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Author Topic: [WIP][MOD][OXCE] From the Apocalypse 0.30.4  (Read 296706 times)

Offline robin

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[WIP][MOD][OXCE] From the Apocalypse 0.30.4
« on: February 03, 2015, 12:26:01 am »
Download (v0.30.4): link

=======================================================================
READ OR DIE:
* Fixes and updates will come very slowly.
* Use latest OXCE nightly.
* Do not select "Ironman" when starting a new game, mod is WIP so you
  need to b able to save and load freely to dodge the bugs.
* No savegames compatibility until version 1.0.
* Set OXC language to "English (US)" or "English (UK)".
* Do not start translating things, all text is WIP.
* Expect incompatibility issues with any other mod.

=======================================================================
ART USE PERMISSION:
See "LICENSE.txt"

=======================================================================
COMMENT/FEATURES:
X-Com Apocalypse is my most special game. This mod is my personal
re-imagination of that game and at the same time a tribute to it.
Some designs have been ripped straight from Apocalypse, some are stolen
elsewhere, but some others --such as: plasma weapons, laser
weapons, and Auto-Cannon-- are made entirely by me.

=======================================================================
CREDITS:
See "credits.txt"

=======================================================================
KNOWN BUGS:
* Mod is not harmful but: I DO NOT TAKE ANY RESPONSIBILITIES IF YOUR COMPUTER EXPLODES.
* Ufopaedia art incomplete.
* Civilian (police) Robosphere can be zombified (maybe not?).
* Human missions spawn retaliation with UFO, which is obviously wrong;
  need to switch to OXC-Extended to fix this (should be fixed).
* ALIEN GATE battlescape is bugged and crashes with TRANSPORTER CRAFT;... still true?
* ALIEN GATE battlescape, some corridors for the underground part are not generated;
* Hostile units cannot be zombified.
* Unsure if psi weapons work correctly.

=======================================================================
0.30.4
* graphics BACK01 SCR.
* graphics BACK02 SCR.
0.30.3
* graphics BACK05 SCR.
* ru-RU translation by wolwerin.
0.30.3-beta
* fix: missing strings.
* graphics BACK03 SCR (screaming person).
* graphics BACK12 SCR (plane).
* graphics CURSOR.
* graphics special attack icons.
* graphics BACK13 SCR.
* graphics BACK16 SCR.
* graphics BACK17 SCR.
* graphics BACK14 SCR.
* graphics BACK15 SCR.
* graphics psy hit animation.
0.30.2
* tweaked some map tiles.
* renamed Alien Dissemination to Infestation.
* Alien Infestaton mission no longer an alien base, but a site. 3 types: small, medium, large.
* Personal Shield armor reduces psiSkill.
* removed Psiclone manufacturing research, it was pointless.
* added civilian SPORTGUY.
* fix: UFO onboard devices now match stats.
* fix: x-com scientists always visible.
* fix: UFO shields.
* fix: alien dissemination not generating site.
* fix: robot units cannot be panicked or mindcontrolled.
* fix: no report for +skeletoid autopsy.
* fix: no report LISKOID SQUAD LEADER no report.
0.30.1
* redesigned UFO_TERROR_SHIP.
* redesigned UFO_SUPPLY_SHIP.
* no more conversion needed for alien craftWeapons.
* added DISRUPTOR_CANNON_HEAVY craftWeapon.
* fix: UFO weapons.
0.30.0
* fix: human craft weapons.
* fix: corp retaliation mission.
* fix: gang (cult) retaliation mission.
* fix: alien retaliation mission.
* new enemy craft CRAFT_AIRCARGO.
0.29.1
* graphic: custom BACK04.SCR.
* fix: missing Cells mapblock definition in XBASEN terrain.
* improved look of a couple urban destroyed floors.
* fix: cult temple now generates retaliation missions.
* fix: missing energyion report after contract research.
* fix: missing explosion for TANK ROCKET/Minigun (and probably other tanks).
* fix: removed some remaining transferTimes, global for items is 24hrs.
* fix: subverted HQ now should generate retaliation missions.
* fix: non-existing hunt mission generated by subverted HQ.
* fix: rationalized amount of alien chitin in UFO tiles.
0.29.0
* fix: tried to streamline alien report research.
* fix: added proper immunities to robot armors.
* SCANBORD new graphic.
* MEDIBORD new graphic.
* fix: wasteland map view.
* fix: footstep sounds U terrains.
* shortened ufoTrajectories, experimental.
* fix: industrial and slum drop site now used the corresponding deployments.
* cleaned and recolored fire animation.
0.28.4
* HAWK under UNIDYN contract; PEGASUS under MEDCANTIERI contract.
* added costSell to all crafts.
* fix: correct personnel size for lab and workshop.
* fix: SPACELINER maps, not sure it was bugged.
* craft MCDs, diagonal walls now not big blocks.
* ALIEN_EGG now 2h grenade that hatches HYPERWORM.
* fix: added missing STR_FCS_LARGE project.
« Last Edit: December 15, 2024, 11:50:44 pm by robin »

Offline jackstraw2323

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Re: [TC] From the Apocalypse WIP
« Reply #1 on: February 03, 2015, 01:28:27 am »
Great work. Really looking forward to your mod!

Offline ThatDude

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Re: [TC] From the Apocalypse WIP
« Reply #2 on: February 03, 2015, 01:40:38 am »
Looks great! What is it really about, though?

Offline MontyDrake

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Re: [TC] From the Apocalypse WIP
« Reply #3 on: February 03, 2015, 04:57:11 am »
This looks amazing... I'm without words.

Offline volutar

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Re: [TC] From the Apocalypse WIP
« Reply #4 on: February 03, 2015, 05:11:13 am »
I think, robin, you should make some sort of master-class manual of making such an aesthetically and palette wise pictures for xcom. I can't name any style difference. It's the vanilla itself. Cheers.
(zombie picture can be used for the paperdoll, I guess).
« Last Edit: February 03, 2015, 05:13:08 am by volutar »

Offline jackstraw2323

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Re: [TC] From the Apocalypse WIP
« Reply #5 on: February 03, 2015, 05:50:04 am »
I am interested in how you're getting your noise patterns to match up so well with original artwork, I'm assuming photoshop has something that does those, but haven't dug in yet as I've not touched ufopedia artwork yet.

Offline robin

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Re: [TC] From the Apocalypse WIP
« Reply #6 on: February 03, 2015, 11:25:09 am »
It all really trivial and cheat-y:
- I paint conventionally with the brush (not pencil) tool, in an RGB image, picking colors from the ufopaedia.act palette so I know that, once I switch to indexed color, they won't stray much;
- I start with medium-dark colors (but not the darkest I plan to use), hard brush,  to draw the overall shapes (so IE in the Chrysalis image: a darkish purple, darkish red and darkish organe, for the three main shapes respectively: coocoon, coocon interior, humanoid);
- Then I start to use lighter shades of those colors with soft brushes, to give the shapes their volumes;
- Finally I draw highlights using the lightest shades, and mark darker shadow areas with light touch of the darkest shades of the original colors, using hard or soft brushes as needed;
- I eventually make the whole thing a little lighter or darker, or and apply a light sharpen filter (didn't do this step for those 2 image above);
- Once I'm done, I use the "save for web (and devices)" option, with "png-8" or "gif", with 256 colors, loading the ufopaedia.act palette and disabling "convert to sRGB" checkbox (this doesn't seem to make any difference, but better disabled).
Done.

Attached the Spitter .psd file.
« Last Edit: February 03, 2015, 04:03:57 pm by robin »

Offline jackstraw2323

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Re: [TC] From the Apocalypse WIP
« Reply #7 on: February 03, 2015, 03:31:34 pm »
Based on your description, neither trivial nor cheat-y, just straight up talent and time :)

Offline Hobbes

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Re: [TC] From the Apocalypse WIP
« Reply #8 on: February 03, 2015, 04:19:56 pm »
Looks great :)

Will this be an add-on like MiB?

Offline robin

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Re: [TC] From the Apocalypse WIP
« Reply #9 on: February 03, 2015, 04:47:29 pm »
It's a total conversion, explicitly based on Apocalypse but not bound by faithfulness, so I can redesign and re-imagine things freely (this is a necessity too, because Apocalypse simply can't be replicated in OpenXcom). When everything will be finished it'll be like TFTD compared to UFO, so a standalone new thing based on the same gameplay foundation.
But it'll take a lot of time to get there.

Offline jackstraw2323

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Re: [TC] From the Apocalypse WIP
« Reply #10 on: February 04, 2015, 06:25:12 pm »
Looking forward to it. I'm working on a TC as well and it's definitely a large undertaking to generate all the art assets and code. I'm focusing on getting a playable skeleton in place and the fleshing out all the ufopedia artwork once the rest is set.

Offline Hythlodaeus

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Re: [TC] From the Apocalypse WIP
« Reply #11 on: February 06, 2015, 10:00:43 pm »
It's a total conversion, explicitly based on Apocalypse but not bound by faithfulness, so I can redesign and re-imagine things freely (this is a necessity too, because Apocalypse simply can't be replicated in OpenXcom). When everything will be finished it'll be like TFTD compared to UFO, so a standalone new thing based on the same gameplay foundation.
But it'll take a lot of time to get there.
I have two questions:

A)Will the game be completely standalone, not requiring any graphical bit whatsoever from the original game?

B)Will you be willing to license all artwork under a creative commons license (with respective attribution clauses)?

Offline robin

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Re: [TC] From the Apocalypse WIP
« Reply #12 on: February 06, 2015, 11:05:50 pm »
I have two questions:

A)Will the game be completely standalone, not requiring any graphical bit whatsoever from the original game?

B)Will you be willing to license all artwork under a creative commons license (with respective attribution clauses)?
A) No, "natural" terrain will likely stay (especially desert, since I love night missions in the desert); geoscape too will probably use vanilla textures; also because I can't mod 24/7 :_( .

B) I don't know how it works, and I'm ripping (look-wise) a bunch of items straight from Apocalypse. We'll see.

/

Screens from terror mission in warehouse. Missions here will be a bit longer than my ideal.. well, when you'll have the alien mine and alien rocket launcher you'll just demolish everything.

Offline Ridаn

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Re: [TC] From the Apocalypse WIP
« Reply #13 on: February 07, 2015, 11:55:07 am »
Wow, that looks awesome.
I didnt play Apocalypse a lot, but this warehouse ramp sure brings back some memories.
Definitly a new thingie on my things-to-be-hype-about list.
Keep up the good work!

Offline Hythlodaeus

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Re: [TC] From the Apocalypse WIP
« Reply #14 on: February 07, 2015, 05:24:14 pm »
A) No, "natural" terrain will likely stay (especially desert, since I love night missions in the desert); geoscape too will probably use vanilla textures; also because I can't mod 24/7 :_( .
That's alright. I'm mainly asking because someone inquired in another thread whether it would be possible to have a completely free version of OXC and your TC came to mind. I understand replacing most terrain is a bitch.

B) I don't know how it works, and I'm ripping (look-wise) a bunch of items straight from Apocalypse. We'll see.
As long as it is not a straight sprite rip, it counts as original artwork, as it has a distinctive style of its own. Technically you can license it under creative commons. The only issue would be named concepts belonging to Apocalypse ("X-COM", alien names, weapon names, etc)