Wow! What a cool project! Great way to insert an Extra-terrestrial war into an old Historical timeframe. Looking forward to more!
Image way of changing dynamically geoscape colors based on mission result. It will need lot of code to do but result could greatly fit this mod.
I wish you good luck with developement of the mod! I'll be sure to play it once you have a release.
This looks very interesting, looking forward ard to trying this mod.
Hi all:
Here we include some screenshots of the Tesla armament, which will include the mod, provisionally tested in TEW, (The Endless War).
Greetings.
Great idea for a mod, would love to see more of it. I absolutely love the alternative world war 1 theme
Btw. might i suggest a few ideas?
First thing first I think it would be cool if the APC would get a re-color to distinguish it a little bit more from 40k version.
Secondly i know that in game year is 1914 but since the war with aliens has been going for quite some time it would be plausible to see some weapons that were used in World War 1 later on, such as for example "Fedorov Avtomat" or "Fusil Automatique Modèle 1917". Or maybe even M1918 BAR.
And the last thing, trenchcoats and bayonets, what a Great War would be without those after all.
Anyway, absolutly love the idea for the mod, good luck with it.
It is a tedious thing to edit the spritesheets of the armors by hand, if anyone knows of any way to edit them easily, we would be very grateful. ;D
Looks great. Keep up the good work.
Maybe have some armors sprites have gas masks and/or enclosed helmets. I know it will make soldiers look less diverse but on the other hand lessen the amount of work and time spent on copying faces to new armors, also makes sense from lore standpoint since most of earth is contaminated so it only makes sense that some kind of specialized force used to make incursions into contaminated areas wears gasmasks/breathing devices/enclosed helmets. I made two examples of enclosed helmet sprites for heavier armors.
Also just as some inspiration here you have some images.
I think it would be interesting if you added chemical weapons, like mortar shells filled with mustard gas and so on.That reminds me of good old Jagged Alliance 2 1.13. Oh the joy of mustard-gassing the whole enemy outpost just to charge in with your mercs equipped with bayoneted AKMs and grenades.
I think it would be interesting if you added chemical weapons, like mortar shells filled with mustard gas and so on.
This thing reeks of oldschool tabletop fantasies, like Warzone or some parts of Warhammer 40000.
It's awesome.
Well I think uniform would be more Tier 0, and gas mask + standard stormtrooper armor should be available from the start, or right after the start (at a price, tho). The higher tiers sound good.
That reminds me of good old Jagged Alliance 2 1.13. Oh the joy of mustard-gassing the whole enemy outpost just to charge in with your mercs equipped with bayoneted AKMs and grenades.
Nothing quite like it 8)
Since in the book is writen that the infantry weapons didnt do much to the tripods, it would be logical to implement martian infantry or some kind of crude improvised tier 1 tripods the aliens build after landing without such defensive capabilities. The player would then have to research some heavy weapons like howitzers (which would have to be manned (equiped instead of armor like it is in XPiratez) and use the primitive anti-tank weapons that already existed like Mauser 1918 T-Gewehr. In case you would really implement martian infantry then they would need some 1910s scifi theme weapons, something like rayguns and death rays. I think that for martian units you could use waspite texture and lightly modify it. And one more idea, do you have a weapon that would replace blaster launcher? I remember when i was playing Ufo Afterlight there was a weapon called lightning ball thrower and such weapon would fit perfectly into tesla weapon tier. My best wishes
I think the alien infantry should be encountered early-game in large amounts becouse the late game aliens will be good equiped and they wouldnt risk theyre lives outside of tripods
Will there be triffids in the mod? :P
If you want some initial heavy armor, maybe a bulky prototype (not made of asbestos, just simple iron) could be useful at the start of the game.
Well not really a prototype, but some of the standard stormtrooper armor used in the era. If it's 1914, it can be expensive since mass production did not kick off yet.
And gas mask can be balanced by giving penalties to reactions and firing, so a shrewd commander can ignore the risk of black gas in order to get better stats... to his doom.
Also since tanks are so small, what about a quite radical idea... make soldier sprites to-scale, down to 1/2 of current size? :)
Further on the research tree you will get advanced tanks, some based on the chassis of these 4 tanks, some others very different. Definitely you will use a lot of tanks, alinare drew a lot of them.Cant wait for Tesla Tanks :D
Cant wait for Tesla Tanks :D
An idea for the trenches - you can make the ground start at 1 level higher then use something similar to the dirt fill blocks from the base defense terrain to fill in the level below and dig out some trenches from that. I tested doing this with some OXCE code to make it so that I could make a minimum of new map blocks, but you don't need the code if you're already making new map blocks.
I made a custom MCD for this - you need either 3 levels of the dirt fill object in either to have a side you can walk up and down into and out of it and peek out the other side, or have stairs and one object tile you can stand on and look out.
You can change the armor values of the tiles to balance it against the tile damage characteristics of your items. The little trench in the images I posted I made during the mission by digging with a heavy plasma.
Here, I'll attach the MCD so you can play with it a bit - it's in the TERRAIN folder of this WIP mod that I made to test the idea out.
Perhaps you can also recover these maps:
https://openxcom.org/forum/index.php/topic,2934.msg31987.html#msg31987 (https://openxcom.org/forum/index.php/topic,2934.msg31987.html#msg31987)
(https://openxcom.org/forum/index.php?action=dlattach;topic=2934.0;attach=10919;image)
Im also playing around with Trenches ( just not for the same reason).
It looks very nice indeed! Looking forward to seeing more of this in the future.
P.D. I'm not sure how to make a "landing zone" for both the UFO and our craft. That's why the UFO has sandbags and barbed wire inside. Any help/tip is welcome:)
Landing Zone is made of Group 1 mapblocks.
just been playing around, the wheel sections is very ugly, i will see if i can make it any better at some point. I know its not exactly what you mentioned in the PM but its a start. Some BIGGER wheels would be better ( tried drawing some, did not work out so well) for now the tractor wheels will need to do. At some point i will play around with some tank tracks also, i think they will be better but maybe they would endup as a more advanced vehicle.
Also i love the UFO with the barb wire inside, i know its a accident but i t looks pretty cool anyway :)
Hello:
New screenshots:
What... are those...?
What... are those...?They are your new Nemesis :P Looking good mate.
They are your new Nemesis :P Looking good mate.
Good to see you got the globe textures working, its looks really good.
Terrain looks pretty good RED :)
Your mod intrigues me.
I am curious and eager to be able to test it! ;)
Congratulations for your work!
They are too cute!I know! Luke83 made a superb work with them!
Why the Zepp on the picture has non-German markings?Well, tecnically is part of the German Imperial Navy, but the Royal Navy also uses it (at least in the lore of the mod)
Oh boy, I look at these cards, models, weapons, and units, and my mouth drools from all this. Can't wait to put paws there and play to the holes. :)Thank you for such nice words, SG_Barton! ;D
I know your project is still mostly in the pre-alpha phase at this point, but how about a sneakpeek for those of us that like to scavenge resources? I'd love to add some new aliens to my playthrough!
I know your project is still mostly in the pre-alpha phase at this point, but how about a sneakpeek for those of us that like to scavenge resources?
:) :) :)Thank you, BlackStaff, for being part of this project. :)
Thank you very much !
The start is good.
It's very promising!
But the UFOpedia consultation causes game crashes if we try to read some articles!
I guess you know that, so I won't bother you with these mistakes.
I keep going and I'll try not to look at the UFOpedia!
Ok ! But don't be afraid.... ;)Excelente!
I attach a file containing the different problems discovered at the beginning of the game!
Nota : I use with OXCE 5.3.2 (64bits) !
Not sure if this has already been posted, but has anyone seen this? I swear it relates:Wow. :0
Orchestral versions of the Geoscape theme have been done to death, but this one reminds me a great deal of the full-orchestra version of Jeff Wayne's War of the Worlds. It feels like it could easily be period-appropriate and I immediately thought of this mod.
It seems I forgot to give you a graphic bug.
You may have already corrected it. In that case, my apologies!
The "Pilots" characters have "two heads" when they walk. And if we bring them to their knees, their legs disappear!
Any new ideas you may like to add to TGWotW?So far I can't see anything.
So far I can't see anything.
I admit that I didn't play for several weeks because I was on another game (modding) very different from XCom.
I'm waiting to see new planes and heavy equipment.
With the future version if you have removed the UFO stock objects that confuse me it will be easier.... ;)
Sorry other little bug after research Ravager :Taking note!
[FATAL] OpenXcom has crashed: FileRecord::at(Resources/MartianEnemy/MECHTOID/ufopedia_RAVAGER.gif): requested file not found.
[FATAL] OpenXcom has crashed: Sprite IMPROVED_METALURGIC_TECHNIQUES not found
;)
Any new ideas you may like to add to TGWotW?French soldiers with the Lebel rifle (8mm)!
French soldiers with the Lebel rifle (8mm)!SPOILERS AHEAD
The best rifle in the world until the end of the WWI ! ;D
Have you played resistance: fall of man? I think you can also get some few ideas in there just a suggestion. :) :DResistance is one of my favorite sagas. *w*
Thank you very much ! :)
Wow. I won't be able to play it sadly, I have no patience to install OXCE on Linux, but I will keep a close eye here. I've been wanting to see this story in a game form for a long time now.
Oh, it's a shame. Is that difficult to install on Linux?
Thank you too! Please let us know any issue. :)
We have not removed the vanilla content yet. It is very likely that in the next major update we will do it. ;)
Oh, it's a shame. Is that difficult to install on Linux? You could play on Android! Is what I do!
I know, The War of the Worlds is such a nice inspiration for a mod. There was some similar suggestion a few years ago, but no one take it. So we take it and adapt it. I'm glad you liked our work! Don't hesitate to ask for suggestions, the 99% found it's way into the mod.
Depends on the distribution you're using. Stoddard's build farm makes executables for Ubuntu that you install the exact same way Piratez and XCF are (extract and manually copy the original UFO/TFTD files). There are instructions available for getting the proper libraries too, so it's only really difficult if you need to compile from scratch.
At this point I'm running OXC/OXCE exclusively on linux - I had to make a virtual drive for creating a install instructions video for OXCE + the 40k mod.
It isn't difficult, more so tedious to find documentation, and I'm still new to many things about my distro (Ubuntu 18.04 LTS btw) so I'm just slightly confused and impatient. As for suggestions, I'm not super sure, but maybe make some specialized UFO missions that are redone so they are anti-tripod missions.
For example, say the tripods can walk on water, and reprogram a few stats in the UFO detected screen so it looks like so. instead of UFO detected it could say Tripod Sighted. It'd be difficult, but the immersion would be amazing.
An even more ambitious idea is to have a map that is an airship crash, which would be a special terror mission, and the briefing could explain a recent attack has taken down a civilian or military airship and that all martian forces around it need to be cleared in order to evacuate. I could go further but I don't wanna drown the thread in a giant paragraph...well bigger than this.
Now, talking about the airship map... Well, the mission could be easy, but I have to ask Luke83 if he could made some kind of zeppelin map. ???
Enviado desde mi LG-M400 mediante Tapatalk
BTW, so many thanks for the crewable turrets, Otto. A lot of our alpha testers liked them!
Any ETA on artillery strikes?
Maybe, after i finish my current project i will attempt to draw something, i am no artist but with i am sure i can come up with somethingPlus i had my own ideas for something similar to zeppelins for Factions so maybe 2 birds one stone.
I'm glad players are enjoying the crew-served weapons! I'm planning on making a few improvements to the script and ruleset since there were some TU recovery changes in OXCE.
The artillery strikes code needs to be cleaned up in light of more OXCE changes, but that's on hold right now for other code refactors and work that needed to happen on the 40k mod. I might have some time to look at it later this month, but no guarantee.
Instead of UFO detected it could say Tripod Sighted. It'd be difficult, but the immersion would be amazing.
Wait so you added WW1 battle against other humans, but why? Surely the alien threat is more serious, or will you make a lore reason for the War?
Also have you seen the great war of the worlds mockumentary? I can link one in English if you want, it would be really good inspiration, for example the Martain metal and dark matter guns as described during the war in the mockumentary.
Ok I see, here's a link that I used to watch it, it's not very high quality but it works.
Hahaha yes, but those human vs human battles are separated. They aren't in the campaign, only in the battle generator. It's name is FRONTLINES, as a mock to BF1's Operations.
One of the first things I wanted to do when we started this project a year ago was to have real WW1 battles. And to be honest, an human opponent is more equal to the player's troops. You know, they are as soft as us.
Martians are toughter and our initial weapons are somewhat ineffective. Against humans no. A shot or two is enough to put down an enemy.
Do you mean The Great Martian War? Sure, that's one of my favorite mockumentary of all the time. If you pay attention to details, a few in-game screens have images of TGMW. Some references are from that movie, like the Martian Metal (and later, Dark Matter)
If you have a link for the full version, I'll be forever grateful, is been a long time since I saw it.
Enviado desde mi LG-M400 mediante Tapatalk
Ok I see, here's a link that I used to watch it, it's not very high quality but it works.Thanks a lot, Thunderwing280.
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=13&cad=rja&uact=8&ved=2ahUKEwio3pWV5pjkAhVC6aQKHdBeADgQFjAMegQIAxAB&url=https%3A%2F%2Farchive.org%2Fdetails%2FTheGreatMartianWar19131917.Mister.X&usg=AOvVaw1HfLBBn9oKBR9XKT_HnoSE
A new weapon joins the armory, this time is the semi-automatic rifle Selbstlader M1915 (based on the real life Mauser M1916, on the lore of the game, entered service a year earlier than in our timeline).Ah !
Nice new sprites... ;)
Ah !
New translations in preparation? 8)
Thank you very much !
Il n'y a donc pas de nouvelles traductions à faire ? ;)
Briefly tried 6.5, it's kina a prequel to unexcom, but even hardr! Hey i did not manage to assign pilots to class A ship, thugh i have recruited 20 of them (!!!) don't know, but here are screenshots along a seved game :D
16-February-2020: v0.7.1 Mk III Beta 'Tempesta d'Acciaio'
Changes made:
*New French translations, by BlackStaff
*Fixed issue with Terror Missions crashing on Geoscape, found by cubik2k
*Fixed issue with Italian uniform corpses (wrong sprites), found by Ikhanad
*Fixed issue related to missing routes on Martian Overlord Walker
*Now the Martian Walkers and Fleet ships have unique Interception Window (you can identify them easily during interceptions)
*Increased Martian Machines shield (now they are equal to the Machine HP, doubling its damage resistance)
*Fixed many War Codex entries, now they are locked behind their respective research
*Improved Spanish and English War Codex text entries (some were off screen)
*Fixed issue with Alien Supply mission (the assigned Supply ship was wrongly defined)
*Lewis and T-Gewehr turrets now have inventory image
13-February-2020: v0.7 Mk III Beta 'Tempesta d'Acciaio'
Changes made:
*Introduced memmaker's Weapon Proficiency based on Weapon Class. Now you will become better if you use certain weapon type
*New Coalition of Nations logo, drawn by Dauntless1942
*Added Italian Faction
* TIER 1
- Carcano M91 Carbine
- Beretta MAB14 SMG
* TIER 2
- Cei-Rigotti SLR
- Villar-Perosa SMG
*Added soldierType:
- Italian
*Fixed R-Class Zeppelin map, now the ropes and ladders are usable. Changed size of the map
*Improved Geoscape, new textures for Infested Forest, Infested Snowland, Alpine and Winter Forest textures
*Improved British, American & German uniform sprites, now their Battlescape sprites match their Inventory paperdolls
*New Trench Coat uniform for German troops
*Added 4 new maps made by members of the IDT (luke83, b__0, efrenespartano & Hans Woofington):
- Rural Settlement
- Rural Forest
- Snow Rural Settlement
- Snow Rural Forest
*Added 11 new terrains made by bulletdesigner:
- High Mountain
- Low Mountain
- Desert Mountain
- Mountain Pass
- Tropical Mountain
- Mountain Plateau
- Snow Plains
- Plains
- Steppe
- Rocky Plains
- Tropical Plains
*Fixed palette issues with Next Turn backgrounds
*New French translations, by BlackStaff
*New Spanish translations
*Added new Events, will randomly appear on the Geoscape, by Ikhanad & efrenespartano
*Tweaked some item costs
*Tweaked M1903 Springfield and Gewehr 98 stats, suggested by Bootchicken48
*Tweaked German Soldiers initial stats, suggested by Bootchicken48
*Fixed crash with Frontline missions
How's it going? You probably don't remember me from the forums, but I was very excited for both this and UNEXCOM.
Anyway, Verdun crashes my game. Attaching the save just before the battle.
Edit: I would also add, it's terribly difficult to get the Alien Fuel/Ellerium, and no ships actually carry it. I have even taken the very large ones.
It's kinda boring using the same plane and zeppelin for the whole game. Maybe some new weapons, at least. Same with soldier armour.
Nice mod. Had a fun evening with that cool WWI aesthetic. Really looking forward for its development, menaged to hook me up after megamods became a bit boring after so many playtroughts.
Siege of Verdun is supposed to be the end of the game? That is what happens when you complete this three-part mission. Save file - 1
Game crashes when airship reaches Siege of Verdun, because "skybox" is too low to allow this craft.
There is also an issue with walls and ceilings, particullary on snow maps and martian flying crafts. Despite looking solid, soldiers and aliens can cearly see, shoot and throw grenades trough.
And a few words about balance. Open field battles become really trivial with highly accurate rifles and shooting outside of soldier view range. Aliens can't reaction fire and such. Penalty for shoots outside of view range would solve this issue.
It doesn't seem like there is any penalty for shooting enemies at point blank range (outside accuracy penalty for long-range rifles that suffer it on close range, but nothing on top). "Evasion" mechanic for both parties would fit perfectly for true trench-warfare feeling. Simillar to the one found in popular megamods.
Aliens straight up die from one to two unarmed fist punches. Not only it is making melee weapons and bayonets obsolete, its also a bit annoying to capture anything without killing them.
That is all I found, truly great mod with a lot of potential.
Released Jan 29th, 2020 (updated 301d ago)
Hello,
Is this mod "done" ?
Sleeping ?
Still being updated but somewhere hidden from mod.io ?
I ask because
Thanks
10-December-2022: 0.8 Mk. IV 'Slavyanka'
Changes made:
*Updated to latest OXCE version v7.8
*Vastly improved and expanded tech tree
- Phlogiston plot by Ikhanad, Nathan and The Reaver of Darkness
*Lots of new lore entries, written by efrenespartano, RusArtistSergo, b1ackwolf, Abiko, Fegelein, Kael Schwabauer, MitraLightbringer
*Two new Endings, each obtainable by interrogating certain Martian ranks
*Major UI redesign, new HUD and GlobeMarkers by efrenespartano and interface colors, with support of Bootchicken48
*37 new human weapons, sprites by efrenespartano, wolwerin, Nathan & Cupon4uk
*Two new human weapon techs: Phlogiston and Tesla
*Ammo resprite script, all weapons dynamically change the sprite based on the ammo loaded, by Filip-H
*Weapons are now locked behind Faction research, pick one and stick with one for all the campaign
*Complete redesign of Martian infantry units; ruleset by Rclipse, sprites by Harold_Gray, wolwerin, The Martian & The Reaver of Darkness
*22 new crafts:
- 8 Hunters/Scouts
- 6 Attackers/Bombers
- 1 Airship
- 5 Mech Walkers, gun turrets by The Martian
- 2 Ground March
*27 new craft weapons:
- 3 Offensive MGs
- 3 Defensive MGs
- 3 Cannons
- 3 Autocannons
- 4 Rockets
- 3 Craft Heat-Ray
- 3 Vehicle Guns
- 5 Auxiliary Units
*Improved Heat-Ray War Codex entries.
*K-MM armor-piercing rounds available for all human weapons
*Major ruleset organization rework
*Martian Pyramids available in campaign
*Martian Machines now have Heat-Ray turrets in Battlescape
*Redesigned Heat-Ray weapons, two new Martian weapons by efrenespartano & Hans Woofington in Battlescape
Excellent!
Keep up the great work. (https://openxcom.org/forum/Themes/InsidiousV1-k/images/post/thumbup.gif)
Agreeeeeeed!
A tiny bug report. Starting zeppelin crashes on preview. The thing is just too big :)
Hello. I would like to ask how can i crew an airship with pilots? I can easily crew landship with them. The airship selection screen is just blank.
Are you sure you have pilots assigned to this craft (alongside other soldiers)? You can only assign pilots that are in the craft.
Excellent mod, really loving what little I've played so far.
Is this a bug or am I simply missing something obvious? Not the first time its happened to me before!
I agree with GrooveCrusader, a nice mod!
And, the same as for Unexcom:
Is there any further background music/sound recommendation apart from the submod/soundtrack?
Good morning. I would like to ask for your assistance. I came across an error while playing the latest version of The Great War of the Worlds. I have attached my save file and a picture of the error. Hoping for your swift response. THank you.
25-December-2023: 1.0 "Attrition"
Changes made:
* Updated to latest OXCE v7.10.
* Added most of the missing codes. By Kiro Xei.
* Added most of the missing War Codex content (Ufopedia). By Kiro Xei.
* Added missing research requirements. By Kiro Xei.
* Fixing Strings from language yml file. By Kiro Xei.
* Rebalance Heat-Ray (Laser) weapon requirements by changing to all difficults. It requires Heat Ray Weapon analysis and Improved metalurgic techniques. By efrenespartano.
* Added new facilities: Guard Tower; Tower Fortress; Trench line N-S + W- E; Concrete Fortification; Machine Gun Nest. By efrenespartano.
* Changed facility name for the following: General Stores > Supply Depot, Living Quarters > Barracks. By efrenespartano.
* Introducing base defense terrain, players can allow to move troops to unbuilt terrain as it please. By efrenespartano.
* Barracks can now train up to 10 soldiers including all soldier types. Soldiers training cap is added.
* Fixed Berdan II ufopedia by recorrecting the appropiate research info.
* Phlogiston weapon events reorgnazied. By efrenespartano.
* All items, inventorys, and weapons are reduced to realistic scaled divided by 10. Which helps to fill more items in few supply depots.
* Changed Overlords living weapon to false, due to missing image issue. Now they can wield weapons.
* Revised starting conditions by adding missing armor: Italian Gasmask, Russian Gasmask, L'inmortale Heavy Armor, and Totemkopf Mechanized Armor for the Red Weed environment.
* Adding Energy shield script from The World of Terrifying Silence Mod to Totemkopf Mechanized Armor for field testing. Adding visibilityatday to 30; visibilityatdark to 18 to Totemkopf Mechanized Armor.
* Adding Maxviewdistance to 40. No soldiers can go blind shooting. This applies to units, allies, and enemies.
* Fixing Russian Tier 2 equipment selection.
* Fixing Hague Convention weapons and ammo by recorrecting the requirements.
* Replacing missing alien race snakes man to Martians elite platoon.
* Laboratory spaces reduces to 30; while Advance Laboratory was added to 60 to match the description.
* Changed HWP Tank requirements.
* General Bugfixing. By Kiro Xei.
I got a three problem with version 1.1.
The female sprites in Resources/SoldiersSprites/00-Body use a palette index != 0 for the background. The latest OXCE has a problem with that, for me at least, it disregards the alpha channel thus there is no transparency at all.
The following files also use a wrong index for the background, or a wrong palette, or at least most of them, I forgot:
SoldiersSprites/Battlescape/German/GermanCoat.png
SoldiersSprites/Battlescape/German/Stahlhelm.png
SoldiersSprites/01-Uniform/GermanCoat.png
SoldiersSprites/01-Uniform/GermanUniform.png
HeatRay/black_smoke_explosion.png
HeatRay/green_gas_explosion.png
(SoldiersSprites/NPCs/ ... Inventories)
Both can be fixed automatically, but I suppose a pull request will not be seen.
A zero bytes file:
SoldiersSprites/Battlescape/American/Inventory/MAN23_F1.png
Version 0.8 uses stationary ufos to represent Martian Outpost, e.g. STR_MARTIAN_CAMP, with point defense weapons. Or so I assume.
An interception window opens if approached by an craft, something not possible with alien bases.
The problem with this is that all of them spawn at the same few locations within a region. This seems unrealistic and kills my fun every time.
Is that a bug? Something that should change? A feature?
According to the screenshots of version 1.0 the ground of the buildings does not adjust to the terrain selected by the base position on the globe.
It is always dirt/mud.
This could be fixed by using the decoration type of the vertical-levels feature, instead of using a mapname for the base facilities.
The facility maps should then have no ground outside the buildings and the terrain from the globe should supply it.
Is there interest in having this?
I could do this, but I probably wont find time for this in the near future. Maybe I could do a sample such that somebody else could adapt it for the other facilities and terrains.
Anyway, I love the new content added! Thanks!
If you want, go ahead. Personally i'm not totally interested in tweaking the base terrain (it was a pain to rework it on the surface to begin with hahaha).
The José avatar and Commonwealth service dress armor combination doesn't mix quite well, it causes this funky yellowout. Changing the avatar or the armor resolves the glitch. My OXCE version is 7.12.
But meanwhile, I made new pull request to fix the images and some (most? all?) yaml syntax errors.
I made myself a program to automatize the conversion from full-color images to custom palette images, for use in the cutscenes and Ufopaedia.
It can also replace text-only Ufopaedia articles with text+images articles with the proper (custom palette) background.
Resizing the images, if necessary, is included.
Cropping is done semi-automatically because there is the one time need for defining how to crop the individual images (top vs. bottom, etc).
It can also output a submod, which overrides the ruleset.
Because the bad color representation of many images kill my fun/immersion each time, I'd like to ask if you would share the full color versions of the images used in TGWotW (and Unexcom?).
The only drawback is, that I'm still busy. It might take some time.
[15-01-2025_16-17-17] [FATAL] FileRecord::at(Resources/Tanks/Sounds/artillery_shot4.wav): requested file not found.
[15-01-2025_16-17-17] [ERROR] FileRecord::at(Resources/Tanks/Sounds/artillery_shot4.wav): requested file not found.