OpenXcom Forum

Modding => Released Mods => Topic started by: Solarius Scorch on June 20, 2014, 04:41:27 am

Title: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on June 20, 2014, 04:41:27 am
This mod features three new alien races, made using Terror from the Deep sprites (recoloured). It is therefore a somewhat cheap attempt at expanding the range of alien species, as opposed to Robin's new alien mods which feature beautiful brand new sprites, but hey, it's new aliens after all! And I did what I could to make them fit in their new roles as seamlessly as possible:


Download the mod from here: https://www.openxcom.com/mod/recycled-alien-collection

Note that this race mod can be used along other race mods, like Robin's Cover Alien mod. The only problem is that only one mod at a time is actlve for the getOneFree feature, so researching a Medic will not give you information on the race that was modded in, unless it's from the latest mod. This can only be fixed by merging all race mods or making a special additional mod which functions as a node. Since this is a minor thing, I didn't care about this.

Note that this mod incorporates my earlier Reptoid Race mod and Chtonite Race mod. You can, and indeed should, remove them before installing this.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Hobbes on June 20, 2014, 06:07:16 am
Can you get Cerebreals to have guns? That would make then kinda similar to this guy:
(https://www.abandonware-utopia.com/pages/telechargement/capture_id/48_1.jpg)

I'd actually like to see that alien added to UFO since it was only seen in the game box.

Another idea: add Biodrones.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Hobbes on June 20, 2014, 06:22:49 am
(https://www.openxcom.com/content/modimages/thumb_OYUJFHEI061920141015.jpg)

Pink Tasoths? T'Leth must be turning on its underwater grave... ;)

What is that map on the image of the Triscene (aka missile dinosaur')?
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: the_third_curry on June 20, 2014, 06:24:43 am
I'd actually like to see that alien added to UFO since it was only seen in the game box.

That's the alien that robin's Waspites are modeled on.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Hobbes on June 20, 2014, 06:29:19 am
That's the alien that robin's Waspites are modeled on.

Oh I see. The original one is a bit skinnier on the torso and the head is bigger though. Either way, that's one ugly ****** :D
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on June 20, 2014, 01:23:09 pm
Another idea: add Biodrones.

Wait, and see, there's a- uh, no spoilers! :)

Pink Tasoths? T'Leth must be turning on its underwater grave... ;)

Blame Civilian, whose sprite I used. ;)
But frankly, I think the original yellow looks sillier. :P

What is that map on the image of the Triscene (aka missile dinosaur')?

It's an old screenshot, but I'm 95% sure it's the Expanded Terror.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: phobos2077 on July 02, 2014, 08:33:28 am
Here is a russian translation, if you want:
Code: [Select]
  - type: ru
    strings:
      STR_CEREBREAL: Мозгоид
      STR_CEREBREAL_LARVA: Личинка мозгоида
      STR_CEREBREAL_LARVA_TERRORIST: Личинка мозгоида-террорист
      STR_CEREBREAL_SOLDIER: Мозгоид-солдат
      STR_CEREBREAL_MEDIC: Мозгоид-медик
      STR_CEREBREAL_ENGINEER: Мозгоид-инженер
      STR_CEREBREAL_NAVIGATOR: Мозгоид-навигатор
      STR_CEREBREAL_LEADER: Мозгоид-лидер
      STR_CEREBREAL_COMMANDER: Мозгоид-командующий
      STR_CEREBREAL_CORPSE: Труп мозгоида
      STR_CEREBREAL_LARVA_CORPSE: Труп личинки мозгоида
      STR_CEREBREAL_AUTOPSY: Вскрытие мозгоида
      STR_CEREBREAL_LARVA_AUTOPSY: Вскрытие личинки мозгоида
      STR_CEREBREAL_UFOPAEDIA: "Раса мозгоидов не полностью интегрирована в подобное улью общество пришельцев; они больше союзники, согласившись служить захватчикам по неким непостижимым причинам. Они обладают невероятно сильными псионическими силами, которые могут быть сфокусированы как оружие: неистовый разряд плазмы, разожженный одной лишь силой воли. Благодаря своему независимому и совершенно чужому мышлению, они непредсказуемы, но также и более подвержены панике, в отличии от прочих рас пришельцев."
      STR_CEREBREAL_AUTOPSY_UFOPAEDIA: "Этот экземпляр не является типичной расой чужих: их генетический код совершенно отличен как от земных видов так и от большинства рас пришельцев, и он более странный чем другие виды внеземной жизни. Большая часть тела состоит из нервных клеток, а все остальное почти полностью продвинутая кибернетика, поддерживающая этот 'мозг'. Оно, похоже, неспособно использовать ручное оружие и не имеет естественных способов защиты. Мало что еще можно сказать про этих ужасающих существ."
      STR_CEREBREAL_LARVA_UFOPAEDIA: "Это существо - молодая форма мозгоида, помещенная в крошечное НЛО для защиты на поле боя. Хотя слабее взрослого мозгоида, оно является грозным монстром с высоким интеллектом и заметными пси-способностями. Судно существа оборудовано смертоносной плазменной пушкой."
      STR_CEREBREAL_LARVA_AUTOPSY_UFOPAEDIA: "Это существо почти полностью состоит из мозговых тканей, заключенных в летающую капсулу. Эта капсула защищена от повреждений, особенно от пуль и лазерных лучей. Она также оснащена плазменной пушкой, схожей по свойствам с пехотной плазменной винтовкой."
      STR_CHTONITE: Хтонит
      STR_TUNLUN: Тунлун
      STR_TUNLUN_TERRORIST: Тунлун-террорист
      STR_CHTONITE_SOLDIER: Хтонит-солдат
      STR_CHTONITE_MEDIC: Хтонит-медик
      STR_CHTONITE_ENGINEER: Хтонит-инженер
      STR_CHTONITE_NAVIGATOR: Хтонит-навигатор
      STR_CHTONITE_LEADER: Хтонит-лидер
      STR_CHTONITE_COMMANDER: Хтонит-командующий
      STR_CHTONITE_CORPSE: Труп хтонита
      STR_TUNLUN_CORPSE: Труп тунлуна
      STR_CHTONITE_AUTOPSY: Вскрытие хтонита
      STR_TUNLUN_AUTOPSY: Вскрытие тунлуна
      STR_CHTONITE_UFOPAEDIA: "Хтониты - крепкая раса пришельцев, которая хорошо подходит для тяжелой работы и суровых условий окружающей среды. Они предпочитают жить в подземных сооружениях, а солнечный свет наносил бы им вред, если бы не их глазные имплантанты. У этих существ средний интеллект, но они более чем способны вести войну против человечества."
      STR_CHTONITE_AUTOPSY_UFOPAEDIA: "Этот пришелец имеет сильное и крепкое тело, но в целом довольно похож на людей. Толстая кожа дает ему хорошую защиту как от пуль так и от лезвий. Глаза защищены парой кибернетических 'очков', которые похоже еще и улучшают зрение."
      STR_TUNLUN_UFOPAEDIA: "Эти существа роют норы в земле выплевывая кислоту, которая разъедает даже камень, а затем выгребают почву своими ластообразными конечностями. Они используются хтонитами как живые роющие машины для строительства аванпостов и баз на Земле. Однако, кислотный плевок делает их также отличным оружие террора. К счастью, их общий интеллект намного ниже человеческого."
      STR_TUNLUN_AUTOPSY_UFOPAEDIA: "Этот любопытный пришелец имеет очень маленький мозг для разумного существа, что говорит о низком интеллекте. Он оснащен большой трубкой во рту, которая выделяет достаточное количество очень едкого вещества, которое, в свою очередь, может выплевываться как снаряд. Кожа очень крепкая, а также невосприимчива к собственной кислоте существа."
      STR_REPTOID: Рептоид
      STR_SALAMANDRON: Саламандрон
      STR_SALAMANDRON_TERRORIST: Саламандрон-террорист
      STR_REPTOID_SOLDIER: Рептоид-солдат
      STR_REPTOID_MEDIC: Рептоид-медик
      STR_REPTOID_ENGINEER: Рептоид-инженер
      STR_REPTOID_NAVIGATOR: Рептоид-навигатор
      STR_REPTOID_LEADER: Рептоид-лидер
      STR_REPTOID_COMMANDER: Рептоид-командир
      STR_REPTOID_CORPSE: Труп рептоида
      STR_SALAMANDRON_CORPSE: Труп саламандрона
      STR_REPTOID_AUTOPSY: Вскрытие рептоида
      STR_SALAMANDRON_AUTOPSY: Вскрытие саламандрона
      STR_REPTOID_UFOPAEDIA: Рептоиды были на земле довольно давно, задолго до начала вторжения. Несмотря на их животный вид, они обладают невероятным интеллектом, который делает их отличными шпионами и полевыми агентами. Трудно сказать как они появились, но их существование на Земле и генетическая близость к людям указывает на земное происхождение. Тем не менее, они абсолютно преданны пришельцам.
      STR_REPTOID_AUTOPSY_UFOPAEDIA: Это существо покрыто прочной чешуей, способной с легкостью выдержать пули небольшого калибра. Любопытно, что несмотря на внешнюю схожесть с рептилиями, оно довольно устойчивы к теплу. Мозг сильно развит, что указывает на сверхчеловеческий интеллект. Однако, наиболее интересно ДНК существа, которое либо родом с Земли, либо было синтезировано на основе земных существ.
      STR_SALAMANDRON_UFOPAEDIA: Саламандрон - ужасающий зверь, смутно напоминающий древних земных хищников. Созданный исключительно для террора, он оснащен зажигательными ракетами, способными разрушить небольшой город за считанные минуты. Его поведение регулируется набором небольших приемников, имплантированных в мозг. Однако, этот зверь в основном действует самостоятельно, что делает его сложно контролируемым, но также более живучим в бою.
      STR_SALAMANDRON_AUTOPSY_UFOPAEDIA: Это очень крепкое существо покрыто толстой чешуей и чрезвычайно устойчиво к теплу (но не к лазерными резакам). Крошечный мозг содержит несколько маленьких имплантантов, которые, по всей видимости, способны провоцировать базовые реакции: 'атакуй' или 'отступай'.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on July 02, 2014, 05:25:27 pm
Sure I do want it. :) I'll add it to the package and release it soon.

In other news, I'm thinking of getting rid of the tunluns entirely, which I've never really liked since they're just Deep Ones, and replacing them with this:

(https://falkooxc.pythonanywhere.com/static/units/tank01a.png)

(thanks for the sprite, Falko!)

Or at least mix this beauty with the tunluns. We'll see what people like.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Muukalainen on July 18, 2014, 06:09:47 am
I am not sure, but I think there is some small palette issues with these Gillmen.

I have seen lots of them and some of them look like ghosts. = Looks like some pixels are transparent.

Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Dioxine on July 18, 2014, 02:52:11 pm
I am not sure, but I think there is some small palette issues with these Gillmen.

I have seen lots of them and some of them look like ghosts. = Looks like some pixels are transparent.

Must be black pixels, in the current OXCom builds black pixels are rendered transparent. Sprites need painting over :)
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on July 18, 2014, 05:44:44 pm
Must be black pixels, in the current OXCom builds black pixels are rendered transparent. Sprites need painting over :)

Yeah, I've done it already, but only fixed the FMP version. I need to do it here as well ASAP :)

EDIT:
It is done.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: XCOMFan419 on August 02, 2014, 01:00:51 am
I'm having an issue with the Cerebreal's terror unit. Everytime it tries to move, the game crashes. I have the latest version and everything. What is the issue?
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on August 02, 2014, 01:07:41 am
I'm having an issue with the Cerebreal's terror unit. Everytime it tries to move, the game crashes. I have the latest version and everything. What is the issue?

Weird.

Are you using this standalone version, or the Final Mod Pack? Or (god forbid) both? :)
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: XCOMFan419 on August 02, 2014, 01:12:14 am
Weird.

Are you using this standalone version, or the Final Mod Pack? Or (god forbid) both? :)
Standalone version.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on August 02, 2014, 01:25:05 am
Standalone version.

Try the new 1.3 version I uploaded to the modsite. :)

(I'm not sure it helps, can't test it now... But the drawing routine was outdated.)
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: XCOMFan419 on August 02, 2014, 01:28:32 am
Try the new 1.3 version I uploaded to the modsite. :)

(I'm not sure it helps, can't test it now... But the drawing routine was outdated.)
Will try it out in New Battle on a Cerebreal Terror Ship.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: XCOMFan419 on August 02, 2014, 01:36:14 am
Try the new 1.3 version I uploaded to the modsite. :)

(I'm not sure it helps, can't test it now... But the drawing routine was outdated.)

It's being wonky and closing the program whenever I enter the battlescape. I'm not sure if it's your mod or "Data Execution Prevention," which pops up after the game crashes.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on August 02, 2014, 01:43:47 am
It's being wonky and closing the program whenever I enter the battlescape. I'm not sure if it's your mod or "Data Execution Prevention," which pops up after the game crashes.

Damn, it's working fine for me. And I use no mods other than the FMP, so it should be identical.

Maybe some sort of option or mod is causing a conflict?

If you could attach a campaign save just before that battle, I'd like to try it out.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: XCOMFan419 on August 02, 2014, 02:02:11 am
Damn, it's working fine for me. And I use no mods other than the FMP, so it should be identical.

Maybe some sort of option or mod is causing a conflict?

If you could attach a campaign save just before that battle, I'd like to try it out.
Heh..too late. I uninstalled and then reinstalled OpenXcom to see if it was any other mods causing the problem. This also gave me a chance to copy the original data so I don't have to do that again :P

But I'll try again.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: XCOMFan419 on August 02, 2014, 02:11:12 am
Still crashes upon entry.

I have no idea what's going on. I tried it so the only mod installed was Recycled Alien Collection, but it still crashes and then DEP pops up.

When you fix this, please tell me. I liked this mod. I am using the 1.0 build, and no nightlies. Is that the issue?
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on August 02, 2014, 02:29:46 am
I have the latest version and everything.

I am using the 1.0 build, and no nightlies.

Make up you mind, will ya :P
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: XCOMFan419 on August 02, 2014, 02:31:43 am
Make up you mind, will ya :P
Latest version of the mod.

Not the latest version of OpenXcom. I always manage to screw it right up and everything that was added ends up not having a string when I try to install the nightlies.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on August 02, 2014, 02:42:24 am
Latest version of the mod.

Not the latest version of OpenXcom. I always manage to screw it right up and everything that was added ends up not having a string when I try to install the nightlies.

Well, the new version of the mod (1.3) relies upon TFTD drawing routines, which I think were introduced in some nightly build, though I can't remember which.

The old version 1.2 didn't used an X-Com 1 drawing routine, but since it crashed for you anyway, I am not sure what happened. But I upgraded it to be the same as my own, but I'm using nightlies.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: XCOMFan419 on August 02, 2014, 02:54:49 am
Well, the new version of the mod (1.3) relies upon TFTD drawing routines, which I think were introduced in some nightly build, though I can't remember which.

The old version 1.2 didn't used an X-Com 1 drawing routine, but since it crashed for you anyway, I am not sure what happened. But I upgraded it to be the same as my own, but I'm using nightlies.
Found a video which explained how to use the nightlies. I did it properly (I was doing it backwards this whole time :P) and it worked now. Still a little wonky when my soldiers walk. It's a little weird, but it's across all terror missions, so don't worry. Glad I found that video, because everything's good now.

Wait I've been building my mod with 1.0 and not the nightlies. Does this affect the mod?
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on August 02, 2014, 03:03:48 am
Wait I've been building my mod with 1.0 and not the nightlies. Does this affect the mod?

Old mods should work as before, but newer mods may use some functionalities that were introduced in the nightlies. Mostly TFTD stuff like the drawing routines, but also for example the ability to modify just one stat of a vanilla alien without needing to list all other stats too.

As a modder, I generally don't require the players to use nightlies, and when I do, there's a clear information. However, this is getting so complicated that I may forget what was in the 1.0 and what was introduced later, so it's best to use nightlies. :)
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: XCOMFan419 on August 02, 2014, 03:10:28 am
Old mods should work as before, but newer mods may use some functionalities that were introduced in the nightlies. Mostly TFTD stuff like the drawing routines, but also for example the ability to modify just one stat of a vanilla alien without needing to list all other stats too.

As a modder, I generally don't require the players to use nightlies, and when I do, there's a clear information. However, this is getting so complicated that I may forget what was in the 1.0 and what was introduced later, so it's best to use nightlies. :)
I hope so. I mean, it's just I worked hard on Tanks, Drones, Sectopods? Oh my! and I don't really want to start over. I worked really hard and I just hope that everything works fine.

Any ways, thanks. Great mod btw. Love it a lot. Now that the Cerebreals are fixed I can enjoy it to it's fullest. For now, however, I need to add new code into TDS from the drones and hope to god that I can mess around with an XCOM Enforcer and Artificial Soldier crossover. Watch-out for a help thread on the Modding/Experiments board :P
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on August 02, 2014, 03:14:10 am
Any ways, thanks. Great mod btw. Love it a lot. Now that the Cerebreals are fixed I can enjoy it to it's fullest. For now, however, I need to add new code into TDS from the drones and hope to god that I can mess around with an XCOM Enforcer and Artificial Soldier crossover. Watch-out for a help thread on the Modding/Experiments board :P

A help thread? Great! I'll be using it a lot. :P

I hope it goes well for you, and I don't think you'll have to redo anything. There are new functionalities, but old ones should remain. If something happens, harass Warboy. :P
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: thundyuk on January 17, 2015, 06:02:35 pm
Hi,

I'm having an issue with the Cebebrals. It seems to be the Larva Terrorissts causing a crash when entering battlescape (thanks Hobbes for finding that).
I posted a thread on it here and he's sent me over this way to the main thread :)

https://openxcom.org/forum/index.php/topic,3276.0.html

Any thoughts?

Many thanks.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Falko on January 17, 2015, 06:35:27 pm
see https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_%28OpenXcom%29#Armor
16 = Bio-Drone
but you have
Code: [Select]
  - type: CEREBREAL_LARVA_ARMOR
...
    drawingRoutine: 15
that should fix it
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Hobbes on January 17, 2015, 09:54:00 pm
see https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_%28OpenXcom%29#Armor
16 = Bio-Drone
but you have
Code: [Select]
  - type: CEREBREAL_LARVA_ARMOR
...
    drawingRoutine: 15
that should fix it

He is using 1.0.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Falko on January 17, 2015, 11:34:19 pm
https://github.com/SupSuper/OpenXcom/blob/ff829fa43e42471279ac6ebdb4ae47351189c5e9/src/Battlescape/UnitSprite.cpp#L146
there is no drawingroutine >=11 in 1.0
also visible here https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29#Armor

so this mod is only for nightlies :)
easy fix
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on January 18, 2015, 01:16:25 pm
Yes, you need the nightly build - sorry about this :)
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Mr. Quiet on February 15, 2015, 01:19:15 am
Hi Solar, I'm finally ready to run this mod of yours, but now this:

[ERROR] Error with unit STR_SALAMANDRON_TERRORIST: Unit height may not exceed 25

Got everything else running correctly, latest nightly too.

I'll check the past posts now if this has already been talked about. Thanks. I'm back. Didn't see anything similar.

Found this in the rul file under "items:"

  - type: STR_SALAMANDRON_TERRORIST
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 60000
    listOrder: 14407


Dunno how to add the fancy code box you guys use.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: kikimoristan on February 15, 2015, 05:39:42 am
Look into units:  and find standHeight or floatHeight or kneelHeight  for STR_SALAMANDER_TERRORIST should be less than 25
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on February 15, 2015, 04:03:31 pm
Yeah, one nightly update made high units impossible. It was fine before, since the game automatically adjusted the height to the allowed maximum, but at some point the devs disabled it (I don't know why, though I'm sure they had their reasons).

Tollworkout is right, it's enough to change these parameters value to 24. I'd do it myself, but am moving right now and can't access my files...
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Mr. Quiet on February 15, 2015, 11:51:53 pm
Thanks guys and good luck with your moving.
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: kikimoristan on March 02, 2015, 08:12:53 am
look into my deep aliens mod i ported lobsterman, gillman, calcinite, deep one, and biodrone as well sonic weapns and few other things you're welcome to use them if you wish :)
Title: Re: [ENEMY] Recycled Alien Collection 1.0
Post by: Solarius Scorch on March 02, 2015, 04:08:49 pm
look into my deep aliens mod i ported lobsterman, gillman, calcinite, deep one, and biodrone as well sonic weapns and few other things you're welcome to use them if you wish :)

Thanks, but first I'd need to think of a concept behind such a race. Besides, I'm hoping for some sort of a hybrid game at some point, which would clash with this mod...