OpenXcom Forum

Modding => Released Mods => Topic started by: Warboy1982 on June 11, 2013, 12:27:55 pm

Title: [WEAPON] Daichi Blade
Post by: Warboy1982 on June 11, 2013, 12:27:55 pm
We get message!

What you say? main screen turn on!

--------------------!$@@ Classified @#&-----------------------

(https://i.imgur.com/PWcV2Wl.png)
DOWNLOAD (https://dl.dropboxusercontent.com/u/47596892/OXCMods/CombatKnife.zip)

Full credit to Chiko and Moriarty for this one.
With thanks to Nightwolf for the Spanish translation.
Title: Re: Daichi Blade
Post by: pmprog on June 11, 2013, 12:28:50 pm
Can we research a Plasma knife later on? That'd be super awesome ;)
Title: Re: Daichi Blade
Post by: Warboy1982 on June 11, 2013, 12:29:54 pm
that will be a seperate mod ;)

(it'll require some re-jigging of the alien equipment loadouts)
Title: Re: Daichi Blade
Post by: kkmic on June 11, 2013, 04:56:48 pm
A knife?

All your base are belong to us!
Title: Re: Daichi Blade
Post by: Nightwolf on June 11, 2013, 10:17:03 pm
Great weapon!!! :) Ok, translation. This time spanish y latam translation needs some differentiation, as the film was a different title in Spain than in South America:

  - type: Spanish
    strings:
      STR_COMBAT_KNIFE: Cuchillo de Combate
      STR_COMBAT_KNIFE_UFOPEDIA: Utilizando su borde afilado, un agente de campo entrenado puede matar en silencio a un enemigo con armadura ligera de un solo golpe.{NEWLINE}Adecuado para los encuentros cercanos de cualquier fase.
  - type: SpanishAl
    strings:
      STR_COMBAT_KNIFE: Cuchillo de Combate
      STR_COMBAT_KNIFE_UFOPEDIA: Utilizando su borde afilado, un agente de campo entrenado puede matar en silencio a un enemigo con armadura ligera de un solo golpe.{NEWLINE}Adecuado para los encuentros cercanos de cualquier tipo.
Title: Re: Daichi Blade
Post by: Chiko on June 15, 2013, 04:26:24 am
This is just awesome. I was just thinking about what has been going on in here and I found the Combat Knife as its own mod! ;D

Can we research a Plasma knife later on? That'd be super awesome ;)
Maybe a Knife made of Alien Alloys first and then a Plasma Knife research.
Title: Re: Daichi Blade
Post by: xracer on July 20, 2013, 03:18:19 am
here is what i think is a little better if not different translation

Utilizando su filo y punta templados, un agente puede matar a un enemigo con armadura ligera en silencio de un solo golpe.{NEWLINE}Lo cual lo hace adecuado para cualquier tipo de encuentro cercano.
Title: Re: Daichi Blade
Post by: kharille on July 20, 2013, 04:32:19 am
No stun damage on this one.  How about a separate club?  Does anybody know much about how close combat was supposed to be implemented?  I saw on the ufopaedia wiki about how its an irrelevant stat.

What about the close combat for zombies or Xcom2?  Can we restore that aspect of the game?
Title: Re: Daichi Blade
Post by: xracer on July 23, 2013, 10:03:47 pm
i do not believe close combat is irrelevant, currently i have added a plasma knife to my game and giving it better power such that a single hit could technically kill a muton, so long as you can get close enough to do it :)

I think the problem is not that melee combat is irrelevant is that is unlikely or rather hard to get close enough to perform such combat. Hence the reason we can create powerful melee weapons to fight chrysalids or reapers or something like that :)
Title: Re: Daichi Blade
Post by: moriarty on July 23, 2013, 10:13:08 pm
so for the "plasma blade" you used the same graphics but modified damage and name / fluff text? or did you change the graphics, too?
Title: Re: Daichi Blade
Post by: xracer on July 23, 2013, 10:23:20 pm
so for the "plasma blade" you used the same graphics but modified damage and name / fluff text? or did you change the graphics, too?
used a different graphics provided by warboy, changed all damage and same, fluff text still up in the air, i wrote something a long the lines "awesome weapon, based on our plasma containment field that to create a confined area allowing for the edge, however such weapons requires a power source we have adapted a plasma power cell into the handle of the knife, with touch-sensitive electronics that will activate the cells once a units grabs the knife, the power cells provides power for a limited time  (i am thinking 6-8 attacks since it is going to be a bad ass weapon) to cut open our awesome friends the Mutons, it dices, slices and it even blends" paraphrasing here and there clearly :)
Title: Re: Daichi Blade
Post by: kharille on July 24, 2013, 02:38:23 am
From what I read on the ufopaedia wiki there is a soldier stat called close combat which isn't used since all hand to hand attacks are 100% accurate.  Perhaps we can improve on this?  Make it a percentage probability? 
Title: Re: Daichi Blade
Post by: Warboy1982 on July 24, 2013, 01:33:06 pm
melee can miss.
Title: Re: Daichi Blade
Post by: Align on July 24, 2013, 10:18:49 pm
I've noticed - but it doesn't seem to display the accuracy anywhere?
Title: Re: Daichi Blade
Post by: Warboy1982 on July 25, 2013, 01:16:23 pm
it should now.
Title: Re: Daichi Blade
Post by: Align on July 25, 2013, 01:22:52 pm
Hm, stun rods are still 100% accurate... Oh, but it has the same damage variance as other weapons doesn't it? So it might deal 0 stun damage? 'Cause I once tried to stun a panicky xcom soldier and it didn't do anything.
Title: Re: Daichi Blade
Post by: Warboy1982 on July 25, 2013, 01:28:23 pm
correct.
Title: Re: Daichi Blade
Post by: moriarty on October 04, 2013, 01:23:03 pm
updated the ruleset file for new language identifiers and added german language strings.

warboy, could you update the .rar file in the first post?
Title: Re: Daichi Blade
Post by: Warboy1982 on October 04, 2013, 11:58:00 pm
done.
Title: Re: Daichi Blade
Post by: luke83 on October 08, 2013, 12:11:14 pm
Can someone just confirm having 2 single handed weapons in both hands has a error and only the right hand weapon is shown. I thought maybe it was my Ruleset so i tried the updated Daichi blade mod and it has the same error.

Can anyone else replicate?
Title: Re: Daichi Blade
Post by: Sharp on October 08, 2013, 12:16:54 pm
Do they hold it in the left hand if the right hand slot is empty?
Title: Re: Daichi Blade
Post by: luke83 on October 08, 2013, 12:18:44 pm
Dont think they do.... i will check

No, looks like there arm is in position to hold something but the sword sprite itself never shows up.
Title: Re: Daichi Blade
Post by: Sharp on October 08, 2013, 01:36:45 pm
Looks like that's how it is in your picture as well, when you compare the soldier you have selected (with 2 blades) and the guy just below him to the left who I would guess only has 1 blade and doesn't look like he is holding something invisible unlike the selected guy who does.

EDIT:

So there are 8 pictures in HANDOB (Hand Object I guess?) but it only shows for right hand, you would need another 8 then for left hand?

EDIT EDIT:

Can't test it myself right now but in CombatKnife\HANDOB try copying the files and renaming them, I would guess as

handob_136_0 - rename from handob_131_0
137 - 132
138 - 133
139 - 134
140 - 135
141 - 128
142 - 129
143 -130

that or rename it like handob_131_0 as handob_131_1

that or wait for Warboy/someone who knows to tell you the correct way :P
Title: Re: Daichi Blade
Post by: moriarty on October 08, 2013, 02:51:59 pm
So there are 8 pictures in HANDOB (Hand Object I guess?) but it only shows for right hand, you would need another 8 then for left hand?

not as far as I know... for the left-hand weapons, the same sprites are used, just with different x/y offsets for the different facing directions so that the weapon appears in the left hand instead of the right.

I've seen aliens with weapon in the right hand + mind probe (or was it a grenade?) in the left hand just recently in the battlescape, so it should also work for xcom soldiers... I don't know what's wrong.
Title: Re: Daichi Blade
Post by: Sharp on October 08, 2013, 04:23:35 pm
Hmm ok I did a bit more research and testing, and yeah your right, no need for new images (I think)

I dunno why it isn't applying the off-sets (or appearing), I changed the vanilla ruleset to make stun-rods one-handed and it shows them working fine when dual-wielded or in left hand (It looks shit but you can see it dual-wielding just about).

I tried changing combat knife rulset to put files into HANDOB2.PCK but I think that might be old and not in use anymore now offsets are used? Still no luck anyway.

Not sure why it's not showing up then.
Title: Re: Daichi Blade
Post by: SupSuper on October 09, 2013, 05:30:48 am
We're looking into this issue.

Edit: It's fixed.
Title: Re: Daichi Blade
Post by: luke83 on October 09, 2013, 09:33:11 am
We're looking into this issue.

Edit: It's fixed.
I am have a few issues since this FIx...
1) with working Build from last week ( before left hand weapon fix), FOXC works but without left hand, if i copy this data over the game just crashes.
2) Every tme windows adds one of these "THUMBS.DB" files , OXC crashes on it.

My last working version/build was from the 4th
Title: Re: Daichi Blade
Post by: mercy on October 17, 2013, 12:04:42 pm
OMG! Such a nice weapon. I always think of the native American guy from Predator going at the alien with that big bowie knife thingy. :DD  My dear knife berserk newbie soldiers.
Title: Re: [WEAPON] Daichi Blade
Post by: johnny on January 17, 2014, 08:20:50 pm
hey guys,

insert this in the rule file for german translation:

 - type: de
    strings:
      STR_COMBAT_KNIFE: Kampfmesser
      STR_COMBAT_KNIFE_UFOPEDIA: Mit diesem Kampfmesser kann ein ausgebildeter Soldat einen leicht gepanzerten Gegner mit einem Stich niederstrecken.{NEWLINE}Einsetzbar auf kurze Distanzen.


cheers,
j.
Title: Re: [WEAPON] Daichi Blade
Post by: Aldorn on February 17, 2014, 11:40:31 pm
French translation if needed

STR_COMBAT_KNIFE: Poignard de combat
STR_COMBAT_KNIFE_UFOPAEDIA: Son tranchant aiguisé permet à un combattant aguerri de tuer, d'un seul coup et en silence, tout ennemi équipé d'une armure légère.{NEWLINE} Utile pour tout type de corps à corps.
Title: Re: [WEAPON] Daichi Blade
Post by: Warboy1982 on June 17, 2014, 03:44:31 am
german and french translations added, thank you!
Title: Re: [WEAPON] Daichi Blade
Post by: phobos2077 on June 17, 2014, 04:33:50 pm
Russian strings:
Code: [Select]
  - type: ru
    strings:
      STR_COMBAT_KNIFE: Боевой Нож
      STR_COMBAT_KNIFE_UFOPEDIA: Благодаря усиленному острию и лезвию ножа, опытный боец может бесшумно убить легкозащищенного противника с одного удара.{NEWLINE}Подходит для ближнего боя любого рода.
Title: Re: [WEAPON] Daichi Blade
Post by: Warboy1982 on June 17, 2014, 05:01:25 pm
i've added russian to the version available here, i'll update the mod site later, in case any others come in
Title: Re: [WEAPON] Daichi Blade
Post by: 2xG on June 19, 2014, 09:36:12 pm
Russian strings:
Code: [Select]
  - type: ru
    strings:
      STR_COMBAT_KNIFE: Боевой Нож
      STR_COMBAT_KNIFE_UFOPEDIA: Благодаря усиленному острию и лезвию ножа, опытный боец может бесшумно убить легкозащищенного противника с одного удара.{NEWLINE}Подходит для ближнего боя любого рода.

Code: [Select]
  - type: ru
    strings:
      STR_COMBAT_KNIFE: Боевой нож
      STR_COMBAT_KNIFE_UFOPEDIA: Используя его закалённый клинок и остриё, опытный оперативник может бесшумно убить легкозащищенного противника одним режущим или колющим ударом.{NEWLINE}Подходит для любого типа близких контактов.

The humor of this description is here
Quote
close encounter
Существительное
близкий контакт (с пришельцами из космоса, в научно-фантастических фильмах, научно-фантастической литературе)
Title: Combat Knife Rebalance
Post by: ivandogovich on September 10, 2014, 06:05:11 pm
# 9/9/2014  after discussion with Warboy in IRC chat about the knife and its hit mechanics, we concluded that the knife needed more balancing.

This mod was developed before the melee mechanics were completely worked out, so in the process it became significantly less effective.  New insights into Terror from the Deep's melee weapons stats have shed new light as well.

I am uploading my modified ruleset in which I bump the accuracy up significantly ( to 150) , and halving the power (30) , but applying the unit's attack strength to it as well.

Feel free to use or tweak as you like, but still credit Warboy. :) 
(This is the new version that I have in my UpClose Modpack)

Cheers, Ivan :D
Title: Re: [WEAPON] Daichi Blade
Post by: NoelBuddy on September 11, 2014, 06:44:20 pm
Could you share some info about how the melee mechanics are working out?  Or point me where I could figure them out myself?  There was another mod posted that gave the aliens varied melee skill levels, and I was wondering is this another approach at solving the same issue or a different set of concerns altogether?
Title: Re: [WEAPON] Daichi Blade
Post by: ivandogovich on September 11, 2014, 08:34:54 pm
iirc from the chat:

Melee works exactly like "firing" mechanics.  (https://www.ufopaedia.org/index.php?title=Firing_Accuracy)

Base Chance To Hit = Firing Accuracy × Weapon Firing Mode Accuracy
Thus
Base Chance To Hit = Melee × Weapon Firing Mode Accuracy

Soldiers start with 20-40 melee skill (which is a hit percentage)  and it is primary skill, so it only goes up through use.  By tweaking as I have (150 knife accuracy)
the average soldier ends up with a 45% chance to hit with the knife.

The damage should then be applied as normal, except with the knife, we have strength applied. 

Impacting Damage = (Base Weapon Damage + Strength Applied ) × Random Weapon Range × Damage Modifier

                             = (30 + Strength (Avg 30))  X ( random between 0-200 or 50-150) X Damage modifier (From target's resistance or susceptibility)

                            = (30 + 30)  X (100%) X 100%

                            = 60

Penetrating Damage = Impacting Damage - Armour

So against a Floater's front armor ( 8 ),  52 damage would be applied on average.


The one caveat to all of this is the StunRod's hard-coded ability to ALWAYS hit.

Cheers, Ivan :D
Title: Re: [WEAPON] Daichi Blade
Post by: NoelBuddy on September 11, 2014, 08:49:49 pm
Thanks! :)

I always figured the Stun Rod as kind of a tesla coil on a stick, wave it near the target and it'll zap it. :o
Title: Re: [WEAPON] Daichi Blade
Post by: Warboy1982 on September 12, 2014, 08:31:03 am
just worth noting, the stun rod isn't HARD coded to always hit, there's a ruleset value that governs whether skill is applied or not ;)
Title: Re: [WEAPON] Daichi Blade
Post by: pkrcel on September 12, 2014, 11:15:57 am
THAT explains why I was expecting the stun rod to work and instead there was no STUN damage on that pesky snakeman.....

Title: Re: [WEAPON] Daichi Blade
Post by: ivandogovich on September 12, 2014, 03:53:36 pm
just worth noting, the stun rod isn't HARD coded to always hit, there's a ruleset value that governs whether skill is applied or not ;)

So if you apply skill in the StunRod's rules, you get a chance to miss now?
Title: Re: [WEAPON] Daichi Blade
Post by: Dioxine on September 12, 2014, 07:13:32 pm
Code: [Select]
  - type: STR_STUN_ROD
    size: 0.1
    costBuy: 1260
    costSell: 945
    weight: 6
    bigSprite: 26
    floorSprite: 26
    handSprite: 80
    meleeSound: 54
    power: 65
    damageType: 6
    accuracyMelee: 100
    tuMelee: 30
    battleType: 3
    twoHanded: true
    invWidth: 1
    invHeight: 3
    skillApplied: false

Just override the last line with skillApplied: true (it is the default setting but here you need to override XCom1Ruleset). However with how "skilled" are XCom soldiers in melee, you'd probably want to raise the accuracyMelee to at least 200 :)
Title: Re: [WEAPON] Daichi Blade
Post by: Random Commander on September 16, 2014, 06:45:37 pm
Spanish translation, but it's my second language. Can anyone read this over?

Code: [Select]
- type: es
    strings:
      STR_COMBAT_KNIFE: Cuchillo de combate
      STR_COMBAT_KNIFE_UFOPEDIA: Utilizando el borde y punto de endurecido, un operativo entrenado puede mata silencio un enemigo de luz blindado con un golpe. {NEWLINE}Conveniente para encuentros cercanos de cualquier tipo.
Title: Re: [WEAPON] Daichi Blade
Post by: ivandogovich on September 17, 2014, 06:32:15 am
After using this mod a bit more, one of the things I felt was missing was some feed back on when you hit your target.  The default "whiff" sound didn't really communicate much.

Therefore, I tweaked the rules again, and added a "thump" sound to the ruleset and resources, and here is a video of the result.

https://www.youtube.com/watch?v=j4vNCGXapms


Edit:  I have removed the vid from Youtube as I have changed the thump to a slice sound, on Helmet Hair's recommendation, below. ;)

Cheers, Ivan :D

Updated portions of code below.
Code: [Select]
items:
  - type: STR_COMBAT_KNIFE
    size: 0.1
    costBuy: 100
    costSell: 50
    weight: 4
    bigSprite: 57
    floorSprite: 73
    handSprite: 128
    meleeSound: 39
    meleeHitSound: 67
    hitAnimation: 0
    power: 30
    strengthApplied: true
    damageType: 7
    accuracyMelee: 150
    tuMelee: 12
    battleType: 3
    twoHanded: false
    invWidth: 1
    invHeight: 2
    armor: 12
    listOrder: 1899
extraSounds:
  - type: BATTLE.CAT
    files:
      67: Resources/CombatKnife/Sounds/knifeHit.wav
Title: Re: [WEAPON] Daichi Blade
Post by: HelmetHair on September 19, 2014, 06:18:21 am
Needs more cowbell.... :)

https://www.youtube.com/watch?v=jt-p9sTpS9k

-HH
Title: Re: [WEAPON] Daichi Blade
Post by: ivandogovich on September 21, 2014, 04:42:49 pm
Needs more cowbell.... :)

https://www.youtube.com/watch?v=jt-p9sTpS9k

-HH

I like it, and tweaked it! :)

Ivan's version of the knife with the new melee mechanics discussed in further detail above, and a new hitsound included is in the attached zipfile.
Also sound file is attached.

Cheers, Ivan :D
Title: Re: [WEAPON] Daichi Blade
Post by: Arthanor on September 25, 2014, 02:09:49 am
Since you are updating the mod: Would you consider using a spritesheet for the handobs? Under Linux, OpenXCom mixes up single files and the graphics end up being all screwed up.

I have attached a sheet (made with Falko's tool) and here is the code I use for it:

Code: [Select]
  - type: HANDOB.PCK
    height: 40
    width: 256
    subX: 32
    subY: 40
    files:
      128: Resources/CombatKnife/HandCombatKnife.png

Thanks!
Title: Re: [WEAPON] Daichi Blade
Post by: ivandogovich on September 25, 2014, 04:01:18 am
Thanks Arthanor!  (I didn't really consider myself the custodian of the knife mod, but I'll happily help out!)

I updated the zip file with the spritesheet and modded the rules as you suggest and commented out the previous sprite.  I left the old handobs in, but it should work fine. :)

Cheers, Ivan :D

Title: Re: [WEAPON] Daichi Blade
Post by: Arthanor on September 25, 2014, 06:56:17 am
First one to zip it gets it ;)

I'm glad I could contribute. I've been going through many a mod and making spritesheets out of the images since I'm on linux and get everything jumbled up otherwise, so it makes sense to share.

Thanks for your work on the mod! I quite like the addition of the new sound, otherwise it lets you wonder what's up with that sectoid not going down. (Turns out the rookie is being his normal self.. Can't hit anything with a gun, can't with a knife either! Thank god for the stunrod, the only rookie-proof weapon!)

On a side note: do you know if using a stunrod raises melee skill? I would think yes, since it's a melee weapon. But at the same time, since you always hit, there's nothing to learn from using it...
Title: Re: [WEAPON] Daichi Blade
Post by: ivandogovich on September 25, 2014, 07:04:23 am
On a side note: do you know if using a stunrod raises melee skill? I would think yes, since it's a melee weapon. But at the same time, since you always hit, there's nothing to learn from using it...

Its a great question, and I would assume, yes.  Edit:  I did just check my LP save game, and Konhead stunned an engineer and did improve his Melee one point!

And yeah, I like the addition of the hit or strike sound too.  I think it really helps. ;)  I have taken to putting "K" after the names of my soldiers with good melee skill!

Cheers, Ivan :D
Title: Re: [WEAPON] Daichi Blade
Post by: Solarius Scorch on September 25, 2014, 07:16:47 pm
For the sake of exchanging thoughts, there are many possible philosophies for using the knife. What I did in the Final Mod Pack is to give it the following stats.
Speed: flat 10 TUs. While firearms have their mechanics that prevent them from firing too fast, most hand weapons do work faster for faster (more nimble) soldiers.
Damage: 40, no Strength added. A knife isn't really much deadlier when wielded by a bodybuilder than an 8-year old girl (at least in terms of damage).
Accuracy: 100. Which is pretty low for a human (20% - 40% chance to hit for a beginner), but it's offset by fast attacks.

Note that the FMP also has long blade weapons (sword-lookalikes). They have exactly the same stats, except they are a bit slower (15 TUs I think - can't remember exactly), a bit more accurate due to their reach (130% or so) and last but not least they add the user's Strength to their damage, so they're actually much stronger than knives.
Title: Re: [WEAPON] Daichi Blade
Post by: ivandogovich on September 25, 2014, 07:29:56 pm
I know the engine isn't capable, but it would be great if angle of attack was able to scale more against the target.   I.e. an attack from the back, (slitting the sentry's throat) would be more deadly or a higher chance to hit, than standing in front and lunging.   The current armor setup, somewhat accounts for that, but not completely. :)
Title: Re: [WEAPON] Daichi Blade
Post by: Arthanor on September 25, 2014, 08:47:06 pm
@ Solarius:

In the context of unarmored targets, I would agree with you. But in XCom, pretty much everyone but civilians are wearing some kind of armor.. Wouldn't pushing a knife through armor require some kind of strength? I would picture a body builder being better at pushing his knife through a resistant material than a little girl.

I agree that applying strength makes more sense for swords and other larger weapons. I would be nice if you could have a "strength modifier" that allows you to add a fraction of the strength to the weapon only. A knife could then be better for a weak soldier (higher base damage, lower modifier), but a sword for a strong one (lower base, higher modifier).

@ivandogovich:
Adding a "facing modifier" to weapons would be a great idea. Something like:

facing modifier: 1.25

Adds 25% damage if you attack on the side
Adds 56% damage (1.25*1.25 = 1.5625) if you attack from the back.

TL;DR: Modifiers for everything!! ;)
Title: Re: [WEAPON] Daichi Blade
Post by: Dioxine on September 26, 2014, 01:12:05 am
I agree that applying strength makes more sense for swords and other larger weapons. I would be nice if you could have a "strength modifier" that allows you to add a fraction of the strength to the weapon only. A knife could then be better for a weak soldier (higher base damage, lower modifier), but a sword for a strong one (lower base, higher modifier).

It's only implemented in OXCom Extended. In normal OXCom we have to do with what we have, and 50 points of damage bonus that separates weakest soldier from the strongest one makes a world of difference :)

And indeed, the sword has a lower base but uses the modifier.
Title: Re: [WEAPON] Daichi Blade
Post by: Arthanor on September 26, 2014, 09:14:03 am
So that's there in OXCom Extended? Nifty! I hope some of these make it into OpenXCom as well!
Title: Re: [WEAPON] Daichi Blade
Post by: ivandogovich on October 03, 2014, 04:06:36 am
Here's clip from the latest episode with the new Knife Slice Sound. (More Cowbell ;) )

https://youtu.be/6i__OhKhzt8?t=13m47s  

Cheers, Ivan :D
Title: Re: [WEAPON] Daichi Blade
Post by: pWWWa on August 02, 2015, 03:03:03 pm
Hi there. I`ve added unique melee hit animation (3 variants) "slightly" converted from UFO2k to Combat Knife Mod.

Any suggestions ?
Title: Re: [WEAPON] Daichi Blade
Post by: Warboy1982 on August 02, 2015, 06:32:30 pm
ohh, i like the hit animation.
Title: Re: [WEAPON] Daichi Blade
Post by: pWWWa on August 29, 2015, 06:47:40 am
Alternate BigOb sprite and hit animation.
Title: Re: [WEAPON] Daichi Blade
Post by: hellrazor on August 29, 2015, 01:30:24 pm
Damn that looks awesome. Do you mind me using it?