OpenXcom Forum
Modding => Released Mods => Topic started by: toshiaki2115 on May 23, 2013, 04:53:32 pm
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Good day, commanders.
I'm japanese
Since not write English, I use Google Translate.Because I do not think I read, please understanding, somehow
Ufo The two side Style SniperRifle
UFO: The Two Sides from sniper rifle. The contents of Ufopedia, I wrote I have delusion
This is useful to raise the hit rate, but you will suffer from power shortages since the mid.(English only)
Image is normal rifle .(gun bigSprite: 1 ,crip bigSprite: 2)
You can be close (in the sprite folder) to Ufo the two side by using the image of the bundle it if you do not like.
I do not know how to add a custom file, I have integrated BBtoolpack. ( https://www.strategycore.co.uk/files/bbs-toolkit/ (https://www.strategycore.co.uk/files/bbs-toolkit/) )
Custom Style Sniper Rifle
more cost ,more Accuracy, more Heavy weight, more use turn, small Increase power.
I Like !
(https://i.imgur.com/6S4AJFK.png) (https://dl.dropboxusercontent.com/u/47596892/OXCMods/Sniper_Rifle_Mod.rar)
Install
download Sniper_Rifle_Mod.rar (https://dl.dropboxusercontent.com/u/47596892/OXCMods/SniperRifle.zip).
Please look at the post of https://openxcom.org/forum/index.php/topic,1245.0.html (https://openxcom.org/forum/index.php/topic,1245.0.html)
Sniper_Rifle_Mod.rar (https://dl.dropboxusercontent.com/u/47596892/OXCMods/SniperRifle.zip) unzip data (ruleset folder and resources folder) in the openxcom/data/ folder,
Appending config.cfg isunder the rulesets: <br> - Xcom1Ruleset of - SniperRifle_u2s or - SniperRifle_custom (choose your like!)
(I need custom sound parameter and more weapon's parameter(hit rate correction due to the distance And the size of the collision detection of the bullet itself) )
DOWNLOAD (https://dl.dropboxusercontent.com/u/47596892/OXCMods/SniperRifle.zip)
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i've taken the liberty of adding some handobs and a floorob for it, and defined them all in the ruleset for you, and attached it to your post.
note: you will need to use the more recent git builds (https://openxcom.org/index.php/git-builds/) to make use of this
edit - you can now define strings in the ruleset, no need for the diff patch any more.
this as a completely usable mod for any git version above 2013_05_25_0722 :D
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Your diff made from clean Language file? It seems you already installed some mod before diff. Anyway here corrected string for your rifle:
STR_SNIPER_RIFLE_UFOPEDIA
This 12.7-mm caliber sniper rifle is more powerful than usual rifle and have excellent accuracy. Though, it is hard to maintain and has slow fire rate.
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@toshiaki2115 Nice weapon! Add a little more colors and contrast maybe?
(https://img27.imageshack.us/img27/7458/sniperrifle.png)
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@mercy: I like your version, but I think it looks too futuristic - in the way that it doesn't fit in with the other starting weapons. perhaps your version could be an upgraded one, after alien alloys have been researched?
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I like the rifle (also the idea of an alloy version) I will test it tonight :)
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No matter futuristic or not, making illuminative parts will be "target spots" and sniper will be killed at once.
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our soldiers are emitting a lot of light already, I think we can safely ignore glowy bits on the weapons :) :) :)
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How about:
STR_SNIPER_RIFLE_UFOPEDIA
This 12.7-mm caliber sniper rifle is more powerful than a standard rifle and has excellent accuracy. However, it is harder to use and has a low rate of fire.
I don't know what y'all meant by "hard to maintain" actually.
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@toshiaki2115:
i hope you will allow me to use this for my mod.
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@toshiaki2115:
i hope you will allow me to use this for my mod.
MODded content could be added to the main release with [MOD] tags in config files or something and ENABLE MODs YES/NO switch in Advanced Options.
This way all modded content would slowly trickle into the game. OpenXCOM itself won't contain any original UFO DEFENSE graphics/data, but ALL of the best MODs.
It would make debugging harder, but immensely worth it. Think about armed civilians, soldiers, police officers, grenade launchers and new types of aliens from here:
https://www.gollopgames.com/2013/04/original-x-com-concept-art.html?spref=tw (https://www.gollopgames.com/2013/04/original-x-com-concept-art.html?spref=tw)
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MODded content could be added to the main release with [MOD] tags in config files or something and ENABLE MODs YES/NO switch in Advanced Options.
This way all modded content would slowly trickle into the game. OpenXCOM itself won't contain any original UFO DEFENSE graphics/data, but ALL of the best MODs.
It would make debugging harder, but immensely worth it. Think about armed civilians, soldiers, police officers, grenade launchers and new types of aliens from here:
https://www.gollopgames.com/2013/04/original-x-com-concept-art.html?spref=tw (https://www.gollopgames.com/2013/04/original-x-com-concept-art.html?spref=tw)
Armed Civilians why didn't i think of that :P
I still think its safer keeping the mods separate to the main project, last thing we ever want is legal issues and to have all the hard work taken down. That being said , i understand for new users , people don't always want to build there own MOD game ASAP as it can be a BIG ask, this is why i have always envisioned the MODSITE to store "STABLE" mods created by users for other people to play without all the hassle. The First person on there to work towards this Goal was Warboy but then he got all distracted with helping the main project :P
The Mod site is there as a separate entity to the main project for copyright issues ( better to be safe than sorry) , i have no objections if the powers that be, want to Join the projects together ( i will gladly sign over all my stuff and it will save me some $$$) but i cant see it being worth the risk , right now its pretty safe as there using nothing from the original game.
Also all you new modders , contact me so we can store your data safely over the Long term, there is nothing worst than looking for a MOD 3 years on and you cant find it anywhere >:(
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Just in case you want to add spanish and spanishAl:
STR_SNIPER_RIFLE_UFOPEDIA: Este rifle del calibre 12.7-mm es más potente que el rifle habitual, contando con una excelente precisión. En contra, su baja cadencia de disparo y dificultad de manejo.
STR_SNIPER_RIFLE: Rifle Francotirador
STR_SNIPER_RIFLE_CLIP: Cargador del Rifle Francotirador.
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I copied the contents from Updated sniper rifle.rar to Resources and Ruleset.
There is no config.cfg
What is in the config.cfg? Should I create it and what to put in there for these MODs to work in the main campaign?
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Must go to (in case of windows 7) C:\Users\<yourusername>\Documents\OpenXcom here can find it.
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Must go to (in case of windows 7) C:\Users\<yourusername>\Documents\OpenXcom here can find it.
OMG! It works! ;D Thank You. The sniper rifle is really awesome in action!!
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Indeed! I killed a sectoid from ver far far distante with the accuracy shot. :) Its a fun weapon
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i've attached an updated version (https://openxcom.org/forum/index.php?action=dlattach;topic=1267.0;attach=5656) to the opening post (https://openxcom.org/forum/index.php/topic,1267.msg11389.html#msg11389) including the adjustments for list weights.
@toshiaki2115: if you could upload a sound file for the rifle, i can show you how to add it in.
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This is very good addition to the game! I've even made up new class of soldiers - sniper (who has enough strength and decent accuracy). In all missions I always have 2 snipers, they are distinct from other soldier classes, as sniper rifle is more accurate than most weapons, but require many TUs to shoot. I use heavier version and I think it has pretty well balanced stats.
Recommend this mod to everyone! ;)
Now we need some kind of advanced-with-alien-technology version of sniper rifle, to use in later game!
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toshiaki2115: with your permission, i'd like to add a sound and projectile sprite for this.
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oh, I'm sorry it is not able to return until nowAdding sound file and sprite I good to be free ;)
I want to update various time being
(This Res has been written in Google Translate)
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sound and bullet sprite added. this mod will serve as an excellent example to others.
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It seem i am doing something wrong installing the mod.
I played the files in their folders and tried both rulesets, but no matter which one i add to the config, OX crashes on startup...
Is there something special to do because of the 2 differnt versions?
best regards
Hadan
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which version of openxcom are you using? 0.9 (called "stable") or the latest git build? if you are NOT using the latest git build, you should go ahead and use it. I believe the whole modding with ruleset and adding graphics stuff was added after 0.9...
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I switched to the newest version today, learned it the hard way ;D
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Hi I'm having a little trouble getting this mod to work. I'm using the latest git build and when I start a mission it crashes with an error of Vector::_M_range_check. Can anyone help.
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Actually I think it broke all the weapon mods cause I also tried Combat Knife, Grenade Launcher, and Custom Grenades. All crashed with same error. Current build I'm using is openxcom_git_master_2013_09_21_1709.
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Combat Knife, Grenade Launcher, and Custom Grenades.
Funny, with the new GIT-version I was able to get the Sniper to work for the first time.
I also use all the mods you mentioned, except the knife, all work fine.
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from my experience , M-Range_checks are a result of me doing something wrong in the ruleset :P
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Strange. I haven't edited the ruleset. I even tried on a clean install.
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Any hidden files floating around in the resource folders?
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I'm investigating this.
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Just checked all resource folders. No hidden files in there.
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I got the same error when I used the "_custom" version. The "_u2s" one seems to work fine.
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Would it be possible to add a new Ammo to the sniper that shows up in the Ufopaedia only after it is researched?
I have an idea to prolong the use of the rifle by adding new bullets made of alien alloys that are stronger than the basic ones.
greetz
Hadan
/edit:
I did a quick german translation:
STR_SNIPER_RIFLE: Scharfschützengewehr
STR_SNIPER_RIFLE_CLIP: Scharfschützengewehr Magazin
STR_SNIPER_RIFLE_UFOPEDIA: Dieses 12.7mm Kaliber Scharfschützengewehr ist stärker als das Standard-Gewehr und ist sehr präzise. Es ist aber schwerer zu bediehnen und hat eine geringe Feuerrate.
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Ok this is weird. It seems to be any mod I use. I did a clean install. Even delete my config and let the program remake it. As soon as I add it to the rulesets and use the item or ship ingame it crashes with the vector error. The combat armor works for a bit, but after I move a couple of soldiers it gives the error. If I should be asking about this in a different part of the forums let me know.
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The combat armor works for a bit, but after I move a couple of soldiers it gives the error.
Had the same behavior, I think SupSuper is currently looking into it to dtermine if the problem is located in the game and not in the mods.
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I found a bug with armor mods, so if you were using the Combat Armor, this should now be fixed. Couldn't find bugs in any other mods though, so if you still experience problems, let me know the specific mod and a save if necessary.
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I will try the new git and let you know.
Edit: Okay all the mods are working again. I think the bug you fixed on the armor worked across the board.
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i love this mod, my only complaints is that it might not do enough damage, in theory it should powerful enough to kill a human in a single shot, mostly like modern snipers(i am no expert, but isn't that the point?) so, should't it kill a sectoid in a single shot? mine have been taking 2 shots or more, its not bad given the great range and accuracy. the other being is the current name, STR_Sniper_Rifle ... the same as the rule set, i have looked at it but have VARY little understanding of C++(i think that is what the rulesets use) and cannot find a solution to the name
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high accuracy plus high damage might be a bit unbalanced, don't you think? but if you want to make it an uber-rifle, just edit your "SniperRifle_custom.rul" or "SniperRifle_u2s.rul":
--> look at the part that begins with "- type: STR_SNIPER_RIFLE_CLIP" and change "power: 46" to "power: 70" or something.
(sniper rifles are not generally stronger than ordinary rifles - the one-shot-kill thing is a matter of hitting the vital organs. this mechanism isn't possible in openxcom right now, so you might of course argue that they should do higher damage - although you should probably increase the TU use in that case, to account for more precise aiming... to balance things. a real-life sniper spends a lot of time waiting for the right moment.)
as for the "STR_SNIPER_RIFLE" name thing, that's because a recent update changed the naming conventions for in-game localized names. a hot fix would be to edit the .rul files:
--> search for "- type: English" and replace it with "- type: en"
--> search for "- type: EnglishUS" and replace it with "- type: en_US"
(I don't know for the other languages... Spanish is probably "es" and so on...)
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as for the "STR_SNIPER_RIFLE" name thing, that's because a recent update changed the naming conventions for in-game localized names. a hot fix would be to edit the .rul files:
--> search for "- type: English" and replace it with "- type: en"
--> search for "- type: EnglishUS" and replace it with "- type: en_US"
(I don't know for the other languages... Spanish is probably "es" and so on...)
i have tried that, though no EnglishUS was found, i did find EnglishUK and replaced it with en_uk and it did not work :(
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did you use en_us or en_US ? I suppose it is case sensitive...
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For reference:
bg-BG = Bulgarian
cs-CZ = Czech
da = Danish
nl = Dutch
en-US = English
en-GB = EnglishUk
fr = French
de = German
hu-HU = Hungarian
it = Italian
pl-PL = Polish
pt-PT = Portuguese
ro = Romanian
ru = Russian
es = Spanish
es-419 = SpanishAL
uk = Ukranian
When in doubt check your Language folder.
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thats done it, thanks guys :D
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"hu-HU"? seriously? ;D ;D
also, why are these with a dash "-" instead of an underscore "_" like everything else? :o ???
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"hu-HU"? seriously? ;D ;D
also, why are these with a dash "-" instead of an underscore "_" like everything else? :o ???
Don't ask me, I didn't come up with them, they're an international standard (https://www.i18nguy.com/unicode/language-identifiers.html). :P
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[offtopic]
@Warboy: Speaking of standards and languages, I remembered this: https://unicode.org/repos/cldr-tmp/trunk/diff/summary/root.html (https://unicode.org/repos/cldr-tmp/trunk/diff/summary/root.html). You may find it handy for i18n projects.
[/offtopic]
Nothing ontopic to see here, please move along.
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A question (to toshiaki2115 if he hears me, or to anyone else able to understand my question and answer it !) :
In your archive Sniper_Rifle_Mod, in file SniperRifle_u2s.rul, the reference 385 below
- type: Projectiles
height: 3
width: 57
subX: 3
subY: 3
files:
385: Resources/SniperRifle/BulletSprite.png
seems to be not pointed (also "called") anywhere
I was expecting to meet something like "bulletSprite: 385" but instead it is
bulletSprite: 11
Could it be an error ?
(or do I definitely understand absolutely nothing :-\ )
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No, it's not an error. Every bullet sprite has 35 'frames', hence bullet 11 is projectile 385, 12 is 420, 13 is 455 etc.
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Clear, thanks
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Russian strings:
- type: ru
strings:
STR_SNIPER_RIFLE: Снайперская Винтовка
STR_SNIPER_RIFLE_CLIP: Магазин к сн. винтовке
STR_SNIPER_RIFLE_UFOPEDIA: Эта снайперская винтовка калибра 12.7мм намного мощнее стандартной винтовки и обладает высокой точностью. Однако, большой вес и низкая скорострельность ограничивают её возможности.
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updated with german and russian strings, thanks a bundle.
also i changed 12.7mm caliber out for .50 caliber, because derp.
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I like this sniper rifle (I modded it with 2-bullets clips)
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Italian translation!
- type: it
strings:
STR_SNIPER_RIFLE: Fucile di Precisione
STR_SNIPER_RIFLE_CLIP: Caricatore per Fucile di Precisione
STR_SNIPER_RIFLE_UFOPEDIA: "Questo Fucile di Precisione calibro .50 e più potente di uno normale ed ha un eccellente precisione. Ad ogni modo, e più difficile da usare ed ha un basso rateo di fuoco."
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Sorry for the bump, but the download link isn't working. When I click the link in the first post or in Warboy's post on page 2, I get:
An Error Has Occurred!
You are not allowed to access this section
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Sorry for the bump, but the download link isn't working. When I click the link in the first post or in Warboy's post on page 2, I get:
An Error Has Occurred!
You are not allowed to access this section
Same. Also, trying to get this mod from https://www.openxcom.com/ (in the 'most downloaded') it actually sends you to another mod altogether (one for a laser sniper rifle).
Can anyone shed some light on this?
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Same. Also, trying to get this mod from https://www.openxcom.com/ (in the 'most downloaded') it actually sends you to another mod altogether (one for a laser sniper rifle).
Can anyone shed some light on this?
The OpenXcom.com site has had some challenges. In the Opening Post of this forum thread, you will find downloads for the mod. These threads serve as alternate locations for the downloads, often times.
Cheers, Ivan :D
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The OpenXcom.com site has had some challenges. In the Opening Post of this forum thread, you will find downloads for the mod. These threads serve as alternate locations for the downloads, often times.
Cheers, Ivan :D
Like Brian, when I follow the links in the opening post I get a message saying 'An Error Has Occurred!' and that 'You are not allowed to enter this section'
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Indeed, the link in the first post does not seem to work anymore. It may be that this mod is not maintained anymore?
If I may point you towards my mod, the XCom Armoury Expanded (https://openxcom.org/forum/index.php?topic=2675.0), you will find the sniper rifle taken from this mod, a shotgun, and their laser equivalents in the main ruleset, along with a wide selection of other stuff that's entirely optional in other rulesets.
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Indeed, the link in the first post does not seem to work anymore. It may be that this mod is not maintained anymore?
If I may point you towards my mod, the XCom Armoury Expanded (https://openxcom.org/forum/index.php?topic=2675.0), you will find the sniper rifle taken from this mod, a shotgun, and their laser equivalents in the main ruleset, along with a wide selection of other stuff that's entirely optional in other rulesets.
Thank you! Is this known to clash with other weapon mods? I have Alien Armory Expanded, and Warboy1982's Tactical & Reinforced Shotguns mods.
EDIT: I'm also getting the same error message when I try to download your mod from the link provided. Is it because I'm a newb to this forum? Anyone aware restrictions for new members?
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Like Brian, when I follow the links in the opening post I get a message saying 'An Error Has Occurred!' and that 'You are not allowed to enter this section'
I stand corrected! Thanks for letting me know... and yeah, I overlooked the obvious, but Arthanor does have an excellent alternative in the post above. :D
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Thank you! Is this known to clash with other weapon mods? I have Alien Armory Expanded, and Warboy1982's Tactical & Reinforced Shotguns mods.
EDIT: I'm also getting the same error message when I try to download your mod from the link provided. Is it because I'm a newb to this forum? Anyone aware restrictions for new members?
We should take the XAE discussion to the XAE thread, but quickly:
1- No, it should not conflict with most weapons mod. The XAE works well with the AAE. The basic shotguns are the same, so you might as well not use Warboy's, but the XAE does not have the reinforced shotgun (yet).
2- I have no idea why you would get that error message. Did you make it to the post and failed the download? I just checked and both the link above and the downloads worked for me. :/
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I'd have to agree: The OP link here: https://dl.dropboxusercontent.com/u/47596892/OXCMods/SniperRifle.zip
Worked for me.
Cheers, Ivan :D
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Okay, I've managed to get XAE downloaded. Don't know what I was doing wrong. Anyway, thank you both for your help.
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Oooh.. That link is different from the one I was trying. Right under "install" there is a broken link, which leads to an attachment which does not exist anymore.
However, the link you got (which is just a little bit below as "DOWNLOAD") does work indeed.
My apologies for sidetracking the topic..
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link updated
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Hi,
Thank you for this great mod. I experimented with it and integrated it with Alloy Ammo mod.
Will it be OK for you if I publish this "modified" mod?
It uses sniper rifle graphics and rulesets from Final Mod Pack. Also adds new ammo type to sniper.
Below is the entry from Ufopaedia:
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Hello everyone! I'm interested in using Sniper rifle in my games, but I don't want to install huge mods like Final Mod that include this weapon. All the links that I was able to check in this thread are dead. Can anyone please share the files? Or better yet, point me in the direction of some more modern standalone version of this mod?
Cheers!
-- Alex.
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Here is the original mod, dated 19.07.2014.