OpenXcom Forum

Modding => Work In Progress => Topic started by: luke83 on September 11, 2011, 06:27:36 am

Title: Hostile gangs and civilians
Post by: luke83 on September 11, 2011, 06:27:36 am
Hello,
 I was just thinking it would be nice is there where also Enemy Humans to fight .  They could be of countries that have sided with the aliens or even major Gangs like in Apocalypse. They could have bases on earth like the aliens do, have alien enhanced versions of human weapons as well as Raid our bases just like the aliens do. This also opens up more chances for revenue , weapons and research for interested players. You could even have these factions lead ( on earth) by human/sectoid hybrids ( to keep with the x-com theme ).

Also i think Civilians on the game should do more than just walk around opening doors and becoming targets  for aliens. If we are there to save them from being slayed or made into Zombies we should be able to issue them simply orders like "Follow me" and "Stay". Also some should have pistols and such even if they only shoot x-com agents as there freaking out. Lets face it , if the aliens attacked a country like the USA someone must  be a Gun nut :)

Title: Re: Some thoughts for after version 1.0
Post by: Daiky on September 11, 2011, 12:20:55 pm
For the first idea, you'll need to see the difference between your soldiers and enemy humans somehow. Also it will be a rather challenging mod to implement, if you look at it from a developers perspective.
The second one is a bit easier, but there is an issue with the civilian sprites, because they can not carry a weapon in an elegant way :) It would just "stick" to their body.

Also you say "after version 1.0" , but OpenXcom after 1.0 will always stay vanilla: a base for mods people develop in their own repository. You can not really say this is a minor enhancement to the game you can easely switch on/off ;) This would be more fit for the chocolate or the stracciatella mod :p
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 11, 2011, 02:16:39 pm
I like chocolate :)

 "AFTER VERSION 1.0 " i simply meant i didn't want to side track all your hard work :)

As for differences between my solders and the others , i was under the impression that there was a way to export the graphics for x-com agents out of the game to modify them. My thinking was build a few different types of humans uniforms and implement them as x-com agents, gangs, civilians etc, Unfortunately  i haven't downloaded the correct tool for the job yet?

Title: Re: Some thoughts for after version 1.0
Post by: Yankes on September 11, 2011, 03:21:06 pm
PCKviev its can open and change orginal graphic of Ufo.
if you want made some minor changes to graphic in Xcom (eg switch colors) its possible in game but need some coding.
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 13, 2011, 01:52:32 pm
PCKviev seams to work
Title: Re: Some thoughts for after version 1.0
Post by: Daiky on September 13, 2011, 02:06:55 pm
the guys with the red shirts certainly look dangerous :)
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 13, 2011, 02:13:49 pm
Was thinking of a red coat GANG as the aliens righthand on earth   :D  I want to extrend the jackets to looks like a "MATRIX" style jacket but without sleves ( to show of there muscles ) just a thought :)
As you can tell im only about 1/4 the way through the images
Title: Re: Some thoughts for after version 1.0
Post by: Daiky on September 13, 2011, 04:21:45 pm
Could make for nice gametype differences:
Red Coat Gang has two possible objectives to blow up with an exp-pack randomly given to a certain unit. XCom has to defend and make sure they don't blow up either of these objectives within 15 turns.
You can also have maps with hostages(civilians) to rescue...
(And each round you can buy yourself a certain set of equipment depending on the amount of money you won the previous round. :p)

Hmm, I've seen that idea somewhere before :)
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 13, 2011, 10:23:08 pm
"And each round you can buy yourself a certain set of equipment depending on the amount of money you won the previous round. :p"

X-com Counter strike , i like it  ;D
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 15, 2011, 02:53:28 pm
wOULD lOVE SOME FEEDBACK , Do these RED shirts just look wrong ?

Should i :

A: Leave them
B: Make them darker
C: give them no shirts
D: Other (  Add your thoughts )
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 17, 2011, 03:26:02 am
Daiky ,
 I have been thinking about what you said about point 1so i have a follow up question. How hard would it be to make Base attack missions 2 parts?  One above ground with Human guards and the other the standard  underground base attack.
Title: Re: Some thoughts for after version 1.0
Post by: Daiky on September 17, 2011, 01:21:54 pm
Hi luke83 - I can't really tell yet, as currently 2 part missions are not implemented.
But most probably the mission type definitions at some point will be define in the ruleset - so making a base attack mission a 2 parts mission is just a matter of editing the ruleset without any additional coding required. Or even create 3 part missions if you want.

I talked to SupSuper about TFTD for openxcom - and his idea is also : at some point to have OpenXCom so flexible that TFTD is just another ruleset applied to the same game. This means that neither anything related to the XCOM1 missions types nor related to TFTD missions types should be hardcoded in the game.
In the same way it should be possible for you to add for example a third expansion to the x-com series with your own ruleset, graphics, maps, whatever you want. But maybe I'm just dreaming out loud here ;)
Title: Re: Some thoughts for after version 1.0
Post by: DiceMaster on September 17, 2011, 07:53:29 pm
TFTD was my favorite part of X Com series. Implementing it on OpenXcom engine is a great idea. This will allow to get rid of many flaws and bugs TFTD has. Hope to see it in some future.
Title: Re: Some thoughts for after version 1.0
Post by: AlienRape on September 19, 2011, 02:35:46 pm
I've always wandered what the Xcom gameplay would be like with the following:
a) Claymore type of device (small circular blast-range. triggered by movement on that tile)
b) Sentry-Gun with a linear  but narrow,  firing arc (triggered by movement in a 'row' of tiles, perhaps 10 tiles long?). Does not sweep (would make the game too easy). Perfect for corridors.  ;D
Title: Re: Some thoughts for after version 1.0
Post by: Daiky on September 19, 2011, 05:02:07 pm
"small circular blast-range. triggered by movement on that tile" - isn't that what the proximity grenade does?
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 20, 2011, 02:44:00 pm
The sentry gun is a interesting concept would be handy in a base defence  ;D

By this weekend i should have the first attempt for my Gang Members complete. I already know there is a few strange pixels in the walking sprites that i need to step back through and clean up but  not bad for my first time ever at 2d animation , sure most of i simply traced but over and change pixel by pixel but it still been Hours of work  ;)

Before i go back and polish up my Gang members i want to merge the civilian sprites with the x-com agents one allowing for civilians to hold guns correctly.  I just hope you programmers eventually make it easy enough for me to designate my civilians to use sprite sets " A " and "B" instead of the defaults.

Title: Re: Some thoughts for after version 1.0
Post by: AlienRape on September 20, 2011, 04:46:30 pm
Another idea is to have controllable drones (with no weapons of any sort).
Simply allow them to move longer distances to help quicken those few games when your spending ages looking for the last remaining alien.
Title: Re: Some thoughts for after version 1.0
Post by: SupSuper on September 20, 2011, 04:49:58 pm
Didn't X-Com Apocalypse have something like sentry guns built into base defenses?
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 21, 2011, 01:47:53 pm
"Didn't X-Com Apocalypse have something like sentry guns built into base defenses?

Under further investigation Yes , Yes it  did.
Title: Re: Some thoughts for after version 1.0
Post by: MKSheppard on September 21, 2011, 04:11:37 pm
a) Claymore type of device (small circular blast-range. triggered by movement on that tile)

Claymores are directional, not omni; with the majority of the blast going in the direction it's set up in; though it's not healthy to be behind a claymore when it fires.
Title: Re: Some thoughts for after version 1.0
Post by: hellblade on September 22, 2011, 01:45:44 pm
Could the damn humans at least run AWAY from aliens instead of standing next to them in the same room?   Seriously I don't think this'll be alot of work.   Maybe just use the panic function.
Title: Re: Some thoughts for after version 1.0
Post by: SupSuper on September 22, 2011, 02:55:39 pm
Could the damn humans at least run AWAY from aliens instead of standing next to them in the same room?   Seriously I don't think this'll be alot of work.   Maybe just use the panic function.
Well the panic function more often than not just throws you into alien fire, so maybe the civilians are already doing that, panic isn't rational. :P
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 25, 2011, 11:19:25 am
Here is the first version of the Red coat gang that one day will help do the aliens dirty work on Earth ( at least in my version - assuming this game becomes easy to Mod later).  My thoughts for these guys is basically to defend the surface level of the aliens base and to Bomb targets under the guidance of the aliens  ( new mission type) - Maybe to even show up after a certain number of turns on a mission where a UFO has been shot down to gather parts and survivors ( this is why the ufos vanish from the geoscope when you dont send the xcom team).

Yes there is a few sprite that im not happy  with( especially in some legs)  but not bad for my first attempt (as far as im concerned).

 These are modded from the xcom_0.PCK sprite but  were never meant to be a replacement for the x-com sprites it just all i can add them to currently.

https://www.2shared.com/file/XIBZX5gC/Final_Gang.html
Title: Re: Some thoughts for after version 1.0
Post by: SupSuper on September 25, 2011, 03:41:09 pm
They sure look interesting. :) You could probably add them as a new "alien species" in the future.
Title: Re: Some thoughts for after version 1.0
Post by: MKSheppard on September 26, 2011, 04:36:59 am
I had this idea while jogging:

Since we're eventually extending the resolution of the battlescape to modern resolutions to show more of the map...could we one day get battlescape maps that are twice the area of Original X-COM?

And with that doubling of map size; could it be possible to accomodate multiple UFOs or X-COM craft in the same battle? For example, you could send two Skyrangers to handle that terror site in Shanghai, because your best team got killed a few missions ago, and you now have a whole bunch of rookies...

Other ideas I had were:

Introducing time limits (of sorts).

Right now, you can take all the time you want to clear that Alien Battleship. That makes sense if the battleship was heavily damaged in a shootout with your Firestorm squadron; but what if you caught it on the ground undamaged?

Shouldn't the aliens be starting up the drive systems of the UFO so they can escape?

This would introduce a pretty neat mechanic; having to destroy the majority of UFO power sources on a battleship to prevent it from taking off with your unfortunate squaddies inside.

Likewise, shouldn't the Aliens be calling in friends to help them? If you take too long in clearing a shot down harvester, you might have to deal with a medium scout or two landing to provide reinforcements...or worse.

[Think about how the crash sites disappear after a few days -- why do they disappear? It's certainly not because of rednecks with shotguns feeding sectoids to alligators.]
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 26, 2011, 09:41:11 am
 "[Think about how the crash sites disappear after a few days -- why do they disappear? It's certainly not because of rednecks with shotguns feeding sectoids to alligators"

 "Hey Billybob them Sectoids are in da fields  again, get my gun" ;D

Sounds like im not the only person who ponders these things. As stated above , my thought on the missing ships was from a organised Cell of human that works with the aliens. If these are normal human helping the aliens for there own financial goals or Clones created by the aliens is up to you to decide . To me if we shoot down a UFO it would be crazy to send another one that will be picked up on radar to retrieve them ( as then i need to shoot that one down also) so this would be where the terrorist cells come into play. Have them Spawn onto the edge of a battle map at a random turn to HELP there alien friends .

As for your  other thoughts they sound like some winners to me.

Maybe its time we started getting a group of interested people together on this page to start planning out a official Openxcom MOD version of the game.  Start planning out what new weapons we want , battle types , new enemys etc,  agree on what direction we want to go and as a team start working towards it.  Personally  im terrible at  graphics but i still have a go as i have a dream of xcom that has not yet been fully reached, that's why i started experimenting with the sprites.  I don't want to change the feel of the game i just want to add more content  8)
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 26, 2011, 01:52:41 pm
The Civilians Have Guns :o

 
Title: Re: Some thoughts for after version 1.0
Post by: kkmic on September 26, 2011, 03:10:16 pm
Well, if a country has signed a pact with the aliens, would make sense that attacking a downed/landed UFO on that country's territory would mean encountering armed humans that will fight for the alines? Aliens are included on the battlescape too ;D
Title: Re: Some thoughts for after version 1.0
Post by: MKSheppard on September 26, 2011, 05:01:28 pm
Shouldn't the aliens be starting up the drive systems of the UFO so they can escape?

Further tying into this; you could have a sort of "counter" in the lower right screen after you research two alien engineers. You know from them, the signs and symbols of alien ships spooling up for takeoff -- the panels on the wall start blinking in this manner, and that once X starts blinking, it is Y amount before full antigravitic reduction is achieved, and thus takeoff.

Right now, the Alien Engineers reveal UFOpedia images, which were useful the first time we played the game in 1994; but not so anymore.
Title: Re: Some thoughts for after version 1.0
Post by: MKSheppard on September 26, 2011, 05:04:56 pm
Well, if a country has signed a pact with the aliens, would make sense that attacking a downed/landed UFO on that country's territory would mean encountering armed humans that will fight for the alines? Aliens are included on the battlescape too ;D

Or the country randomly spawns interceptors which try to escort the UFOs or intercept XCOM craft over their territory?
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on September 30, 2011, 03:40:56 pm
OK half way there on the male civs , i just need to do there legs and Dying sprites.
Title: Re: Some thoughts for after version 1.0
Post by: Yankes on September 30, 2011, 04:33:15 pm
i like it :>
Title: Re: Some thoughts for after version 1.0
Post by: MKSheppard on October 02, 2011, 09:45:37 pm
Option to let morale track over between missions. When people got iced on a mission, global morale for that mission went down; but it always reset between missions - e.g. nobody cared that the last mission that went out got 75% casualties. This led to 'gamey' cheats like sending rookies with pistols and a primed prox grenades into UFOs to clear out the entrance.
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on October 07, 2011, 01:09:27 pm
OK Male Civilians have been converted to carry weapons only thing i want to do is change the sprites for when they are empty handed, just so they look more like the original.

https://www.mediafire.com/?ktuv6b43s71al37
Title: Re: Some thoughts for after version 1.0
Post by: Volutar on October 07, 2011, 02:33:13 pm
Why are they so bright? To get spotted by aliens more effectively???
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on October 07, 2011, 02:47:09 pm
There actually the original civilian sprites chopped into pieces and pasted onto separate xcom troop sprite , i only touched up where the hands where on the previous sprites nothing more . i assume the brightness has something to do with them replacing the x-com troops on a night mission ( i was just checking everything look ok whilst walking so i thought i would take a screen shot).

I guess any feedback is good feedback :P
Title: Re: Some thoughts for after version 1.0
Post by: kkmic on October 07, 2011, 04:17:33 pm
So basically what have you done so far is to "reskin" the soldiers, right?

Can we expect to see civilians with guns instead of only scared civilians on a terror mission?
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on October 07, 2011, 07:18:31 pm
Re-skinned solders . YES - still even cheating like this , that is hours and hours of work ::)

 "Can we expect to see civilians with guns instead of only scared civilians on a terror mission?"
Thats is the long term Dream , would be nice to also allow the aliens as a tactic to be able to mind probe a civilian , grab a gun off a corpse and attack the xcom agent so the you need to decide to either, kill this poor soul and take the point losts or wait for a  stunner  :o NOW thats a terror tactic . This could be a nice surprise late in the game if only the etherals use this tactic.

 I will be doing the girl sprite next then i want to do the army looking guy from terror from the deep . Imagine a new mission type where you need to defend a human army base from a massive alien attack with the army guys trying to help you  ;D

Im not much of a programmer so i though i would do the graphics first in a long shot that i could get someone with the proper skills interested enough to do the code side for the community, Otherwise wait 5 years for me to figure  the code out later :P Currently i am hoping " IF YOU BUILD IT THEY WILL COME" ;)
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on October 15, 2011, 03:03:39 pm
Just a update , i have started the girl sprites.
Title: Re: Some thoughts for after version 1.0
Post by: Volutar on October 15, 2011, 03:30:02 pm
It seems to me, the girl who's on the top of screenshot (we see her back) is rendered wrong. Like hands behing her back.
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on October 15, 2011, 11:51:34 pm
theres actuallyl a few wrong ones at the moment :P
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 01, 2012, 02:28:47 pm
I have not done any of these in some time because of life commitments but tonight i did a few more . I still have a lot of Arms to change and then go through all 3 sets  ( Red Coat Gang , Male Civs and Female Civs ) and make them all pretty.
 I also want to create a army solider also for either the Random Country trying to help the x-com agents when a terror site is within there country OR to fight x-com agents when  the country has signed a Peace pact with the aliens.
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 03, 2012, 10:40:42 am
OK so i wont be needing any soldier sprites as someone called "Bagirov" ( i think) has already done a mod with different X-com agents outfits in different environments. This saves me alot of work for my own little plans  :D 

I hope its ok to link to the strategy core page  ;) https://www.strategycore.co.uk/files/index.php?dlid=652
Title: Re: Some thoughts for after version 1.0
Post by: Daiky on January 03, 2012, 12:59:38 pm
The extra units choosing side against aliens or against xcom sound interesting.
I suggest that they could be spawned like normal civilians on the terror map, and they act like civilians, but once you "discover" this unit it will automatically join you.
And vice versa for the civilians in a country allied with the aliens.
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 04, 2012, 01:07:02 am
Dalky, when you say when its discovered it joins you , do you mean that you gain full control of the unit ? My original intention was just to have these guys automated by the computer but full control sounds interesting.
  Dont get me wrong since im not really a programmer in the end they will probably just do what is easier for me to figure out by myself within the code, unless someone more intelligent than me takes the sprites  and does the code for them :P

Tonight i should have the Female Civs  Finished also. Then i want to go back through and look at how each piece looks in the game and make sure i have not done some arms wrong or something.  I also want to change the heads on the all the non x-com units so there not all X-com clones. As for the civilians i am thinking of having the original Male and female images from the game as the  MALE sprite option and having a second Face as the female version to add a little more variety to the game. Plus if yanks gets his Skin change code sorted for the game this should make things a little less generic .

At worse these may never see the light of day in game but that's ok , i have had fun doing them ;) All the sprites will be posted online in case someone wants them someday. 8)
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 04, 2012, 03:11:36 pm
I had hoped to have these finished tonight but i found a few glitches where the torso joins the arms :(

On the plus side all the major jobs are done i just need to clean them up :P
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 15, 2012, 10:39:05 am
Last week i thought i was done but all my ladies when walking had MAN LEGS ,Today i finished doing all the walking sprites i just need to do the crouching legs and check for any strange pixels .
 I want to add some more detail to my Gang members next before i move on to some new map blocks.

I also want to make a Alien unit that Lays proxy mines for the aliens , it was going to be a small flying saucer until i saw TFTD has a similar unit, now im looking for a some new inspiration for what this unit should look like.
Title: Re: Some thoughts for after version 1.0
Post by: Yankes on January 15, 2012, 12:38:00 pm
Today i finished doing all the walking sprites i just need to do the crouching legs and check for any strange pixels .
great that you give them 100% functionality like standard soldiers. In ufo2000 (this is portably true too in UFO:TTS) you could play as aliens but without crouch animation it didnt look nice.
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 15, 2012, 12:44:25 pm
I figured if i didn't do the crouching images someone would complain plus its only another 8 sprites so its not like doing walking sprites or arms which take forever to do as there is HEAPS of them :o
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 16, 2012, 12:24:50 pm
Im have done the sprites for the girls kneeling, i also started tweaking my Red Coat Gang today , they now have there jackets undone and a army hat on 8)

Pictures show work to date , i plan i making all 3 available this weekend in 1 file but just be warned there not 100% finished but there good enough ( i hope) for some nice programmer to be inspired and write some code for them  :P

CURRENT VERSIONS HERE ( No there not finished some still look a little crappy ;D
https://www.mediafire.com/?3tztbkhpbofav7t

JUST seen a error in the girl sprites , my work will never be done :(


Title: Re: Some thoughts for after version 1.0
Post by: Yankes on January 20, 2012, 07:22:06 pm
I think you should move a bit leg graphic. Look on top male solder, his legs are moved  to much in +X axis (around 1 or 2 pixels).
Women legs are to wrong when it look to the right.
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 20, 2012, 10:07:51 pm
Thanks Yanks. I really got to stop being lazy and install openx either in my Linux or in a my separate windows partition as currently i am using it in a Virtual XP and i cant get full screen for some reason. I will look into these tonight :)
Title: Re: Some thoughts for after version 1.0
Post by: Chiko on January 20, 2012, 10:34:44 pm
Hmm... well, for the civilians defending themselves idea.

Maybe make police officers be sometimes present in terror missions. Making them use a modified version of X-Com basic soldier sprites. Maybe just a different color and a police hat to make them less of a copy paste edit in graphics. :P
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 21, 2012, 11:13:32 am
police officers are on my to do list already , i just got to finish these 3 sprites first, then mod at least 2 different soldiers before i start them. I also want to do all CIVS from TFTD at some point :)

Since  i cant code, i am simply supplying some sprites in hope someone else also likes the idea.If i was doing the code , not every Civ would be armed , just a couple here and there for variety sake. Also i think it would be cool if the aliens would mind probe some civs and grab a gun off a corpse and come attack the xcom agents.
Title: Re: Some thoughts for after version 1.0
Post by: Yankes on January 21, 2012, 09:05:29 pm
Also i think it would be cool if the aliens would mind probe some civs and grab a gun off a corpse and come attack the xcom agents.
This is great idea, for harder difficulty levels. Force you to use CC (Crowd Control :D ) to reduce number of casualties in civilian ranks.
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 22, 2012, 12:27:36 pm
I had 30 mins to play with tonight so i thought i would play around with "Bagirov" sprites for the x-com soldiers . These are HIS URBAN soldiers with some combat helmet on.My thoughts are with  more Civs/NPC could reslult in New different Missions latter on so i think it was time well spent ::)
Title: Re: Some thoughts for after version 1.0
Post by: hsbckb on January 22, 2012, 01:19:45 pm
luke83, I'd like to show my great appreciation to your work.

I hope that there will be more (or custom)  face/head/hair designs for our X-Com operatives. I can create a soldier like my friend/ family member. This can indeed increase the tension during the battle (I do not want them to die)  ;D


However, there will be much wok in face/hair/head selection programming, Paper doll graphic in equipment screen,  new head for sprites in battlescape.

Title: Re: Some thoughts for after version 1.0
Post by: Yankes on January 22, 2012, 08:50:48 pm
luke83 I think you need add shadows to solders uniforms. without it, its look flat. Compare your work with original one and how thy use colors.
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 23, 2012, 07:31:31 am
"I think you need add shadows to solders uniforms. without it, its look flat"

Yes i am totally agree with you Yanks, Last night i only added the helmets to the sprites. After i Finalise my other 3 sets of sprites  will start working on these properly :)
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 25, 2012, 08:00:10 am
Does she look to Manly or not . Just toying around with a second gang  :o
Title: Re: Some thoughts for after version 1.0
Post by: DiceMaster on January 25, 2012, 09:37:06 am
I always thought why their hands are so weird?
Title: Re: Some thoughts for after version 1.0
Post by: hsbckb on January 25, 2012, 09:53:56 am
Some manly girl in game is acceptable.

I do not like manly girl ::)

Will you make some slim baby later?
Title: Re: Some thoughts for after version 1.0
Post by: luke83 on January 25, 2012, 10:15:18 am
"I always thought why their hands are so weird?"

Not Sure really, i use the same sprites , there in the same order so im not sure WHY they look a little weird. Tonight i may boot up the original and just double check how a Hand Hangs in the original compared to these.

As for Slim girls ,i sure will , they require special leg and arm sprites ( which is what made the Civ girls such a pain to make ) as the MAN ones need to be thinned out. Plus some of us like our girls a little chunky  ;)


HERE is a original X-com agent, it looks the same to me, maybe your just use to seeing them with weapons in there hands ;) Also first look at Blue Gang
Title: Re: Hostile gangs and civilians
Post by: Volutar on January 25, 2012, 03:31:49 pm
This picture reminds me something like that...
(https://wsport.free.fr/2007/Images/Octobre/Korobka2.jpg)
Title: Re: Hostile gangs and civilians
Post by: luke83 on January 25, 2012, 09:56:44 pm
haha , I was thinking about bodybuilders but weight lifters work also. The Beefy looking girls actually inspired the Guys sprites ;D

 Maybe we should keep that image for the inventory screen ;D
Title: Re: Hostile gangs and civilians
Post by: luke83 on January 27, 2012, 11:19:34 am
Here are some soldiers modded from Bagirovs work. I think his colours ( and shading) on these ones looks better than his Urban ones.

FYI- That means the following sprites are finished ( until they can be used in game and someone points out another issue)
*Red Gang
*Green Soldier
*Male Civilian
*Female Civilian

I have done the males from the blue gang also , i just need to think about those chunky girls , should i keep them OR just have 2 types of guys in the gang?
Title: Re: Hostile gangs and civilians
Post by: kkmic on January 27, 2012, 01:59:55 pm
Wow, the soldiers look quite cool.

They look more meaner than the original X-Com soldiers. Love them.
Title: Re: Hostile gangs and civilians
Post by: luke83 on January 27, 2012, 02:10:56 pm
I only re-worked the heads ( so they where not clones of x-com agents) , the credit goes to Bagirvs - Who ever that is :P

I really want another set of soldiers for Civilian Variety but the rest of his sprites will need a little more work to make them look ok.
Title: Re: Hostile gangs and civilians
Post by: Chiko on January 27, 2012, 04:44:41 pm
I always liked fations in X-Com Apocalypse. Having rival organizations spawning around the globe like X-Com but with less resources would be so awesome... A diplomacy feature would also be cool. Hard to implement, I know but one can always dream. :P


Reasons for them spawning could be the following:

-Not satisfied enough with X-Com performance: Most likely a faction made of the country's military forces or a private X-Com like organization if it's at least 2 countries one next to another. They will only be active in their territory.

-Totally influenced by alien activity: Free alien base for the country also containing human/hybrid soldiers.

-No longer influenced by aliens: Not really an organization, if X-Com destroys the country's bases provided by aliens and all its military forces, the country will succumb into anarchy, no longer being able to be influenced by any faction. Any Tactical mission in their territory will contain hostile gangs of humans and hybrids that will attack anyone that isn't one of them.

-Ignored UFO crash sites: Secret organization not friendly with X-Com but attacking all UFO crash sites to recover alien tech for their own ends.

-High alien activity Low X-Com activity: Secret worldwide X-Com like organization neutral to X-Com.

-Selling equipment that doesn't need Elirium: A major [Sold Item] manufacturer that will considerably decrease selling prices but will also allow you to buy that item.
Title: Re: Hostile gangs and civilians
Post by: luke83 on January 28, 2012, 12:14:46 pm
OK  i am all sprited out for now, below is a link to my currently modded sprites. I may not do any more until i can actually start using these in game as people other than X-com agents.

In the link provided you will find
*Red Gang
*Blue Gang
*Green Soldier
*Male Civilian
*Female Civilian

This is by no means the FINAL version of all but until i can use them in game this is the point i will leave them at.


https://www.mediafire.com/?vh5429cfa045t0y

IF you decide to test these files and find any graphical bugs , or things you don't like please take a screen shot and post a message. I really want to improve these so people can use them in game when OpenX is completed for extra missions and increased variety,  so i want to make sure there up to standard. If you find something and you fix it yourself please be kind and share it with the rest of us ( This includes if you make your own images).

All my changes have been done using:
 PCKView
https://sourceforge.net/projects/xcmapedit/files/
 GIMP
https://www.gimp.org/downloads/
Title: Re: Hostile gangs and civilians
Post by: Yankes on January 28, 2012, 04:26:12 pm
This is some bug I find in your graphic.
Biggest problem is with women legs. When you rotate solders feet should move in circle on ground. In case of women legs its isnt. Try rotate fast unit, you will see that legs dont rotate but "jump" from place to place. Compare this with original one.
and remember women legs should look good
look on this legs:
(https://styleregion.com/wp-content/uploads/2010/02/The-Legs-of-Women-300x261.jpg)
you probably see difference? :D
Title: Re: Hostile gangs and civilians
Post by: luke83 on January 29, 2012, 12:48:13 am
Thanks for the reply Yanks,
 In the girls screen-shot , you have there hips circled, this is something i need to fix ( thanks for pointing it out) i believe the jacket is meant to hang lower around the BUM on all sprites , so i will look into this next weekend.  As for there feet JUMPING as the rotate , i will double check that also but to make these i chopped up the original sprites so unless i have made a error there when i placed them i am note sure what is happening.  Also  NICE LEGS  :P I don't think it possible to make them look like the ones you attached , the Girls legs are only 2 pixels wide , make it hard to make them sexy ( plus if i did make them sexy you would be distracted when playing the game allowing the aliens to conquer the earth, we don't want that do we?)

Also (YANKS) those red belts on the blue guys , Did you add this OR is that in my Sprites?

Also be warned everyone, the blue gang was kind of a rush job so i know there will be more updates required on them, i just really want to start working on my new map type , its actually keeping me up at night thinking about it so i need to start :D
Title: Re: Hostile gangs and civilians
Post by: Yankes on January 29, 2012, 02:08:04 am
red colors is for pointing out my problems :) in last screenshot problem is that belt is always straight line.
Title: Re: Hostile gangs and civilians
Post by: luke83 on January 29, 2012, 02:15:49 am
there should not be a belt :o , checking my install now....


UPDATE:
NO there is not Red belt on my install, is your x-com a standard install or have you tweaked something? Anyone else getting red belts?
Title: Re: Hostile gangs and civilians
Post by: moriarty on January 29, 2012, 08:38:55 am
I think Yankes is saying that he manually added the red line to show you where he sees a problem: in this case, the fact that the waistline of the guys should not be perfectly horizontal in all rotations. especially when the "blue gang guy" is facing diagonally, the viewing angle should make the waistline oblique.
Title: Re: Hostile gangs and civilians
Post by: luke83 on January 29, 2012, 09:52:17 am
OK , make sense now, i just checked ORI Male Civ and they have it step up on these sides. Will Fix this up next weekend
Title: Re: Hostile gangs and civilians
Post by: luke83 on February 02, 2012, 10:43:52 am
So much for no more sprites ???

Anyway to continue my posts from within battle scape thread, Here is 3 options for scientist , personally i like the colours on the middle scientist the best.
Let me know what everyone else thinks
Title: Re: Hostile gangs and civilians
Post by: hsbckb on February 02, 2012, 01:10:07 pm
Here is my subjective selection:

Middle one better than left one
Left one better than the right one
Title: Re: Hostile gangs and civilians
Post by: kkmic on February 02, 2012, 11:00:15 pm
Yeah, middle one looks best.

Is that a hard hat he's wearing?
Title: Re: Hostile gangs and civilians
Post by: Volutar on February 03, 2012, 05:10:12 am
All of them have indistinguishable border between head and helmet. It should be somehow hardened.
By the same reason second one is better. Just because others don't have enough contrast at bottom edge of jacket.

Hey. They meant to be cartoonish and vivid...
Title: Re: Hostile gangs and civilians
Post by: luke83 on March 10, 2012, 12:00:42 pm
Because i have been playing around with Cloning tanks tonight i started playing around trying to get the right ratio of size for a Hybrid compared to a human. Problem is to get the hybrids head to look good , it ends up to large for the body , when  i squeeze it down to the body size , it starts looking crappy because of the lack of detail. Why are things so hard  :(
Title: Re: Hostile gangs and civilians
Post by: luke83 on March 24, 2012, 02:34:36 pm
Before i start let it be know i am partially colour blind and some colours look like other colours to me but... tonight i have been Playing around with the TFTD civilians tonight after i got sick of reading about Excel, So the original Sailor colour does not appear to be in the UFO defence colour range ( please correct me if i am wrong here), So i grabbed the Already converted Civilians from the Strategy core site to start pulling them apart to become armed civilians, but there way to green to be sailors ( see image below).

 First question is it my eyes OR are they strategy core ones the wrong colours? Would you like to leave them like this or make them more Blue?
Title: Re: Hostile gangs and civilians
Post by: SupSuper on March 24, 2012, 06:43:20 pm
They're definitely too green, they look they're wearing camos with the way they blend in with the grass. :P They were probably auto-converted to the nearest color, which ended up being green instead of blue (since in TFTD they're a greenish blue). But UFO still has shades of blue you can use:

(https://www.ufopaedia.org/images/2/2b/5_BattleScapePal.Png)
Title: Re: Hostile gangs and civilians
Post by: luke83 on March 25, 2012, 12:50:34 pm
More Blue than ,,, Please ignore the arm colours :P
Title: Re: Hostile gangs and civilians
Post by: luke83 on March 27, 2012, 01:45:34 pm
I have changed there colours a little bit more, i think they look  HARDCORE , i like it better.

Since i am not aiming at  making them match TFTD i hope no one complains to much :P
Title: Re: Hostile gangs and civilians
Post by: luke83 on April 03, 2012, 02:27:09 pm
Working on there arms now ,  Original TFTD  sprites had long sleeve shirts on, personal i like them better with short sleeves
Title: Re: Hostile gangs and civilians
Post by: luke83 on April 09, 2012, 04:59:45 pm
Arms are complete , so are the dying scenes , i just need to do all the walking spites
Title: Re: Hostile gangs and civilians
Post by: Warboy1982 on October 31, 2012, 01:25:35 am
as much as i hate to perform threadcromancy, i should probably post here to make sure it's ok that i include.... so much, i don't even know where to start.... of your stuff, and i'll probably be pester you for more.
Title: Re: Hostile gangs and civilians
Post by: luke83 on October 31, 2012, 07:07:02 am
Anyone can use my mods for any project as long as  own a legal copy of xcom, i don't claim to own any of the assets as most of them have been modified from the original art work , so as long as you own a copy of the game the mods should fall under Fair use ( as far as i am concerned).
Title: Re: Hostile gangs and civilians
Post by: luke83 on August 01, 2013, 01:39:55 pm
Sailor unit and Gangs have had a few touch-ups and the newest version is now available on my Mod page
https://openxcommods.weebly.com/downloads2.html
Title: Re: Hostile gangs and civilians
Post by: luke83 on August 02, 2013, 01:58:00 pm
Armed Civilians recolour, a Science Girl.
Title: Re: Hostile gangs and civilians
Post by: kkmic on August 02, 2013, 02:19:32 pm
Is that a stray pixel between the shoes?
Title: Re: Hostile gangs and civilians
Post by: luke83 on August 02, 2013, 02:23:02 pm
No, its part of the Blood, i will rework it because the cloths are red also.
Title: Re: Hostile gangs and civilians
Post by: xracer on August 03, 2013, 01:27:14 am
so it is heavily wounded, and easy trail to follow :)
Title: Re: Hostile gangs and civilians
Post by: luke83 on August 03, 2013, 02:18:29 am
that was the NORMAL amount of blood for the human civilian, i changed nothing as far as the blood stain was concerned ;)

I have now removed all the blood from around the floor for all 3 dying sprites and just added some Blood to the white jacket....

Gosh you people are picky, that re-colour took me 20 mins to do whilst watching Game of thrones ::)
Title: Re: Hostile gangs and civilians
Post by: mercy on August 03, 2013, 07:30:13 pm
Good work look.  Armed gang member civilians could be a good surprise for XCOM soldiers, when they begin  shooting aliens and XCOM members indiscriminately.  :DDDDD

Imagine crazy cultists shooting with rocket launchers into the middle of our XCOM group. :DDD
Title: Re: Hostile gangs and civilians
Post by: Mr. Quiet on August 03, 2013, 11:55:20 pm
Hell yeah, that's what I want too. Also lone civvies with guns that can be friendly or gone crazy can be put down without a penalty. Would be difficult to find out if they're friendly  or not, plus, Govs today hate gun owners, so you shouldn't get penalized for taking out armed civvies even if they were friendly.
Title: Re: Hostile gangs and civilians
Post by: luke83 on August 04, 2013, 01:24:58 am
Its been a long term Dream to bring Armed Civilians into the game, in a nutshell here is my Goals:

1: Allow on some missions to have Humans spawn with some guns , this opens up new mission types ( defend army base, Rescue VIP)
2: Give the aliens the ability to mind control some civilians,  pick up weapons and use them as cannon fodder
3: Allow for Human factions/Gangs to side with the aliens and show up in the middle of battle on a Crashed UFO site to assist the Aliens (especially if you have left the crash site too long, for example waiting for daylight before allowing skyranger to land.
4: Allows civilians to panic and shoot at anything that moves

As a non-programmer, i am at the mercy of others to get these in game as "standard Options - with a download link to my site" but 2 years on from when i started , i now have a nice collection of them , maybe this will encourage someone to help :P
Title: Re: Hostile gangs and civilians
Post by: Mr. Quiet on August 04, 2013, 06:44:01 am
That's really cool! I can't wait for this to happen!
During a Crash site mission, men in black operatives show up in black Hummers and start attacking everything with automatic machine guns! Heeeeck yeah! Would love to see some men in black in your mod too Luke.
Title: Re: Hostile gangs and civilians
Post by: luke83 on August 04, 2013, 09:23:03 am
Still playing around with my Engineer, this is the current version to go with my Scientist ladies.
Title: Re: Hostile gangs and civilians
Post by: xracer on August 04, 2013, 09:43:00 am
hahaha Luke i think we are walking on a parallel path, and warboy is right next to us :)

just made a modification to the code

      else if (key == "raceUse")
      {
         i.second() >> _raceUse;
      }

--------------------
   https:/// which race can use this type of weapon.
   int getRaceUse() const;

-----------------------

#    raceUse: what type of units can use the item (int)(default 0)
#       0 = ALL, 1 = HUMAN, 2 = ALIEN, 3 = CIVILIAN

haven't had a chance to try it since i am not sure it will work :)
Title: Re: Hostile gangs and civilians
Post by: luke83 on August 04, 2013, 02:40:13 pm
Xracer, looks like a promising first step, i will be so happy when i can see a Civilian unit take up weapons against me 8)

OK, i think i have found all my random data i have made over last 12 months and i have uploaded it into unit sprites version 3 , most is untested but i followed my usual methods so i am assuming they work :P

https://openxcommods.weebly.com/downloads2.html

I must get back to my life commitments :(
Title: Re: Hostile gangs and civilians
Post by: tyran_nick on August 04, 2013, 08:21:04 pm
This is nice, when I get some time I would like to see if it is possible to build human bases to raid. Something along the lines of Cult of Sirius, but I have in mind something much simpler. For start it would mostly be for countries that have stopped paying their part into xcom. You could raid corrupt/traitorous political organisations HQs.
I guess for that we can build missions, etc and initially the map could be based on the xcom base map.  but is it possible to make the country start again paying to xcom after such a missions?
Title: Re: Hostile gangs and civilians
Post by: Mr. Quiet on August 04, 2013, 10:23:12 pm
Yeah I want human bases to raid too!! The bases in traitorous nations have embraced cyborg alien tech so they've lost all free will. You'd have a reason to take them out, because the aliens use them for infiltration and other evils.
Title: Re: Hostile gangs and civilians
Post by: mercy on August 10, 2013, 02:17:59 pm
Plus you could win back a lost country by eliminating Hostile gangs & Civilians & Alien Cultist bases and the game would be longer this way!

After eliminating the last human-crazies' base, the game displays:

YOU WON BRAZIL BACK!
New Brazilian government has been installed and began sending monthly payments to your organization.
Title: Re: Hostile gangs and civilians
Post by: Mr. Quiet on August 11, 2013, 12:01:54 pm
Make it more realistic. Say:

BRAZIL IS NOW SECURE FROM ALIEN CONTROL.
X-COM agents have infiltrated the Brazilian government.
They have eliminated and replaced all Alien agents which were Human in appearance.
Brazil's CFN member is safe and back to secretly funding our project.

Here's the link to know what goes on. I didn't know the aliens had human disguises, that's cool. Thin men :)

https://www.ufopaedia.org/index.php?title=Alien_Infiltration (https://www.ufopaedia.org/index.php?title=Alien_Infiltration)
Title: Re: Hostile gangs and civilians
Post by: Warboy1982 on September 28, 2013, 03:30:04 am
so, as part of my overall redesign of the AI, i've seperated all the functions based on faction... this could play well into your hands.
i'd like to see this extended to include a fourth faction that's hostile towards aliens (and xcom, under certain conditions)
Title: Re: Hostile gangs and civilians
Post by: luke83 on September 28, 2013, 03:57:26 am
so, as part of my overall redesign of the AI, i've seperated all the functions based on faction... this could play well into your hands.
i'd like to see this extended to include a fourth faction that's hostile towards aliens (and xcom, under certain conditions)

You know, i think i love you warboy ;)

sounds fantastic, i have been playing around with a ruleset to get extra aliens into game and then extra factions was the next dream.