aliens

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.


Messages - B1ackwolf

Pages: 1 2 [3] 4 5 ... 12
31
New update posted, this will be the last update until first week of january (or any hotfix its needed). Hopefully everything should work correctly and stand by its one.

Merry christmas everyone!

32
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 17, 2023, 06:39:21 am »
Hi, i was playing a terror mission and this message shows when i try to find the aliens. Great mod by the way, loving it.

Hello, thank you so much for your kind words; I truly appreciate them.

Great catch! It appears I made a spelling mistake, but not to worry. I'll correct it for the next patch, which should be released on Monday. I'm currently working on adding the remaining buildings and implementing some extra changes and fixes. In the meantime, you can download the attached file and place it inside the 'RULESET' folder within your XENOOPERATIONS mod (say yes when the overwrite warning appear). This way, you won't have to wait those extra days, and you can promptly continue with your terror mission.

33
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 05, 2023, 08:05:57 pm »
Tried the latest version 0.97.05.LE but get an error-see attached.

Yeah, i can see the problem by looking at the size of the file, there are a bunch of duplicates files and .ruls going on in there.

To update properly, remember to delete the previous version of the mod and then replace it entirely with the new folder. . Delete the mod folder and then replace it with the one i posted recently (should weight no more than 40 mb or something like that), and then try again.

I see you are coming from a very old build, PM later if you run into further problems hindering your campaing (as having missing planes and stuff like that)

Hope this info to be helpful.

34
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 05, 2023, 06:38:26 am »
Update Announcement:


I hope this message finds you well. Unfortunately, I bring news of a minor setback in the development of the upcoming update. Both my wife and I have caught a flu, and as a result, I've been feeling unwell since yesterday. Regrettably, this means the update will be shorter than initially anticipated.

As of now, approximately 80% of the buildings, including all the basic (vainilla) and key ones like the gym, large barracks, security station, and corridor, have been completed. The large storage store's structure is finished (walls only), but it still requires props, assets, and illumination tiles to be applied. The remaining buildings, such as the large lab, large workshop, large psionic lab, satellite network, and global hyper-wave decoder, remain untouched. Please be aware that in their current state, these structures may appear wonky and unnavigable. While they won't cause a CTD, they might hinder troop movement.

To provide you with a sneak peek and allow for testing, I've decided to release a preemptive beta patch. You can explore the changes by entering your base management interface and left-clicking on the access lift. This will enable you to move a single soldier and preview the updated base.

I sincerely apologize for any unexpected delays, and I appreciate your understanding. I aim to recover and complete the patch over the next few days, with the goal of releasing it this weekend. Your patience and continued support mean a lot.

Thank you, and happy hunting!


Installation:

**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
** BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.

- Download the file from the site XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (any difference in size is irrelevant, its the same file, just that i found a way to better compress it and evade the size limitation of the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).


Spoiler:
**Version 0.97.05.BETA LE Changelog:**

Visual Overhaul:
- Completely revamped the appearance of the Xcom base with new props, tiles, and assets extracted from TFTD.
- Improved storage tiles for the basic general store facility and the hangar to align with the updated map disposition.

Balance Tweaks:
- Adjusted some capacity numbers:
  * Small living quarters can now accommodate 20 units (down from 25).
  * Large living quarters have a reduced capacity of 100 units (down from 125).

Bug Fixes:
- Fixed an issue preventing the Dagger from being loaded in transport troops or during base defense missions.
- Updated the Georgia flag to the correct version from 2004 (previously using an outdated flag).
- Resolved deployment problems for units in transport planes:
  * The Dragonfly now correctly loads its 12 soldiers, and weapon spawning tiles have been relocated.
  * Similar adjustments made to the Firefly for correct soldier spawning, with item spawning tiles moved to a safer location away from the ramp.
- Corrected the description of the Sectopod autopsy in the UFOpaedia.
- Fixed a UFOPaedia CTD issue related to the XCf0-bishop, ensuring the picture displays correctly. Thanks Daev for the report.
- Solved an issue with the Miniguns' behavior, preventing the camera from excessively following each shot and causing flickering in certain situations.

35
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 03, 2023, 10:25:47 pm »
Hello sir, looks like the Bishop UFOpadia is missing its image, getting this error upon middle click. Love the art in this mod, excited to play it!

Thank you for the positive feedback and bug reports! Your input is invaluable, and I'm pleased to let you know that the reported issues have been noted and fixed. These corrections will be part of the upcoming patch.

Now, about the Xcom Base Facilities Visual Update. I'm thrilled to share that all the "basic/originals" buildings are complete. The overhaul has transformed the appearance of these structures, offering a more immersive and engaging experience. Only four more buildings remain to be revamped. However, these are  "Large" (4 blocks) buildings, which take a bit of extra time. I aim to have them finished either today or tomorrow.

I appreciate your patience and continued support. Stay tuned for more news.

Happy hunting.

36
Released Mods / [MAP PACK][STANDALONE] Xcom Base Facilities Visual Uplift
« on: December 01, 2023, 07:57:24 am »
New update 1.3 uploaded now, confirmed 100% compatibility with FMP  (Jan-27th-2024)!
Check the bottom of this post for the file and the updated changelog


Xcom Base Facilities Visual Uplift:
Since the inception of my journey with OpenXcom and even XCOM itself in the past, I've never liked the appearance of XCOM facilities. To me, they seemed plain, dull-colored, almost like they were made with cardboard and plastic. I was determined to tackle that and create something perhaps better.
What's New?
A complete overhaul of Xcom base map blocks, utilizing terrain tiles and assets from TFTD to achieve a grittier and more militarish appearance. This standalone version is for those who want appearance improvements while retaining all the vanilla aspects of their game. If you are already using my XenoOperations LEGACY MOD you won't need this, as the work is already integrated there.

Installation and Updating
Theoretically Compatible with any version of OpenXcom (tested on nightlies and OXCE installations).
  • For safety, ensure you have the latest nightly; this version is no longer compatible with the 1.0 milestone.
  • Download the file from the site Xcom Base Uplifted the MOD.io Portal OR use the file attached at the bottom of this post.
  • Unzip and copy all files to your OpenXCom mods directory in your documents folder.
  • Activate the mod in the game's main menu.
  • Be sure to have it at the BOTTOM of your Mod List to ensure compatibility with other mods.
  • Enjoy!

Compatibility Information:
Newest patch (1.3) it's now 100% compatible with the FMP.

Caution is advised for users with other overhauls or mods that adds new base facilities for XCOM, as this might not be entirely compatible and could need some tweaks. For other modders, I've kept this as a separate mod to facilitate easier integration into your work. Replacing XBASE map blocks in your .rul Files might cause CTD or visual issues, so it's recommended to recreate your map blocks/buildings using my terrains pack. Feel free to PM me if you encounter any problems or need asistance.

Features
  • Overhauled appearance, making bases look like proper bunkers of reinforced concrete and metal.
  • Animated props and assets bring facilities to life.
  • Custom made new basebits, fitting the new artwork and layout. Thanks to Efrenspartano for his amazing work on this front.
  • Realistic and interesting layouts, including bathrooms, power grid rooms, local servers, offices, and a redesigned hangar with catwalks.
  • Certain facilities have "storage tiles" to prevent clutter.
  • Revamped the SCANG.dat file. Now, every tile shows the appropiated miniature when using the map view.
  • Generally, a more interesting and defensive layout.
Future Plans:
  • Improve all facilities' descriptions and ufopaedia lore/text.
  • Attempt to improve MCD files for better sequencing.
  • I̶m̶p̶r̶o̶v̶e̶ ̶t̶h̶e̶ ̶S̶C̶A̶N̶G̶ ̶s̶t̶a̶t̶s̶ ̶s̶o̶ ̶e̶v̶e̶r̶y̶ ̶t̶i̶l̶e̶ ̶r̶e̶c̶i̶e̶v̶e̶ ̶t̶h̶e̶ ̶a̶p̶p̶r̶o̶p̶i̶a̶t̶e̶d̶ ̶m̶i̶n̶i̶a̶t̶u̶r̶e̶ ̶w̶h̶e̶n̶ ̶u̶s̶i̶n̶g̶ ̶t̶h̶e̶ ̶m̶a̶p̶ ̶v̶i̶e̶w̶.̶
  • Explore creating an alternate "expanded version" with buildings from other mods for better compatibility.

Usage of Graphics:
It would be appreciated if you credit me, but it's not mandatory. Modders are free to use this for whatever they wish.


Credits without any specific order:
  • OpenXcom an OXCE crew for keeping the game alive.
  • Warboy, robin, Tyran_nick, Dioxine, SolariusScorch.
  • EfrenSpartano for recoloring MCD and PCK from TFTD palette.
  • Dioxine for inspiration and template from improved base facilities.
  • Hobbes for assets from the Terrain Pack.
  • KevinL for his work in the MapView2 tool.
  • Ohartenstein23 for the alphaMapEditor build.
  • Volutar for the MCD editor.
  • Robin for some of his props from "from the Apocalypse" Mod.
  • Anyone else I may have borrowed tiles, sprites, and assets from to complete my terrain pack.

CHANGELOG:
Spoiler:

Version 1.3:

-Additions:
- New and revamped SCANG.dat file, when you enter the mapview interface now there will be matching sprites with the newer artwork direction.
- In tandem with the change above, now all the "pips" representing units have been recoloured to match a more intuitive format:
  * Blue: alies units.
  * Red: Enemies units.
  * Yellow: Neutral (i.e civilians) units.
- Adjusted the intensity of some light sources, also some props produces light by themselves.
- Changed the textures and color of some props to improve the general appearance of them in relation to the artwork of the mod, special thanks to ROBIN for his work in From the apocalypse Mod, check it out, its really dope.
  * Tables now are metallic gray. (goodbye the blue plastic from the garden section in ikea) Thanks to ROBIN.
  * Cardboard targets inside the gym shoot alley got improvements. Thanks to ROBIN.
  * Gabinets/closets now look like personnel lockers, Thanks again to ROBIN an his mod.
  * Files drawers recolored to dark gray.
  * Small details added to fridges, so they dont blurry with the background so easily
  * Blue walls used in alien containment and psi labes were redone entirely
  * Blue chairs got recoloured to have khaki/coyote seats.
  * All the Floor tiles got revamped with small details of mud and erosion, thus obtaining a more RUGGED and rustic appearance, instead of the previous "glossy and polished marble-like" cement without any trace of imperfections.
- Rearanged and moved some maps to achieve a better overall look (will became obvious when the newer preview pictures are done)

Bugfixes:
- Solved some navigation issues in maps where some props impossibilited reaching certain places of the second floor.
- Solved some tiles using wrong "walk sound" effect ( expect metallic taps when walking above any such materials).
- Solved some buildings using wrong versions of props(i.e, the alien containment had the destroyed base ring instead of the light flickering version to name an example).
- Solved a missing file in the routes folders related to the Corridors, there was a XBASS_24.MAP instead of the correct .RMP version of it. if you had experimented some CTD in bases featuring such buildings, this might be the culprit.
- Myriad of small catches and fixes with some missplaced walls and props types.
  * For a more technical explanation, every part is defined as a PartType , having them defined incorrectly would present some minor Line of sights inconsistencies, "invisible walls" stoping normal navigation or some pops not showing correctly as they are tagged to be loaded at "the bottom" (closer to the floor) of the tile and such anything place "above" this took priority.

#####

Version 1.2:

Additions:

- Added new facilities to ensure compatibility with FMP:
  * Large living quarters (from "improved facilities mod" made by DIOXINE).
  * Large storage store (from "improved facilities mod" made by DIOXINE).
  * Corridor.
  * Gauss defence.

Facilities Updated:
- Slight corrections on some facilities:
  * Little change on some floor tiles on the small radar.
  * little changes on a "hide" floor tile in the laboratory to get better ilumination distribuition.
- General stores recieved a new area with fridges for food supplies ( ¯\_(ツ)_/¯ ).

BugFixes:
- fixed some missing floortiles from the catwalks in the hangar second floor.
- fixed some missing west walls on the large living quarters.

#####

Version 1.1:

Additions:
- New a revamped BASEBITS to match the improved facilities, artwork made entirely by EfrenSpartano.
- Improved some MCD files with extra assets , correctly coloured to XCOM EU pallete.
- Retouched the Workshop facility:
  * Added an improved assembly table. 
  * Added an Robot arm assembler/welder from vainilla, recolored to maintain the general motif of the mod.
   ~ changed from intense pink to a more industrial orange.
- Reorganized the Fusion Ball Defence building:
  * Added some monitors intended "to fire control" them aside the cannon.   
   
BugFixes: 
- fixed some "invisible floor squares" on the second level of the corridors.
- fixed a problem with the hangar facilities, where both northeast and southeast blocks were loading the assets incorrectly.

#####

Version 1.0:

First release of the mod

- Remodeled entirely the base facilities

Feel free to reach out for any questions or issues. Any feedback will be appreciated. Enjoy the upgraded Xcom base experience!

These are a preview of some of the buildings:

37
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 27, 2023, 07:48:28 am »
Small Update Sneak Peek:

Things are progressing well for the upcoming update, which will be entirely focused on buildings and base facilities. I'm addressing some descriptions that were never changed from vainilla and might cause confusion, such as hangars should explicitly state they can hold two ships now or the radar range description having a weird number that doesn't make sense. Additionally, I'm introducing entirely new features from OXCE, like making some buildings "upgradeable" by constructing something atop them (base defense modules being a prime candidate for this). While some rebalances and tweaks are to be expected, the most significant change will likely be the visual uplift of tiles and assets for all base modules.

Special thanks to efrenespartano for assisting me in swapping the palettes of some TFTD terrain packs. My plan is to recreate every base facility with these assets, leaving behind the old brownish cartoonish appearance and introducing a better, grittier look with hard gray concrete and bunker-like aesthetics. As a bonus, most assets now feature animations and color changes, enhancing the overall visual appeal in line with other artwork from the mod (e.g., Alien UFOs). I'm halfway there, and I hope you'll find these changes interesting and well worth the effort.

Finally, the days of the security station featuring a garden picket fence are long gone. Now, it's replaced with sturdier concrete half-slabs.

Here's a sneak peek of what you can expect later. Stay tuned for more updates!

38
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 24, 2023, 05:50:46 pm »
Good evening.

Here is the file prior to the start of the mission. Strangely, when I loaded it, all of my transport craft disappeared.

Well it seems i was correct. Unfortunately, after running some tests, it appears that the CTD issue is triggered when attempting to load troops into the ship for the return home (as this ship "doesnt exist anymore"). This occurs because, to address certain problems related to transport troop maps, I had to modify some name references. I can assist you in restoring the ships so you won't lose your previous progress in the campaign. To proceed, I'll need you to provide a list of the crafts you had prior to the update so that I can restore them in your bases. However, please be aware that you'll need to redo the base attack as the save is 'softlocked,' and I cannot guarantee that the ship changes will work in that scenario.


Edit: It seems I was able to fix your savegame. The Dragonfly is now successfully en route to the alien base, allowing you to proceed with your raid without any issues and complete the mission successfully.

39
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 22, 2023, 02:16:35 am »
Good morning.

I updated the mod then started an already active mission from the previous version.

Hello again, thanks for your promptly response. Okay, i still need to check this later when i arrive home, but that might be the culprit, by any chance, do you have any savegame previously to starting that mission? (hopefully one that isnt that long away from the mission, so if my theory its correct, you wont have lost too much progress)

40
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 22, 2023, 12:27:02 am »
Good evening.

I would like to inform you of an error I experienced while playing the game. Encountered an error right after finishing an Alien Base mission. OXCE is version 7.9.10. I am using the latest version of the mod. I have attached both the save file and the screenshot of the error. Hoping for a fix or at least an explanation for this error. Thanl you.

Thank you very much, im gonna check this out when i arrive home later today.

Just to be sure, did you update the mod and then loaded a savegame wtih an already started mission? or did you updated, played a bit, THEN started the base raid and then got the CTD?.

41
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 19, 2023, 08:10:46 am »
Quick Notice:
All problems solved, the teasers stay anyways


Incoming walltext, beware! (simply scroll down if you want to avoid my mumbling)
Spoiler:
I'm thrilled to present the latest update for the mod. Before diving into the changes, I want to shed light on a couple of decisions. As I've emphasized in the past, this mod began as a personal project, and many additions were made without meticulous tracking. Unfortunately, this led to a state where numerous assets, sprites, and even the XCOM 2012 soundtrack got incorporated without clear attribution. To rectify this, and to streamline the mod's size, I've removed the XCOM 2012 tracks. This change serves a dual purpose, making the mod more transparent for use with various music packs available on the Mod Portal. Some of these options are fantastic (I'm currently using USING THIS ONE ), and they rightfully deserve recognition, traffic, and upvotes. It felt unfair to simply bundle them into my mod, also considering their size and potential installation complexities.

Now, on to the exciting news—the restructuring of the folders is seemingly complete. This allows me to focus on more enhancements without the hassle of searching for assets. The restructure has already borne fruit. I've added improved sound effects from the HQSounds pack by Daedalus. Unlike music packs, integrating this required some tweaking, which is why I opted to include it directly. Now, almost all weapons have distinct effects—shooting or hitting. Aliens have received enhancements, reacting with sounds when in the presence of XCOM soldiers. Dogs now have improved sound cues during attacks, aiding in understanding if a bite landed.

Additionally, I've made necessary corrections to the Dragonfly. Those ceiling holes are history, the turbines are now elevated, and starting positions for soldiers received tweaks.

The Firefly underwent a complete facelift, with better tile sprites enhancing the graphical design. Gameplay changes include a three-tile-wide cargo space, providing increased firepower when needed. However, the tight formation could be a hindrance, so lateral doors have been added for additional exit routes.

Now, the less favorable news. Despite extensive efforts in map work, I couldn't determine how crafts spawn in some maps. This resulted in reverting changes made to landing pads on cruisers/cargo ships to go back to a bary functional level with all the previous problems unsolved (Landing the Dragonfly on a cargo ship guarantees a CTD, cruisers don't spawn the craft, making missions involving line cruisers ships non-retreatable). This is a top priority for resolution, and any assistance would be greatly appreciated as this area proved too complicated for me.
Despite these challenges, I find modifying maps enjoyable, thanks to all those days spent playing city builders so expect some big changes related to this in the future.

Thank you for your continued support, and any feedback or assistance in the map-scripting department would be highly valuable. Happy gaming!

Installation:

**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
** BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.

- Download the file from the site XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (the difference in size is irrelevant, its the same , just that i found a way to better compress it and evade the size limitation in the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).

Spoiler:
Version 0.97.04 LE Changelog:

**Map Tweaks:**
- Made changes to a substantial number of maps:
  * The Dragonfly finally got corrected , desing recieved some additional improvements.
  * The Firefly got completely redesigned.
- XCOM BASE maps got some minor corrections and improvements (a prelude for an upcoming change that will significantly enhance the appearance of the XCOM base).
  - Some sections now have computers with moving sprites, including beeping screens.
  - The security station has the white picket fence replaced with something substantially better (temporary change until the complete overhaul of the XCOM base).

**Tweaks:**
- Successfully completed the restructuring of the RESOURCES folder, streamlining the workflow for implementing new elements.
- Added temporary ufopedia images to eliminate any blank/black spaced entries, although further artwork improvements are planned.
- Changed the floorsprite of Elerium to enhance visual coherence (goodbye purple rubber ball, hello new ambar crystal)
- Made changes to some technologies relevant to power armor, eliminating references to the "power suit" and "flying suit" to avoid researching dead ends.
  * This resulted in moving the POWER ARMOR (Tier 5 XOPS armor) down the Codex path, to balance, now requires an extra research topic but prices are unchanged.
- Made adjustments to the SECTOPOD ELITE, a black variant of the standard sectopod, tweaking numbers for increased impact.
- Modified the buy/selling screen to display only "custom categories," improving navigation and readability.
- Improved Dagger ufopaedia description.
- Changed "QD" slot name to HOLSTER and modified the "belt" name to avoid any possible obstruction.
- Renamed transport ships and SR-71, adding some prefixes to follow a consistent nomenclature.
- Small quality of life improvement: enhanced the "daylight indicator" for better mission time representation.
- Improved the names of some items, ordnances, and explosives for distinct yet intuitive naming.
- Eliminated all traces of 2012 music to reduce mod size.
- Added more versions of improved sounds from the HQSounds mod by DAEDALUS to most weapons, aliens and effects.

- Bugfixes:
  - Resolved issues with dog sounds causing CTDs and providing better cues for dog attacks.
  - Returned the bulletsprite to the XPDW.
  - Ensured aliens cannot use explosives on the first turn.
  - Implemented changes to MAPSCRIPT files to potentially reduce starting mission CTDs.
  - Fixed handobs for various items.
  - Corrected names in some Muton variants.
  - Addressed an issue with the Amiga font not having the correct palette format.
  - Integrated changes from XROSS Visual Upgrade into the main geoboard menu.
  - Fixed errors in research paths for various items.
  - Resolved a problem related to duplicate final mission unlocks.
  - Used pedrothezeroTool to address acknowledged problems in VSC, improving mod stability.
  - Temporarily deactivated "gothic church" maps due to their inconsistent performance.

42
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 14, 2023, 04:52:58 am »
Have not played new version much, so no useful feedback.

Just wanted to say (as a bit of a developer): break saves while you can, don't make your job harder. Also now is the perfect timing, you broke them already last patch :)

If you feel very generous, you can write some script to update saves :)

Its okay, take your time, As for the potentially game-breaking update plan, the challenge lies in the fact that there are thousands of objects, enemies, and resources that require renaming. I can't pinpoint the exact duration it would take, but I'm certain it won't be feasible within a single patch. To tackle this effectively, my current strategy is to establish a separate fork where I can make these modifications without disrupting the main updates. Once the process is complete, I'll seamlessly integrate the changes, eliminating the need to restart campaigns with each successive patch.


I like that craft art. Any plans to make that turret playable on battlescape like one we have in W40?

I didn't have any plans related to it, but it sounds interesting. I haven't learned how to do it yet, but I might explore that idea later. For now, it'll be a dummy barrel.

I'm glad you like the plane. As always, if you (or anyone, for that matter) wishes to use it, you are more than free to do so. In the end, I made it using tons of assets created by other people who are more talented than myself.

For now, the next update is on hold until I manage to resolve some issues I have with map generation. I've successfully edited and made the desired changes, but I'm struggling to define the 'landing zone' for your plane troops. Once I figure this out, I'll be able to solve a longstanding bug since the first update when I installed the CMP map and the cruise ships terror mission.


43
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 11, 2023, 07:25:46 am »
Exciting News about the Upcoming Update:

As mentioned earlier, the focus of the upcoming update was on restructuring the folders and file locations of various elements within the mod. I'm thrilled to announce that this task has been successfully completed. The effort has already yielded positive results, allowing me to address dozens of bugs and correct the misuse of certain sprites and sound files. While working on sound files, I stumbled upon an amazing mod that enhances sound quality and variety. Taking the opportunity to elevate the gaming experience, I decided to replace almost every sound effect present in the mod.

In the next patch, you can expect more crisp and unique shot effects for every weapon tier. Weapons will now vary more between members of the same tier, providing a richer and more immersive auditory experience. New alien death screams, walking effects, and other enhancements have also been added. While there's room for further improvements, I'm pleased to scratch this off my to-do list for the foreseeable future.

Regarding the to-do list, as mentioned earlier, I've begun the translation process, and it will be incorporated into future iterations of the mod. This serves as a somewhat indicative roadmap of the mod's future. Of course, plans might evolve, and some features may or may not make it into the final version. Nevertheless, having a general idea of the intended direction of the mod is valuable.

Considering that this patch primarily focused on backend and under-the-hood changes, I decided to include some additional content to provide a tangible sense of progress. I addressed MAPS errors that were leading to unpleasant situations in the game. Special thanks to efrenespartano for guiding me through the process. I've updated the first two transports, and there are two alternative versions of the Firefly that I'm still contemplating. However, I encountered a challenge with the map modifications for the cruisers and cargo ships terror site maps, notorious for causing CTD issues with my planes. While I have a general idea of the changes needed to fix this problem, it might take a couple of extra days. Hence, I've opted to delay the update slightly to ensure I can address this issue promptly. I believe it's well worth the wait.

With nothing else to add, I hope you are enjoying the mod. As always, feedback is highly welcomed and appreciated, as it plays a crucial role in improving the mod.

Thank you all, and happy hunting!

44
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: October 23, 2023, 10:31:00 pm »
Besides Dragonfly and Firefly is there anything else save-breaking? If have neither, should it be OK?

Yeah, in the grand scheme of things, only a few things have been renamed. If you haven't loaded a save during a battlescape mission, you can 'safely' continue your playthrough. The only catch is that you might need to repurchase the Dragonfly plane. This could range from being a minor annoyance to potentially breaking your campaign. For instance, imagine you updated, and your most recent save file has an active terror site mission on the map. Having to skip this mission could spiral out of control and jeopardize your progress.

The issue I'm currently facing is that I'm working diligently on reorganizing the folders. However, the next logical step, which involves renaming most of the item references, has to be postponed.
To give you an example:
Spoiler:
X WEAPONS (tier 2) are currently named HVweapon in the files, while HYPER VELOCITY (fifth tier) is called TFweapon. It gets even more complicated when I started changing the 'resource names' (the PNG pictures). They don't correspond in any way, so every time I have to make changes or adjustments, I need to cross-reference with another file to ensure I'm dealing with the correct item.
My problem with this is that fixing it would cause many items to 'disappear' until you rebuild them(again, potentially crippling your campaign). So, it's not a problem that can be solved with multiple patches as it would render the game unplayable, forcing you to restart your campaign every two weeks. Therefore, it's become an 'all or nothing' change. Either I sit down and painstakingly focus in correct hundreds of items in a short frame of time , so i don't disrupt the development of the mod (and stick to the releases schedules)  or ignore it and do my best in their current situation.

The most sensible solution I've come up with is neither of the above. Instead, I'm focusing on 'reordering' every item in groups. This way, even if I come across something with a weird or unfamiliar reference, its position on the my semi-coherent list would give me clues about what it's referencing.

In summary, correcting these issues would render the mod unplayable, so I'm trying my best to create the most coherent library possible. Afterward, I'll shift my focus back to adding new features and content that are waiting to be included. I hope this decision won't come back to haunt me later on.

45
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: October 21, 2023, 08:21:15 am »
ADVICE:

Further testing revealed that all the changes made to the new planes rendered the update incompatible with ongoing campaigns. Unfortunately, this means you might need to start over again. I apologize for any inconvenience this may cause, but I needed to make these changes in order to address current issues with the Dragonfly and to enhance the Firefly in the upcoming patches.

I'm considering creating a temporary hotfix to revert the plane changes, allowing you to continue your playthrough without further issues.


Hello everyone, I'd like to share the latest updates for the mod, which includes more restructuring of the mod's folders. This process is going smoothly, and I've successfully reorganized all the folders related to UnitSprites and WeaponSprites. Moreover, I've restructured and reordered all the relevant categories in the Rul files. This restructuring effort is already proving to be beneficial, as it has enabled me to implement some changes for weapon sprites that I've been eager to add for some time.

The only remaining task to complete this work is renaming the images to create a more coherent nomenclature. I initially planned to address this much later, but it appears that I can tackle it now.

Additionally, I've resolved several critical bugs, and I want to extend a special thanks to Scamps for bringing them to my attention. These fixes will result in considerably fewer CTDs, enhancing the overall stability of the mod.

Additionally, for those looking to update, i'll like to remind you to please follow these instructions:

1. ALWAYS Delete your previous XenoOperation FOLDER.
2. Replace it with the newer file from this post (or from the portal).

While simply unzipping and overwriting the old folder might work, it can lead to a bloated number of files, which is best avoided. 



Thank you for your ongoing support and dedication to improving the mod. Your feedback and bug reports are invaluable in enhancing the XenoOperation experience. Stay tuned for more updates, and happy gaming!

Installation:

**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
** BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.

- Download the file from the site XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (the difference in size is irrelevant, its the same , just that i found a way to better compress it and evade the size limitation in the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).


Changelog:
Spoiler:
v.097.03 LE changelog:

Various Changes:
- Adjusted numerous references as result of the folder reorganization, such as renaming SOVEREIGNS from 'Overlord'.
- Replaced all 'Archangel' references with 'OVERLORD.'
- Renamed all references to roachers into Formics, which was relatively straightforward compared to the overlord case.
- Applied similar adjustments to 'Dragonfly.'
- Made equivalent changes to weapons and ammunition of Tier 1.
- Modified deployment in Cydonia to ensure there are no 'helmet-less' enemies, aligning better with the lore.
- Cydonia Elite Guards are now the most formidable foes.
- Muton Enforcers are now accompanied by Black Sectopods, even more dangerous than their common 'blue-ish' counterparts.
- Reordered the position of ships in lists and ufopaedia.
- Reorganized the soldier 'type' as follows:
  * "Doggos"
  * "Basic Soldiers"
  * "The Other Types"
    ° This will help when reordering your troops by types in the base interface.
   
   
Enhanced Descriptions:
- Included additional descriptions related to the CODEX, like corrupted files.
- Corrected some commendation errors and improved spacing, with more in-depth revisions required.

Sprites Changes:
- Altered the avatar background of the Menu in the battlescape to match the rest of the interface.
- During combat, you can click the middle button for an enemy preview. This preview now includes sprite and held weapons and boasts a user-friendly interface, inspired by Neoworm's previous work. It also adheres to the same color palette as the rest of the menus.
- Slightly retouched the sprite of the SMG Hybrid, Uzi Hybrid, Hybrid Rifle, and PDW Hybrid in the magazine area to better resemble their respective cartridges.
- Slightly modified the Hybrid Rifle cartridge.
- Adjusted the position of the LMG Hybrid.
- Tweaked the SMG Rail position.
- Additionally, repositioned the Rail Rifle.
- Rearranged the Pistol Plasma position.
- Tweaked the Heavy Plasma Pistol position.
- Recolored the images in the ufopedia for Sectopods to match their sprites in battle.
- Modified the Rocket Launcher sprite to maintain consistency with the mod's general artwork. The base is taken from X-Files and was further refined.
- Tweaked the sprites for the Grenade Launcher, where ammunition is now depicted as grenades in a drum. The floor-ob is ready, while the hand-ob still needs refinement. All assets are also sourced from X-Files.

Tweaked:
- Hopefully this first sweep of the drop rate of materials will help aleviate somewhat the ammount of resources aviable until a more intricate balance is done
  * Significantly increased the amount of materials produced by breakdown projects. Remember to interact with this feature, as each component can be reduced to more basic components. The next step is improving manufacturing projects to create ammo in bundles, this change will take some time.
  * Additionally, more breakdown projects will be added for various items (e.g., mechanical cadavers for parts or alien weapons for materials). This comes with increased costs and time requirements to maintain balance.
  * Reduced the cost of manufacturing and replicating A-Alloys.

Bugfixes:
- Finally resolved the issue of duplicated interrogations, thanks to Scamps for finding the solution.
- The problem with Personal Armor not being equipable has been fixed this time, I swear!
- The drone scanner sprite issue has been corrected, and it is now correctly centered.
- Fixed an issue where the Sectopod kill medal wasn't being awarded correctly.
- Addressed a problem with the background 7 not displaying correctly (i found the solution in another thread, thanks to Alex_D for commenting it).
- Darkened the tones of various backgrounds slightly to enhance visual appeal.
- 'Splish-splash, no more water crash', UFOs can not longer create crash sites on water, thanks Efrenespartano for the help.
- Corrected an incorrect reference to 'Firefly' in the ufopedia; it should mention 'DRAGONFLY.'

Pages: 1 2 [3] 4 5 ... 12