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Messages - ivandogovich

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2341
Work In Progress / [WIP] Up Close and Personal Mod Pack
« on: August 01, 2014, 11:50:44 pm »
Edit:  The latest and greatest on this modpack is now in "complete mods" here: https://openxcom.org/forum/index.php?topic=2789.0  ;)

I'm starting this thread as a place to work on the various elements of my planned "Up Close and Personal" Mod Pack.

The basic premise of this pack it that long range weapons are not allowed.  No Rifles, Sniper Rifles, Rockets, Blaster Launchers etc.

What are allowed is:
- Pistols
- Grenades/Explosives
- Melee

I've gleaned some great mods from the community and am developing some of my own.

New Mods:
- Dart Pistol  (Stun damage in a pistol :) - Requires Research) (Images Here)


- Flashbang Grenade  (A stun grenade to complement those made by converting stun bombs from the launchers. - Requires Research) (Images here)


- Blaster Pack  (An IED made from 1 Blaster Bomb and 1 HE Pack.  Packs a nice punch.  8) )

- Zapper  (An improved/smaller Stun Rod. - Requires Research)


Existing Mods:
- Scout Drone
- Tazer
- Fusion Torch
- Combat Knife
- Stunbomb Grenade

I do plan to get some graphics up for these mods... I'll need to do some more game progression to get them rolling though. ;)

Cheers, Ivan :D

Edit: updated BlasterPack to include manufacturing dependencies. (V03)

2342
Work In Progress / Re: [WIP] FlashBang Grenade
« on: July 31, 2014, 01:14:47 am »
Hello,
It seems to me that the handSprite: 8 is in conflict with the laser rifle handob.
But I do not know what number / id, you can use without risking another conflict.
With the mods i use, 320 is ok.

Thanks for catching this!! :D

1) Right, do not use handob reference <= 120, as there are 16 vanilla handobs defined, also the first 16x8 = 128 sprites are reserved for vanilla (from 0 to 127)

2) Then, be careful about case sensitive, especially regarding path and files


Awesome Feedback, and advice!~!   I had no clue about the " <=120 " but that makes sense. :)  I'll correct those!

And I'll double check the file names etc Too! 

I'm almost ready to test v .03 which will include the Improved Flashbang. :)


Cheers, Ivan

2343
Work In Progress / Re: [WIP] FlashBang Grenade
« on: July 30, 2014, 08:46:19 am »
Thats a good point.  Its really just a stun grenade.  Not really a flashbang.    I used the basic infrastructure from the Medigas Grenade... which is also just a stun grenade.  It would be cool if the medigas grenade could actually put a cloud of "knock out" smoke that would persist like regular smoke and apply the stun affect to aliens that walked into it, but sadly, this is not in the current coding of the game. 

Where my idea differs a little is that this grenade stuns its victims by overloading their sensory systems, which is why the alien medic is a required breakthrough.  I will be adding a improved, higher strength version too, after another research breakthrough.

So, yeah, it would be great to apply time reduction damage, but I think that would require code re-writes. 

I toyed with Flashbang, or Knockout grenade, but felt that Flashbang is the closest I could come for my concept.

2344
Work In Progress / Re: Modding Ufopaedia
« on: July 29, 2014, 04:09:08 pm »
Awesome!  and I think I figured it out:

Image>Mode>Colour Table, and "load"

Cheers, Ivan :D

2345
Work In Progress / Re: Modding Ufopaedia
« on: July 29, 2014, 03:47:38 pm »
Great work, and write up here.  :D

I'm still struggling with editing graphics for these images with Photoshop.  I've seen discussions saying that Photoshop/GIMP are not very good for editing images in OpenXcom as they down save the pallettes right. I down loaded the palettes from the thread, but can't figure out how to get Photoshop to use them (CS4).  :-[

What image editor did you use, to put your images together? and any tricks there?

Cheers, Ivan :D

2346
Work In Progress / Re: [WIP] FlashBang Grenade
« on: July 29, 2014, 03:34:43 pm »
Ooops... I realized I didn't attach the .zip file to the OP.  Its there now. :)

2347
Work In Progress / [WIP] FlashBang Grenade
« on: July 29, 2014, 07:28:12 am »
Edit:  The latest and greatest on this modpack is now in "complete mods" here: https://openxcom.org/forum/index.php?topic=2789.0  ;)

I worked up a working FlashBang Grenade mod.



This uses the alternate graphics from FatRat's incendiary grenade mod, and the concept of the MedGas Grenade from Roxiz231.

It is unlocked via live alien research.

Spoiler:



Feel free to give this a test, and use/mod/steal, as you like.  It will become part of my Up Close and Personal compilation. :)

Cheers, Ivan :D

Any translation help is of course extremely welcome. ;)

Edit: V.04 is up with tidied up code and the new Improved Flashbang Grenade added into the mod.

2348
Work In Progress / Re: Learning to mod OpenXcom
« on: July 28, 2014, 08:57:13 pm »
This is an awesome resource.  Any chance we could sticky this?

I wanted to Chime in with a resource Falko pointed me to, the other day: 

A YAML parser  (rulesets are written in YAML, and this parser will alert you if there are any issues with your code, like tabs, missing correlations, etc.)

Copy and paste your ruleset or snippet in the window on the Left, and if there are errors, it will describe them in red on the right.  It its correct, it will show up in black on the right, parsed into json/python/etc

https://yaml-online-parser.appspot.com/

Cheers, Ivan :D

2349
Work In Progress / Re: Help Needed: Research Strings for Live Aliens?
« on: July 28, 2014, 08:15:44 am »
Thanks a ton, Falko!   ;D

I was just seeing that!! :D

So what I'm thinking is that I'd like to use "medics" as my key to a breakthrough.

I saw that there is a string called "STR_LIVE_MEDIC"

Would that be universal replacement for all the Medics in an sample of a ruleset like this one: ?

Code: [Select]
  - name: STR_SECTOID_MEDIC
    cost: 192
    points: 50
    needItem: true
    unlocks:
      - STR_ALIEN_ORIGINS
    lookup: STR_SECTOID
    getOneFree:
      - STR_SNAKEMAN
      - STR_MUTON
      - STR_ETHEREAL
      - STR_FLOATER
      - STR_CHRYSSALID
      - STR_SECTOPOD
      - STR_CYBERDISC
      - STR_SILACOID
      - STR_CELATID
      - STR_REAPER
      - STR_SECTOID_CORPSE
      - STR_SNAKEMAN_CORPSE
      - STR_MUTON_CORPSE
      - STR_ETHEREAL_CORPSE
      - STR_FLOATER_CORPSE
      - STR_CHRYSSALID_CORPSE
      - STR_SECTOPOD_CORPSE
      - STR_CYBERDISC_CORPSE
      - STR_SILACOID_CORPSE
      - STR_CELATID_CORPSE
      - STR_REAPER_CORPSE


Cheers, Ivan :D


EDIT:

I see now that the "STR_LIVE_MEDIC" is only a rank.  As there are only two races with medics, I'll just use the actual Floater and Sectoid Medics for my triggers. 

Now I get a little crazy and try to spiff up a new Ufopedia entry to go along with these two, to indicate that new research is available:

STR_SECTOID_MEDIC_UFOPEDIA: The recent interrogation of an alien medic of the Sectoid Race has led to a new understanding of the physiognomy of our adversaries.  Leads point to the possibility of developing a new method of disabling aliens on the battlefield.  These leads should be followed up swiftly.

This involves creating a new entry for the Ufopedia, using the same image as the standard variant, and specifying a medic.

Code: [Select]
- id: STR_SECTOID_MEDIC
    type_id: 7
    section: STR_ALIEN_LIFE_FORMS
    requires:
      - STR_SECTOID_MEDIC
    image_id: UP024.SPK
    text: STR_SECTOID_MEDIC_UFOPEDIA
    text_width: 158

Heres hoping all this will actually, work. ;)

2350
Work In Progress / Help Needed: Research Strings for Live Aliens?
« on: July 28, 2014, 08:00:29 am »
I'm working on a mod depending on interrogations of live aliens, and I'm looking for information on the Research Strings of Live Aliens.

I got a list snipped from one of Falko's rulesets of the following aliens:

Code: [Select]
- {cost: 2, name: STR_FLOATER_SOLDIER}
- {cost: 2, name: STR_FLOATER_NAVIGATOR}
- {cost: 2, name: STR_FLOATER_MEDIC}
- {cost: 2, name: STR_FLOATER_LEADER}
- {cost: 2, name: STR_FLOATER_ENGINEER}
- {cost: 2, name: STR_FLOATER_COMMANDER}
- {cost: 2, name: STR_SNAKEMAN_SOLDIER}
- {cost: 2, name: STR_SNAKEMAN_NAVIGATOR}
- {cost: 2, name: STR_SNAKEMAN_MEDIC}
- {cost: 2, name: STR_SNAKEMAN_LEADER}
- {cost: 2, name: STR_SNAKEMAN_ENGINEER}
- {cost: 2, name: STR_SNAKEMAN_COMMANDER}
- {cost: 2, name: STR_MUTON_SOLDIER}
- {cost: 2, name: STR_MUTON_NAVIGATOR}
- {cost: 2, name: STR_MUTON_ENGINEER}
- {cost: 2, name: STR_SECTOID_SOLDIER}
- {cost: 2, name: STR_SECTOID_NAVIGATOR}
- {cost: 2, name: STR_SECTOID_MEDIC}
- {cost: 2, name: STR_SECTOID_LEADER}
- {cost: 2, name: STR_SECTOID_ENGINEER}
- {cost: 2, name: STR_SECTOID_COMMANDER}
- {cost: 2, name: STR_ETHEREAL_SOLDIER}
- {cost: 2, name: STR_ETHEREAL_LEADER}
- {cost: 2, name: STR_ETHEREAL_COMMANDER}
- {cost: 2, name: STR_CYBERDISC_TERRORIST}
- {cost: 2, name: STR_REAPER_TERRORIST}
- {cost: 2, name: STR_CHRYSSALID_TERRORIST}
- {cost: 2, name: STR_CHRYSSALID}
- {cost: 2, name: STR_SILACOID_TERRORIST}
- {cost: 2, name: STR_SILACOID}
- {cost: 2, name: STR_CELATID_TERRORIST}
- {cost: 2, name: STR_CELATID}
- {cost: 2, name: STR_SECTOPOD_TERRORIST}

What I'm wondering, is, is there a string for the completed interrogation?
Something like:
STR_FLOATER_AUTOPSY that corresponds to STR_FLOATER_CORPSE

like this example:

Code: [Select]
  - name: STR_FLOATER_CORPSE
    cost: 180
    points: 50
    lookup: STR_FLOATER_AUTOPSY
    needItem: true
    unlocks:
      - STR_MEDGAS_GRENADE

Something like STR_FLOATER_SOLDIER_INTERROGATION ?

Or is there a global list of Research Strings somewhere that I'm missing?  I've search ufopedia.org, (gamefiles esp) and this site, but haven't been able to answer this question on my own.

Thanks for all the help!
Cheers, Ivan :D

2351
Released Mods / Re: [WEAPON] Fusion Torch
« on: July 27, 2014, 06:44:23 pm »
Ran,  This looks like just what I was looking for!  I'm compiling an "Up Close and Personal" modset with pistols, melee, and grenades.   I'd like to include this in the modset, and would be happy to give you attribution!

Cheers, Ivan :D

2352
Work In Progress / Re: [WIP] DartPistol
« on: July 27, 2014, 03:26:45 pm »
Not bad. :)

I like this new colour.

I kept the three tiered research/clips. :) Thanks for all your awesome work.  Feel free to incorporate this back into your Dart(Weapon) pack.

Cheers, Ivan :D

2353
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 27, 2014, 06:05:01 am »
The only funny thing that I have noticed is that some of my soldiers have been credited with kills for enemy types they have not encountered or killed.

I.e.  I have only seen sectoids, but one soldier was reported to have a kill on a "floater."
On another mission, one of the soldiers was credited with killing a "rookie/human" but there were no friendly fire incidents to the best of my knowledge.

Cheers, Ivan :D
(Legacy build, with OXC 1.0)

2354
Work In Progress / Re: [RESOURCE] Dart Pistol
« on: July 27, 2014, 04:27:43 am »
I worked up a Ruleset and posted it here:
https://openxcom.org/forum/index.php?topic=2687.0

Cheers, Ivan :D

2355
Work In Progress / [WIP] DartPistol
« on: July 27, 2014, 04:16:10 am »
Edit:  The latest and greatest on this modpack is now in "complete mods" here: https://openxcom.org/forum/index.php?topic=2789.0  ;)

Yeah, I know... Why?  :o 



Who would want the Dart Pistol from TftD?  under powered, etc...
Especially, when a Dart Rifle is already available (Thanks Solarius).  ;)

Well, Solarius inspired me, and got me thinking about setting this up for my Pistols/Grenades Only "Up Close and Personal" series that I'm planning.   So I pinged him and Dioxine, (who was kind enough to gin up the graphics) and thought, what the heck.

And... I learned a ton about rulesets after messing up a bunch in my attempt to mod Solarius' DartRifle ruleset.  (Thanks a ton for the patience of the stellar devs on the openXcom irc channel) :D

But I got it working. ;)  Tests out in Geoscape and Battlescape. 

I wouldn't mind if others tested it, and or used it as they saw fit. :)

If I ever get feedback from another human that it works, I'll post it in completed mods. ;)




Edit: Uploaded latest version of the mod, with improved code thanks to Falko's Mod Tester : https://falkooxc.pythonanywhere.com/

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