OpenXcom Forum

Modding => Released Mods => Topic started by: Warboy1982 on May 27, 2013, 07:21:03 am

Title: [ARMOR] Combat Armor
Post by: Warboy1982 on May 27, 2013, 07:21:03 am
INCOMING COUNCIL TRANSMISSION!

Message decoded: playback commencing.

=======/@$8 Attention Commanders 4&^@/===========

military manufacturers have recently completed testing on some much needed new protection for our troops,
and we have approved them for purchase by your organization.

please find enclosed details and specifications, as well as a standard issue requisition form.

(https://i.imgur.com/C1U4wVs.png)

all credit goes to Ryskeliini for the sprites.
Title: Re: Combat Armor
Post by: winterheart on May 27, 2013, 10:13:31 am
It is replacement for Personal Armor, or it should be lesser one before PA will be researched? If so, Combat armor is somewhat superior than Personal.
Title: Re: Combat Armor
Post by: Warboy1982 on May 27, 2013, 10:23:52 am
it's available for purchase from the beginning.
requires no research.
this is NOT a replacement, this is a new armour type.
the values here represent the armour's "health" values, not it's damage modifiers.
this is somewhat more durable than personal armour, but offers less overall protection.
Title: Re: Combat Armor
Post by: mercy on May 27, 2013, 11:53:16 am
This looks great! Thank You!
Title: Re: Combat Armor
Post by: rezaf on May 27, 2013, 10:45:27 pm
Warboy, thanks for releasing some stuff from your mod seperately.
I was thinking about porting a few things from there myself, but it took me quite a long time to get OpenXcom to compile in Visual Studio in the first place.
If you seperately release some things for everyone to use, all the better.
I'm hoping for the Shotgun eventually.  8)
_____
rezaf
Title: Re: Combat Armor
Post by: Nightwolf on May 28, 2013, 12:01:17 am
Yeah, i really want the shotgun too :)
Title: Re: Combat Armor
Post by: xracer on May 28, 2013, 06:42:19 pm
It is nice, i like the new armor, but i don't like the knee pads :)


Title: Re: Combat Armor
Post by: wsmithjr on July 13, 2013, 04:45:52 am
Is there anyway it is posted what all the damage modifiers are for in the ruleset?  I know of the Plasma and Laser modifier from a modding example, but haven't found that information for all the others.  Thanks.

In regards to the Combat Armor, looking at the stats, I can't tell any reason to use Personal Armor given you can buy this and get virtually the same protection.  Really like the idea but think I'd like to tweak it to make it useful but also give a reason to manufacture Personal Armor.
Title: Re: Combat Armor
Post by: SupSuper on July 13, 2013, 08:26:05 am
They're the same as the weapon damages:
Quote
DT_NONE, DT_AP, DT_IN, DT_HE, DT_LASER, DT_PLASMA, DT_STUN, DT_MELEE, DT_ACID, DT_SMOKE
(in that order)
Title: Re: Combat Armor
Post by: wsmithjr on July 13, 2013, 10:48:15 pm
They're the same as the weapon damages:(in that order)

Thanks.  Can you give me a reference for where you got that.  would like to see what else I don't know.  I appreciate the help.
Title: Re: Combat Armor
Post by: Phezzan on July 14, 2013, 01:20:03 am
I can only think of one place to 'get it from'.

Ruleset/RuleItem.h:enum ItemDamageType { DT_NONE, DT_AP, DT_IN, DT_HE, DT_LASER, DT_PLASMA, DT_STUN, DT_MELEE, DT_ACID, DT_SMOKE };
Title: Re: Combat Armor
Post by: Warboy1982 on July 14, 2013, 02:19:38 am
and this is why a mod tool is in order ;)
Title: Re: Combat Armor
Post by: hstech on October 12, 2013, 03:14:53 pm
In regards to the Combat Armor, looking at the stats, I can't tell any reason to use Personal Armor given you can buy this and get virtually the same protection.  Really like the idea but think I'd like to tweak it to make it useful but also give a reason to manufacture Personal Armor.

I got some ideas to fix this.

First I suggest making the Plasma damage modifier of the Personal Armor much lower than for Combat Armor, leading to the Personal Armor to be much more resistant to Plasma Weapons than this Kevlar thing. Given the fact that aliens use plasma weapons almost exclusively, I would think this would be pretty strong reason to swap your Combat Armor with Personal Armor once you have it. The explanation would be that since aliens want to be able to perform combat inside the UFO without destroying it, they would tailor their alloys to make them plasma resistant.

Additionally the Personal Armor could also have reduced damage from fire. Given the fact that it is made from non-flammable metal alloy which has some pretty impressive heat resistant abilities (the alien Battleship can zip over 1500 km at 5000 km/h in the full Earth atmosphere without turning into so much molten metal and still be functional enough to break the X-COM base's hangar and access lift doors and deliver all the troops in it into the base, see https://www.ufopaedia.org/index.php?title=Battleship (https://www.ufopaedia.org/index.php?title=Battleship); especially the Alien Retaliation section on that page; the explanation would be simple, Alien Alloys make for an excellent heat shield), I would expect that an armor made from it would handle fire much better than a Kevlar suit. That would also explain the extreme resistance to the hot plasma spitted by the alien weapons.

Next, the Combat Armor would be really heavy, requiring a strong soldier to wear it or suffer the resulting encumbrance. The alien alloy properties would allow for the Personal Armor to be much more lightweight, allowing any soldier to wear it without any encumbrance effect (it would be as light as Coveralls).

And last, the Personal Armor could see some strength upgrade and maybe more even distribution. Maybe all its stats having 60 armor strength (or maybe making the under armor only 50 or even 40 armor strength but the rest being 60). This would make it enticing from the protection point as well while not removing the enticement from the Power Suit (which has the front armor set to 100). The power suit could also be upgraded to 100, 90, 90, 80, 70) to give the player a reason for its increased cost.
Title: Re: [ARMOR] Combat Armor
Post by: gix on November 22, 2013, 10:35:56 pm
Now, when the armors have ufopaedia text description, a small mod upgrade may be in order...
In ruleset add say:
ufopaedia:
  - id: STR_COMBAT_ARMOR_UC
...
    text: STR_COMBAT_ARMOR_UFOPAEDIA
...
extraStrings:
  - type: en-US
    strings:
...
      STR_COMBAT_ARMOR_UFOPAEDIA: Standard combat armor, offers basic protection against enemy fire.
  - type: en-GB
    strings:
...
      STR_COMBAT_ARMOR_UFOPAEDIA: Standard combat armor, offers basic protection against enemy fire.
Title: Re: [ARMOR] Combat Armor
Post by: Quixote on January 21, 2014, 02:18:51 pm
Looks good, but a comment: Shouldn't the armour values be much lower on the sides? Seeing as the armour is made from two plates, one in front and one on the back... there wouldn't be much protection from the sides.
Title: Re: [ARMOR] Combat Armor
Post by: Solarius Scorch on January 21, 2014, 05:11:29 pm
I would like to raise another issue: if this armour is purely human and doesn't need research, why even make it a separate item?
All my life I believed that "unarmoured" X-Com troops wore something like Kevlar vests, seeing as they do have armour values (as opposed to human civilians, who have 0 on all sides). This armour makes this assumption void, though still doesn't explain why unarmoured agents have armour. Would this "combat armour" count as "heavy combat armour", while "no armour" counts as "light combat armour"? Then why do you need to buy one type separately but not the other?
The only way to fix this that I can see is to make the combat armour researchable and manufactureable. It would have to be weaker than Personal Armour, but available for research from the very start. On the other hand, Personal Armour is always my first go-to research, and you get Alien Alloys almost on day one, so I'm not sure I'd bother researching this (unless it gave some distinct advantages, but I don't know what they could be).
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on February 05, 2014, 01:05:34 pm
Hi again everyone  :) I have no idea if this should be considered a new mod or not.
But since the combat armor was used, I decided it should be tested by everyone here first.

Also, to give my opinion on armor types issue, Let's just assume that the current X-com issue overalls are made from Kevlar Aramid panels like in fencing and motorbike protective suits. They will give protection from falling on the road, being dragged and minor pokes and stuff, but are in no way bullet resistant.  :(

So, that leaves us with current armor systems, where kevlar interceptor is used, for those of you who are aware of Spectra and Dyneema should know that these two are flammable or weak against heat, no good for plasma at all >_<

So, here are several uniforms and armor systems for you all to test, they are based on real-life prices and are all weaker than the Alloy Personal Armor. This is meant for those who want to play hard mode or just want some color and fun in your life  ;D

Included are:-
Army Armor
A.N. Armor (helmets marked on the left side)
Camo uniform
Camor Armor

Camo order is:
1= Urban
2 = Jungle
3= Desert
4 = Arctic

These will not clash will any current armor mods as far as I know....
Title: Re: [ARMOR] Combat Armor
Post by: Dioxine on February 05, 2014, 04:12:58 pm
Afair the frontal armor value of the X-Com overalls is 12, compare that with the hitting power of a standard-issue pistol (26) or a rifle (30). Here, we can't really tell what's 'realistic', but in-game this armor completely fails to protect against these weapons.
In real life, of course, even if an Interceptor armor can withstand repeated hits with 5.56 rounds, it hardly makes a soldier invincible - a bullet can hit in the face, or drill through an arm into one's chest... not even to mention that there's no such thing as non-lethal area when firearms are concerned, hits to the extremities being only *usually* non-lethal. And there's the issue of incapacitating shots that knock people unconscious - a rare sight in X-Com, that is, unless someone is beaten within an inch of their life. We probably need to compare statistics, as each point can be argued over and back again. I remember statistics gathered by the Israeli military, stating that the introduction of body armor increased survival rates of their soldiers by 30%. But the grander case is, how we can even compare the modern battlefield to the alien war battlefield. Surely plate armor increased survival rates back in the Renaissance, but in this day and age, it would probably *decrease* them, as any slight protection against bullets and flak it might give is more than offset by worse mobility and lack of camouflage. Same could happen here - sure, wear an Interceptor or Dragonscale (which might be actually better, since it's made of metal), but your TU's and reactions should be affected... does the extra armor offset these disadvantages?

@Solar:
Yes and no. Remember, X-COM aren't army, they start with a modest armory and have to buy everything, and pay for everything. And top-notch body armor is more expensive than rifles. Otoh if they have experimental anti-alien weapons like Autocannon, why not experimental armor as well? If you have the cash to buy it from the developer...

@Fox:
What about Dragonscale armor? It's made of metal, it doesn't burn like Kevlar ^^
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on February 05, 2014, 04:52:06 pm
Actually DragonSkin armor is made from ceramics (silicon carbide ???) disks, and yes, won't burn, extra strong and tough  ;D

But it's kind of similar to a high quality Titanium Strike Plate, both can receive multiple, repeated hits from AP Rifle fire. So think the stats will be the same or slightly better  :)

But, I'll have to redo all the sprites and art >_< the dragonskin vest is usually desert Tan with a basic look. But if you really want it, I'll think about it, these sprites and art are from Bagirov's Camo mod.

Also, I have no idea if the damage modifiers work or not >_<
Title: Re: [ARMOR] Combat Armor
Post by: Mr. Quiet on February 06, 2014, 12:04:47 am
Nice skins Fox105, This is what I'll need when I'm wanting to seperate my Operatives into small teams. I'll wait for you to update it and also you should start a thread so everyone can see them.
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on February 06, 2014, 08:39:49 am
Can someone help me guess what color to use? The sprites I'm using are colored funny, I have trouble understanding how it's converted. >_<

I looking for a darker Tan color then the Desert Camo uniform shown here, the guy dying, the other sprite is a man wearing a black vest >_<

Can someone help figure it out, I'm working on other projects right now....
Title: Re: [ARMOR] Combat Armor
Post by: Shoes on February 06, 2014, 12:36:08 pm
Take a look here : https://www.ufopaedia.org/index.php?title=PALETTES.DAT#Color_Indexes

I think the only colors available for you to use are the "Tactical Palette" colors.
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on February 06, 2014, 12:48:32 pm
Doesn't really help, I have the palettes, but I must guess wildly how the colors will turn out >_< look at the guy, he's blue....
Title: Re: [ARMOR] Combat Armor
Post by: SupSuper on February 06, 2014, 05:05:56 pm
Can someone help me guess what color to use? The sprites I'm using are colored funny, I have trouble understanding how it's converted. >_<

I looking for a darker Tan color then the Desert Camo uniform shown here, the guy dying, the other sprite is a man wearing a black vest >_<

Can someone help figure it out, I'm working on other projects right now....
Are you embedding the palette correctly into the image file? Only GIF and PNG support palettes, and you can't let your image editor optimize it away.
Title: Re: [ARMOR] Combat Armor
Post by: alienfood on February 06, 2014, 05:52:24 pm
I suggest an early-access armor type that is expensive, might need researching (maybe less than medkit), is ablative (i.e. gets used up and must be repaired or replaced) and it shares damage with the body, so the soldier also needs to heal. The purpose would be to take away some killshots and let your squad gain experience, although at a price.
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on February 06, 2014, 06:34:06 pm
SupSuper: the files were originally in .pck format, I used a pck2gif convertor to extract the images so that I could edit them for openxcom, but the colors only come out this way. >_< maybe using something else like pckview, but that's bitmap....it will have to be converted again to .gif .... I guess, that can't be helped then, I'll try the long way around ....

Alienfood: That sounds like a complete overhaul of the core ruleset >_< Scary....
Title: Re: [ARMOR] Combat Armor
Post by: yrizoud on February 06, 2014, 07:20:13 pm
Fox105iwsp: What image editor are you using ? If you use MSPAINT or any other that only handles images in RGB color model, the GIF palette will be lost.
Title: Re: [ARMOR] Combat Armor
Post by: Dioxine on February 06, 2014, 11:43:37 pm
Here's what I'm doing to at least get an approximately good palette (I ripped tftd sprites that way):

1. Use Photoshop if you can. Create macros for everything.
2. Rip the bmp files with pckview. Make sure you set the right palette (ufo battle if it's UFO sprite, tftd battle if it's TFTD)
2. Convert all the files to gif format straight away. I use interlaced gif, not sure if it's important.
3. copy the image to memory, THEN convert to the attached palette, THEN paste it back (to preserve placing)
4. remove all background colour/s

Step 3 can sometimes be ommited - if the palette was close enough, just convert to RGB, then convert back to Indexed using said palette. This way removing the background is easier later.

PS. The palette is posted as a fake .png, change the extension to .act to have a working file.
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on February 07, 2014, 01:57:20 pm
I see, thanks for your advise, I'll give it a try.

Also, I'm currently equipped  wit, Painshop Pro 7 & 8 (my working standard and favourite ^_^ ) , Paint.net , Gimp ,PCKview and PCK2gif My painshop pro has several palettes that is suppose to be for Xcom, TFTD and Xcom Apocalypse. It's just that my sprites started in funny colours and swamping out the palette doesn't help  at that point. So, I'll have to rip them from Pckview BMPs as suggested....
Title: Re: [ARMOR] Combat Armor
Post by: Warboy1982 on February 07, 2014, 02:00:30 pm
if you're swapping the palette, i'd suggest converting to RGB first, then convert it to the new one, that way it can try to approximate the original colours with the new palette. at least, this is how i do it in photoshop, i'm not sure about paint shop pro
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on February 07, 2014, 02:27:18 pm
Ah, that's the trick  ;D Thanks again, ok back to modding ^_^
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on February 08, 2014, 03:56:05 am
>_< Hit another funny snag >_<

Because OpenXcom has some kind of shader to include different races of soldiers, it also changes my desert Tan colour >_<
.....so what color would you people want? I'm open to suggestions ^_^
Title: Re: [ARMOR] Combat Armor
Post by: Dioxine on February 08, 2014, 05:14:29 am
Maybe just use the same colors as for the pants? They're close enough.
Title: Re: [ARMOR] Combat Armor
Post by: Yankes on February 08, 2014, 09:09:05 pm
I see, I f*** up your mod :>
This is side effect of solder hair/face recolor, you can turn off it in configure file.
Code: [Select]
  battleHairBleach: false
  battleHairXCOM1_FIX: fasle
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on February 10, 2014, 02:44:14 am
No Yankes, your mod is great!  :D

Giving us various types of troop sprites is a great improvement,
there is no need for this armor mod to be racist now is there >_<

Either way, I think its fixed, sorry it took so long, I was sick...... >_<
 
Title: Re: [ARMOR] Combat Armor
Post by: Yankes on February 10, 2014, 08:49:14 pm
No Yankes, your mod is great!  :D
But is mod unfriendly, editing original personal armor can by tricky becasue I overide some color on startup.
Im working now on new version that will not interfere with other people mods. Even more, this will be tool for future mods :)
Title: Re: [ARMOR] Combat Armor
Post by: robin on February 15, 2014, 02:37:00 pm
Hi everyone,

I'm trying to use this mod but I have some problems, this is how it's working ingame:

(https://abload.de/thumb/capture_15022014_001fikde.png) (https://abload.de/image.php?img=capture_15022014_001fikde.png)
(https://abload.de/thumb/capture_15022014_002skjo0.png) (https://abload.de/image.php?img=capture_15022014_002skjo0.png)
(https://abload.de/thumb/capture_15022014_003kqk02.png) (https://abload.de/image.php?img=capture_15022014_003kqk02.png)
(https://abload.de/thumb/capture_15022014_004olj13.png) (https://abload.de/image.php?img=capture_15022014_004olj13.png)

Also when I access its UFOPEDIA entry, or when, when I accept a battlescape mission (which shold be followed by the equipping soldiers phase) with soldiers wearing the armor, the game crashes.

I'm using the latest stable (the one that uses the installer that is) OpenXCOM bulid and a custom ruleset (which modifies some weapon damages, weight, accuracy/TUs, prices, so on, nothing major).

I added the following in the "Armor.rul" file, but nothing changed.

Now, when the armors have ufopaedia text description, a small mod upgrade may be in order...
In ruleset add say:
ufopaedia:
  - id: STR_COMBAT_ARMOR_UC
...
    text: STR_COMBAT_ARMOR_UFOPAEDIA
...
extraStrings:
  - type: en-US
    strings:
...
      STR_COMBAT_ARMOR_UFOPAEDIA: Standard combat armor, offers basic protection against enemy fire.
  - type: en-GB
    strings:
...
      STR_COMBAT_ARMOR_UFOPAEDIA: Standard combat armor, offers basic protection against enemy fire.


What to do?

***EDIT: Switching to the dev build (openxcom_git_master_2014_02_15_1025.zip) fixed it. ***
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on February 15, 2014, 04:37:18 pm
Does this affect my addon too?  :o   referring to the combat armor, Kevlar dragon skin mod....
Title: Re: [ARMOR] Combat Armor
Post by: SupSuper on February 15, 2014, 05:44:42 pm
Does this affect my addon too?  :o   referring to the combat armor, Kevlar dragon skin mod....
Mod support is currently only available in the nightly builds.
Title: Re: [ARMOR] Combat Armor
Post by: Solarius Scorch on February 15, 2014, 06:16:20 pm
Mod support is currently only available in the nightly builds.

You really need to update the main installer soon, this comes up in every modding thread. :P
Title: Re: [ARMOR] Combat Armor
Post by: HappyCat on March 03, 2014, 07:14:15 am
I am using main Armor.rul.
Somehow soldier sprites for half of my soldiers are not shown, just floating weapons. Maybe it has something to do with using it in android version though.
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on March 03, 2014, 10:36:34 am
Sounds like a conflict, are you using any other armor mods? I had this problem with the "Jump armor" mod  and this "combat armor" mod the sprite files were designated to the same name and overwrote each other >_<  It worked fine when I renamed the files.
Title: Re: [ARMOR] Combat Armor
Post by: HappyCat on March 03, 2014, 12:05:04 pm
I tried https://openxcom.org/forum/index.php?topic=1857.0 (https://openxcom.org/forum/index.php?topic=1857.0)
mod and had the same problem.
Then installed the topic mod overwriting files.
Had the same problem with improved uniforms mod.
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on March 03, 2014, 01:10:06 pm
Damn >_< maybe it is the android version, I made the improved uniforms mod.
It was coded specifically to avoid conflict, then again I'm using a PC.....
Title: Re: [ARMOR] Combat Armor
Post by: Solarius Scorch on March 03, 2014, 04:34:23 pm
I had exactly the same problem with Dioxine's Piratez! mod, which also features new armours; some parts were missing and the characters weren't animated (they weren't even turning). Reinstalling everything exactly as it was before fixed the problem, although I don't know what happened.

The moral: like any other computer related problem, it should be fixed by restarting/reinstalling. :)
Title: Re: [ARMOR] Combat Armor
Post by: Fox105iwsp on March 03, 2014, 05:05:19 pm
Could it be a sprite miscount? like the personal armor has a sprite count of 275, if you add to it, it will go crazy >_<
Title: Re: [ARMOR] Combat Armor
Post by: niculinux on July 11, 2014, 08:54:55 pm
At the time I'm writing (17/06/2014) actually Combat armor does work, but In the map sprites are quite rendered well:

(https://s14.postimg.org/wblow7qxp/openxcom_10_xubuntu1204_compiled_combat_armor_mo.jpg) (https://postimg.org/image/wblow7qxp/)
(click to enlarge)

warboy1982 suggested: (https://openxcom.org/forum/index.php?topic=2309.msg23563#msg23563)

fix should be to replace colour 0 in the sprite palettes with transparency, i get the feeling the problem is something to do with the palette recolouring for skin/hair, but i've no clue what it is.

anyone may want to try? thanks!
Title: Re: [ARMOR] Combat Armor
Post by: NoelBuddy on October 27, 2014, 06:19:32 pm
Alternate graphics:

No helmet, slightly more form fitting vest.
Title: Re: [ARMOR] Combat Armor
Post by: TaxxiDriver on November 02, 2014, 02:32:27 pm
Alternate graphics:

No helmet, slightly more form fitting vest.

I love your graphics! How can I apply them? In your files XCOM_4.gif is a single picture while in the original version it comes as a group of splitted pictures. 
Title: Re: [ARMOR] Combat Armor
Post by: NoelBuddy on November 02, 2014, 10:59:41 pm
I love your graphics! How can I apply them? In your files XCOM_4.gif is a single picture while in the original version it comes as a group of splitted pictures.

Why thank you! Right, forgot I changed that...

Replace:
Code: [Select]
  - type: XCOM_4.PCK
    width: 32
    height: 40
    files:
      0: Resources/CombatArmor/XCOM_4/

With:
Code: [Select]
  - type: XCOM_4.PCK
    width: 512
    height: 720
    subX: 32
    subY: 40
    files:
      0: Resources/armored_vest/XCOM_4.gif

in the ruleset and make sure XCOM_4.gif is in the "Resources/armored_vest/" folder.
Title: Re: [ARMOR] Combat Armor
Post by: TaxxiDriver on November 03, 2014, 02:34:44 pm
Thanks. It works perfectly fine and looks awesome 8)

I suppose there are two ways to add extrasprites? Either splitting graphics into small pieces and manually assign them corresponding numbers or just make one big art and let it be assigned automatically? A bit confusing  :-\
Title: Re: [ARMOR] Combat Armor
Post by: Arthanor on November 03, 2014, 04:46:09 pm
You can add sprites either as a bunch of individual images, in which case you specify the folder they are in and the starting index to assign to them (the game automatically generates the indexes for all the pictures), or you merge all the individual images into a big one and also only give one index. Although you could index every image yourself, there is no need to and it would be incredibly tedious.

Note that if you use individual images in a folder, it will come out all garbled in the Linux version of OpenXCom for some reason. It also may slow down the game a bit on old computers (too many objects open at once).