar with the process by now ? If not, I'll try to give clear instructions for install. Obviously later releases (possibly beta) will need a proper installer. Happy Holidays everyone ^^ Link to comment Share on other sites More sharing options...
PepprmintButler Posted January 4, 2013 Author Share Posted January 4, 2013 I initially wanted to set armor deco of Kevlar to 3, but nothing I tried worked. So Kevlar Ghost is a workaround which turned to be very nice cyborg like look. I've been trying to set armor decos for carapace and skeleton too, but to no avail either. Did you by chance make any progress on the matter ..?Ideally I'd also like to change the deco to the more "basic" one on kevlar/ghost. On the gameplay front, I still can't seem to get anywhere with the abilities I want to implement (see post above) :confused: Link to comment Share on other sites More sharing options...
Drakous79 Posted January 4, 2013 Share Posted January 4, 2013 (edited) I tried kSoldier.kAppearance.iArmorDeco = 2 in CreateTSoldier() function to define deco for new/hired soldiers. But the change never worked on customization screen. Ghost workaround turned out to be looking better than kevlar + deco 3. Decos are defined in DefaultContent.ini. See Unlock all Decorative Armors for all Armors thread. Edited January 4, 2013 by Drakous79 Link to comment Share on other sites More sharing options...
PepprmintButler Posted January 7, 2013 Author Share Posted January 7, 2013 I tried kSoldier.kAppearance.iArmorDeco = 2 in CreateTSoldier() function to define deco for new/hired soldiers. But the change never worked on customization screen.Ghost workaround turned out to be looking better than kevlar + deco 3.Decos are defined in DefaultContent.ini. See Unlock all Decorative Armors for all Armors thread. I tried a few things with Defaultcontent.ini also (switching deco numbers around, etc) but to no avail. I'm afraid armors have a default (non-deco) state that cannot be replaced by a deco state, not through the ini anyway (and considering createtsoldier() had no effect either, possibly not through the scripts either). I'm still hoping someone can do better than be with the abilities (repair/overheat/deathexplosion).In the meantime, the rest of the mod is conpiled, but I'm struggling with some unexpected crashes in my test playthroughs (at mission load). Possibly something wrong with my modded upks.Alpha will have to wait until I get something stable to work with... Link to comment Share on other sites More sharing options...
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