aliens

Author Topic: [OXCE][WIP] OpenScarfCom  (Read 8530 times)

Offline scarf

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[OXCE][WIP] OpenScarfCom
« on: April 24, 2021, 07:13:14 pm »

*latest OpenXcom Extended Needed*

Download/More info/Credits Available at
mod.io page
github repo


A total conversion mod that focuses on replayability and QOL.

some of the main features:

Battlescape:
Quote
  • sprite changing based on loaded clips (currently on rifles)
  • integrated Hyper & Trajectory
  • integrated powered exoskeletons
  • increased smoke and fire damages (incendiary now deadly against no resistances)
  • fire inflicts morale loss & fatal wounds
  • alien uses spotter & sniper tactic
  • alien carries multiple primed grenades
  • alien can be stunned from smokes
  • aliens can surrender if you make them panic enough
  • rifle and auto-cannon merged into automatic rifle and marksman's rifle that uses same ammo; AR has 3-shot burst for snap, MR aimed shot for snap (for reaction fires)
  • heavy cannon is now an actual multiple grenade launcher with arcing shot
  • small launcher can fire alien grenades
  • hwp replaced by UGV. with dual-weapons and operator getting XP as well (buggy atm)

Geoscape:
Quote
  • surface radar replaced with AWACS (thanks to redv)
  • all crafts can now auto-patrol
  • UFOs have chance to become Hunter Killers that could try to disengaged when damaged enough
  • Built-in Cannon for interceptor & skyranger
  • Dogfight projectile speed doubled
  • Cannon all stats doubled (dmg, range, rof)

for full list of milestones & planned features please check mod.io page or github repo link above.




SUBMOD CREDITS

> i have no rights to any of the mods included below. scarfcom could not have been developed without help from these mods. mod assets are in seperate folders. these mods included are out of my bounds all rights goes to their respective owners.
if you are the author of these mods and do not wish these mods to be used, please let me know, or PM me on openxcom forums, or contact me with honestlawn005@gmail.com. it will be removed immediately.
Spoiler:
Community Map Pack by CMP admin and various contributers
Extra Explosions by Arathanor, Strarvingpoet
AWACS AIRCRAFT by redv
HQ sounds by daedalus, hellrazor
Combat Armor by Warboy1982, Ryskeliini recolor by Solarius Scorch
please be notified that it is on active development and is VERY BUGGY and VERY UNBALANCED.

please tell me freely if you find any bugs/ideas/opinions. or you could put a pull request yourself! also
if you need anything steal any codes and assets I've done (in OpenScarfCom folder) freely!
« Last Edit: April 26, 2021, 07:06:50 pm by greenscarf »

Offline scarf

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OpenScarfCom: Pictures & Showcases
« Reply #1 on: April 26, 2021, 07:02:50 pm »

Pictures & Showcases




- Different sprites for loaded/unloaded weapons
- Automatic Rifle: 3-shot snap, 10-shot auto (almost zero accuracy)
- Marksmans Rifle: share rifle clip, has aimed shot as reaction fire
- Heavy Cannon: sprite changes; now has arcing shot
- Small launcher: can be armed with alien grenade



- Hyper & Trajectory implemented

- UFOs except small scout & supply ship can be Hunter Killers
- All projectile speed doubled


- Cannon all stats doubled (range, rof, dmg)



- Skyranger built-in cannon
- cannon does not require ammos (like laser & plasma beams)




- Interceptor built-in cannon


- Exoskeleton Armor

- Fire inflicts severe damage & fatal wounds & morale loss to units without incendiary resistances


- Default base layout
- Radar replaced with radar aircraft

please freely give any suggestions/bugs/idea/typos/balance problems here or github repo; mod.io page is also welcomed.
« Last Edit: April 27, 2021, 03:43:08 am by greenscarf »

Offline Solarius Scorch

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Re: [OXCE][WIP] OpenScarfCom
« Reply #2 on: April 26, 2021, 07:45:00 pm »
Sorry to be direct, but could you please disable the filter? I can't see a damn thing, it's like looking at stuff through a wet shower glass... :P

Offline scarf

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Re: [OXCE][WIP] OpenScarfCom
« Reply #3 on: April 26, 2021, 07:53:39 pm »
Sorry to be direct, but could you please disable the filter? I can't see a damn thing, it's like looking at stuff through a wet shower glass... :P
umm sorry, using filters for 5 years straight must have made me blunt; blame some introductory article that led to me into openxcom that said "there's this awesome feature called graphic filters";

although I'm comfortable with graphic filters, it should propose a problem to many others. I'll take these screenshots again without filters (gonna be a hell of a work) tomorrow (for it is 2am now).

thank you for suggestion!
« Last Edit: April 26, 2021, 07:55:53 pm by greenscarf »

Offline Solarius Scorch

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Re: [OXCE][WIP] OpenScarfCom
« Reply #4 on: April 26, 2021, 08:17:07 pm »
And thank you for developing a new exciting mod! I hope we'll all be playing it in a year or so :)

Offline scarf

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[OXCE][WIP] OpenScarfCom - v0.1.3a update log
« Reply #5 on: April 27, 2021, 06:10:09 pm »



v0.1.3a
new weapon: automatic rifle/grenade
  • can be purchased from start
  • can be loaded with Heavy Cannon ammo (bit OP at the mo because all 6 are loaded at once; will be fixed asap)
  • supports different sprites for each ammo loaded (script updated to support all 16 possible combinations for 4 type of ammo)

Offline Hashirama015

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Re: [OXCE][WIP] OpenScarfCom
« Reply #6 on: July 05, 2021, 07:55:18 am »
Is this compatible with xcom files?

Offline Aemolia

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Re: [OXCE][WIP] OpenScarfCom
« Reply #7 on: August 15, 2024, 12:41:14 pm »
I know this mod was discontinued but I was still interested and wanted to try it. I moved the files into mods\openscarfcom like I do with all mods and I toggled OpenScarfCom to be on but nothing happens. I see only vanilla items and research as if it wasn't even installed. Is this a known issue?