OpenXcom Forum

Modding => Released Mods => Topic started by: Ryskeliini on October 03, 2013, 04:20:57 pm

Title: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 03, 2013, 04:20:57 pm
"Gentlemen, take your seats and lets do some business" ...

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UPDATE - ALL IN 1 PACK RELEASED + ADDITIONAL STUFF -   27.6.2014

https://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack

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(https://i.imgur.com/ZohMlwA.jpg)

Updated UFOpedia to better one. ignore image text.
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 03, 2013, 04:21:25 pm
(https://i.imgur.com/dNTlimW.jpg)

Updated UFOpedia to better one. ignore image text.
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 03, 2013, 04:21:42 pm
(https://i.imgur.com/oKnjZLN.jpg)

Updated UFOpedia to better one. ignore image text.
Updated Rules, WORKS NOW AS INTENDENT! - 28.10.2013
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 03, 2013, 04:22:05 pm
(https://i.imgur.com/cjMuWQB.jpg)

Updated UFOpedia to better one. ignore image text.
Updated Taser.rul - Fixed battlescape sprite conflicts with HW Cannon and Auto Cannon sprites
Updated! Works now as intended, no more explosion when hits target. Happy zappin everyone :) kudos to warboy1982 for the fix. - 27.1.2014
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 03, 2013, 04:22:40 pm
(https://i.imgur.com/UE3k1zp.jpg)

Updated UFOpedia to better one. ignore image text.


Title: Re: Sir, the arms dealer has arrived.
Post by: MKSheppard on October 03, 2013, 04:24:04 pm
Jesus christo, last night I was thinking about ways to bring a ranged stun weapon into the early human game; and while I had theorized using a non-lethal stun projectile for a grenade launcher, sort of like a beanbag round -- I came around to some sort of taser pistol...

and then I go to sleep and wake up to see this.  ;D
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 03, 2013, 04:33:06 pm
And now for some issues... now , clearly these need some balancing to do so im open for balancing suggestions, please comment on that.

Secondly, requesting some help to those UFOPEDIA texts, i know they are pretty lame now and full of typos, so feel free to write better ones.

Taser and SSRL has some issues, and dont know can they be fixed anyway...

SSRL Currently has now infinite ammo since i didnt figure how it could behave like a... once used weapons then thrown away.. i tried to figure out some grenade behavior to it, but didnt have luck (since im REALLY poor at script/coding)

Taser is working quite well, even it needs some balancing. Problem is now that it uses Stun bombs animation (everytime you hit something, Explosion animation appears)
so i could need help on those if anyone wants to look up into rules :p ...

But anyways, have fun :) ... i sure didnt have fun against mutons with these weaponery.
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 03, 2013, 04:36:13 pm
Heh :) ... oh and i forgot that taser imo should be researchable in early game, so it wouldnt "immediatly" discard the stunrod (Even tho stunrod is better) ... also thought some Stun rifle design ,but then again.. meh
Title: Re: Sir, the arms dealer has arrived.
Post by: Cy-Fox on October 03, 2013, 04:58:43 pm
Have you considered adding a "stun" function to existing rifle/shotgun style platform weapons? Tactical shotguns are now being seen with Taser slugs, though for a rifle I'd expect it to be an underslung firing implement or a melee function of the weapon.
Title: Re: Sir, the arms dealer has arrived.
Post by: MKSheppard on October 03, 2013, 05:23:03 pm
SMG colors are messed up in my UFOPaedia:

Title: Re: Sir, the arms dealer has arrived.
Post by: MKSheppard on October 03, 2013, 05:44:51 pm
Secondly, requesting some help to those UFOPEDIA texts, i know they are pretty lame now and full of typos, so feel free to write better ones.

This is what I came up for the SMG (graphically, it fit perfectly what I had imagined in my game for a replacement for the pistol and rifle):

Machine Carbine

This lightweight weapon fires 5.8mm rounds (2 grams) optimized for the short combat ranges XCOM encounters in its fight with the alien threat. Fills the role of pistol and carbine easily, being able to be fired accurately with one hand.
Title: Re: Sir, the arms dealer has arrived.
Post by: Align on October 03, 2013, 09:57:15 pm
SMG colors are messed up in my UFOPaedia:
Ah, an ice gun.
Title: Re: Sir, the arms dealer has arrived.
Post by: MFive on October 03, 2013, 10:37:47 pm
Ryseliini, these guns look amazing, great work!
Title: Re: Sir, the arms dealer has arrived.
Post by: Gifty on October 04, 2013, 05:03:46 am
I am digging the hell out of these. Thought I'd have a go at the UFOpedia texts.

MAGNUM
This precision magnum's mule-like kick is nothing compared to the force it delivers on the business end. It fires .44 caliber rounds in rubberized 6-slot speedloader cartridges, each literally worth their weight in gold. Don't call it a sidearm.

SUBMACHINE GUN
This lightweight, gas operated Submachine gun spits .45 ACP rounds at a blistering rate. The streamlined design grants satisfying ease of use, but crude sights and aggressive recoil inhibit long-range accuracy.

DISPOSABLE RPG
An X-Com-special take on the classic disposable RPG, capable of accurately penetrating armored targets. Its shaped charge payload is built for penetration rather than explosivity, requiring a direct hit for optimal results.

TASER PISTOL
A non-lethal weapon derived from a very recent police design, capable of incapacitating targets up to 5 meters away. While it delivers a less powerful charge than blunt-force stun weapons, its stylish pistol grip grants easy handling, and the range alone makes it a worthwhile asset.

LIGHT MACHINE GUN
A heavier variant of the custom-designed X-Com rifle. The extra weight comes from a heavier barrel and integral bipod system, capable of facilitating heavy fire on medium-to-short range targets. Powerful recoil and obtuse handling make it unsuitable for longe-range shooting.
Title: Re: Sir, the arms dealer has arrived.
Post by: Hadan on October 04, 2013, 07:56:50 am
Wow, you are really good at this!  :)
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 04, 2013, 01:18:38 pm
Thanks all im glad that you like them  :)

Updated UFOpedias are now up, thanks Gifty & MKSheppard, better than those "engrish" ones.

About the messed colors in ufopedia, uhh yeah, im aware of those , i kinda cheated (OHH HOW COULD YOU!) at those images in here and photoshopped the real ones on them ... its has to be the
diffrend color palettes that battlescape and ufopedia colors use. I noticed the color error at very late when i had allready made inventory and battlescape sprites and really didnt want to change color palettes on those anymore. + i prefer some "coloristic" variation, not always black grayish, brownish guns as in the start every weapon is. Maybe there will be color palette fix someday?

Nevertheless, they are working right ingame?

To Cy-fox: No, i dont plan to add stun slug for weapons, even there is slugs irl like this.
 (https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcRmzGySo56MBdJK8LHSgBOslGxh8SXKFbwWLfYrBTuYERjhC3Wd)

... imo i think stunning aliens shouldnt get easy, and i think taser pistol is allready making it radically easy to capture aliens. For me it was always intense  to capture aliens with stunrod, and that way it was part of the fun :)
Title: Re: Sir, the arms dealer has arrived.
Post by: mercy on October 04, 2013, 01:18:51 pm
@Gifty

Your entries are better than those found in most AAA games.
Title: Re: Sir, the arms dealer has arrived.
Post by: mercy on October 04, 2013, 01:20:46 pm
@Ryskeliini Your grey-black weapon graphics is awesome! Excellent work.
Title: Re: Sir, the arms dealer has arrived.
Post by: Hadan on October 07, 2013, 11:17:00 am
Ryskeliini, may I use your Taser pistol with a Mod I am planning?
You will be credited of course & I dont plan to make any money off it  :)

best regards
Hadan
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 08, 2013, 02:42:46 pm
Sure, go ahead.
Title: Re: Sir, the arms dealer has arrived.
Post by: Mr. Quiet on October 09, 2013, 01:39:25 am
Damn, Gifty should go into the arms trade. Great job on those descriptions.
Title: Re: Sir, the arms dealer has arrived.
Post by: mercy on October 09, 2013, 01:31:28 pm
Could you please supply a bigob_00.tab, because one frame of the taser is showing (when turning the soldier) when carrying other guns.

The game asked for bigob_00.tab  and I didn't have it, previously didn't need it so I renamed bigobs.tab or something to bigob_00.tab.
Title: Re: Sir, the arms dealer has arrived.
Post by: Warboy1982 on October 09, 2013, 01:37:22 pm
the messed up ufopaedia colours result from using the first 16 colours from the palette in the bigobs.
that section of the palette gets swapped around (for backgrounds).
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 09, 2013, 05:28:04 pm
Mercy, i uploaded new taser. i noticed that it replaced HW cannon and Auto cannon battlescape sprites with taser ones. Should work fine now.
Title: Re: Sir, the arms dealer has arrived.
Post by: SupSuper on October 09, 2013, 06:39:32 pm
the messed up ufopaedia colours result from using the first 16 colours from the palette in the bigobs.
that section of the palette gets swapped around (for backgrounds).
I thought it was the last 16 colours.
Title: Re: Sir, the arms dealer has arrived.
Post by: EchoFourDelta on October 09, 2013, 08:22:15 pm
Is it possible for someone to fix the colors?
Title: Re: Sir, the arms dealer has arrived.
Post by: Warboy1982 on October 09, 2013, 11:28:59 pm
I thought it was the last 16 colours.
maybe i use different endianness.

you're right, it's the last 16 colours, not the first.
Title: Re: Sir, the arms dealer has arrived.
Post by: SupSuper on October 10, 2013, 03:27:02 am
Is it possible for someone to fix the colors?
Here you go.

For reference, you can't use the last 16 colors for BIGOBS, as they get replaced with the Ufopaedia UI colors (just use the grays on the first row instead):
(https://i.imgur.com/3yPd3sf.png)
If you're having the image editor auto-match the palette, one way to prevent this is to replace them with some dumb color like magenta so they don't get used.
Title: Re: Sir, the arms dealer has arrived.
Post by: mercy on October 15, 2013, 10:34:45 am
The SMG looks fantastic, but feels I couldn't hit nothing with it. Only hit once or twice. Maybe will try to give the weapon in the hands of my more able soldiers.
Title: Re: Sir, the arms dealer has arrived.
Post by: Zecro_The_Scourge on October 15, 2013, 09:15:21 pm
For reference Ryskeliini some of your bullet-sprites are loaded as PNGs rather than GIFS and this is causing an unsupported image format and some earlier nightly builds and just outright crashes my games on the latest builds. I've altered the Rulesets and actual files to work but you might want to upload an alternate version with this problem fixed. - Regards

EDIT: Single Shot Rocket Launcher seems to be outright crashing my game no matter what I attempt to do even with updates to the ruleset and resources regarding the .png and .gif error.
Title: Re: Sir, the arms dealer has arrived.
Post by: mercy on October 15, 2013, 09:49:45 pm
The SMG looks fantastic, but feels I couldn't hit nothing with it. Only hit once or twice. Maybe will try to give the weapon in the hands of my more able soldiers.

Oops! I walked closer to a sectoid and Voila! Could shoot it with the SMG quite well. Soldiers shooting ability: 64

So nothing is wrong with the SMG.
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 19, 2013, 07:17:42 pm
ahh, quickly just stopping by.

Known problems on SSRL is taken care of and other things.

For now, im looking for (if anyone wants to help with good english) ufopedia for this. its basically a scout drone for early game, no guns or whatever... only able to pop small smoke screen.... Soo basically small spotting robot/drone... Prolly gets done in next week, missing some minor sprites still and clean up on that ufopedia screen.. and ( GAH!) coding of course...

soo, if you want to help out ,pls do :) ... of course you'll get credited for that then.

next will be i guess a medical robot (similiar as this, but healing ability [And lotta more expensive]) ... researchable after medikit and other stuff... but now i must leave.

 cu!
Title: Re: Sir, the arms dealer has arrived.
Post by: Hadan on October 19, 2013, 09:54:02 pm
Is this drone 2x2 or 1x1?
As for teh texts, ask Gifty  ;D
Title: Re: Sir, the arms dealer has arrived.
Post by: Shadow on October 19, 2013, 10:28:01 pm
I had toyed with the idea of a wheeled recon "LWP", with more TUs and less armour than the tracked chassis. Probably somewhat cheaper, too. Unfortunately, I was discouraged by the complexity of modding multi-tile unit graphics. Not to mention the fact I'm not all that good at drawing stuff from scratch. :-\
Title: Re: Sir, the arms dealer has arrived.
Post by: Gifty on October 20, 2013, 02:16:51 am
I really dig this stuff you're making! I myself am supposed to be doing homework right now, so I thought it would be the perfect time to have a go at a UFOpedia text instead.

SCOUT DRONE
An inexpensive and rudimentary UVS (unmanned vehicle system) often used in modern military conflicts to scout enemy positions or bomb sites. This X-Com model, courtesy of the US government, has been fitted expressly to quickly locate hostiles in a first-contact scenario, feeding real-time digital intel to the rest of the squad. The Scout Drone carries no weapons, but is capable of detonating a smoke pellet to hide itself or its squadmates.
Title: Re: Sir, the arms dealer has arrived.
Post by: mercy on October 20, 2013, 10:38:40 am

SINGLE SHOT ROCKET LAUNCHER

Updated UFOpedia to better one. ignore image text.


!!  SINGLE SHOT ROCKET LAUNCHER   !!  w a r n i n g

Exploit for this weapon remains usable after one use, becoming an Unlimited Missile Launcher. So carry only one of this baby and you can shoot rockets 10000x times.

Possibly a technical limit for current code: cannot define rocket launcher that has only one use?  Cannot define: Ammo count 1 and NOT reloadable.
Title: Re: Sir, the arms dealer has arrived.
Post by: moriarty on October 20, 2013, 02:23:09 pm
A possible hack for creating a single shot weapon would be to make the ammo (a clip with one shot) something like 4x3 inventory size - this would make it impossible to equip extra ammo, because it just doesn't fit. I don't know if that would work. You'd probably be able to equip one "ammo" item in the other hand, though, because there's no size limit for hands, afaik.
Title: Re: Sir, the arms dealer has arrived.
Post by: mercy on October 20, 2013, 11:17:31 pm
Taser:

There is a nice hit animation defined for the taser in the ruleset, but its bullet hits sound like an explosion and on hit it generates a small skull explosion. Is this intended, the only way to make this taser work?
Title: Re: Sir, the arms dealer has arrived.
Post by: moriarty on October 20, 2013, 11:28:02 pm
I think this is the only way currently. Stun damage for non-melee weapons is defined as an explosion. the explosive radius can be 0 (or is it 1, actually? I don't know), so that there is no real splash damage, but it's still an explosion for game purposes like hit animation.

I guess we'll have to live with it for now, until somebody comes up with a code change to allow non-explosive stun damage for ranged weapons...
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 22, 2013, 07:48:39 pm
@Gifty: Big thanks! really appreciate for writing that ufopedia text, looks more pro than i had in mind  ... ill add you to the credits once ill finish this up. Thanks again :)

About that SSRL, as mortiarty mentioned to make a ammunition to fill up the whole backpack, iv thought it too... but it would be plain silly :P
i thought i could write a irl "rule" to use that weapon... after 1 shot, player should drop it by itself to ground and leave it there, thus it would be left in there and be non recoverable after mission is over...of course dropping that weapon wouldnt cost any TU's ... but yeah...eh, that would be kinda stupid too.

Sure i could make small rockets for that weapon, but then i wouldnt want that it would discard the Xcom Rocket launcher for being cheaper and lightweight...

So we-be-still-pending-on-that :>

Taser is what it is, there is hit animation folder for it made with hit animation pics, soo anyone can try to code to make it look like it should be. For now, i cannot do much about the explosion ani.

@Hadan: it will be 1x1 ... small prew under .. and i also changes the color scheme to be more like the tanks are.
Title: Re: Sir, the arms dealer has arrived.
Post by: Shadow on October 22, 2013, 08:27:31 pm
NICE! You seem to have a good grasp of X-COM's isometrics.

I would love you forever if you could mod the standard tracked chassis to be wheeled (say, 3 or 4 wheels on each side) instead, but I realize multi-tile unit graphics are a whole other ball game.
Title: Re: Sir, the arms dealer has arrived.
Post by: mercy on October 22, 2013, 09:13:54 pm
@Ryskeliini    Beautiful unit graphics!!
Title: Re: Sir, the arms dealer has arrived.
Post by: tyran_nick on October 22, 2013, 09:40:38 pm
This is really nice! Looking forward to the completed unit
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 23, 2013, 01:41:32 pm
Couldnt stop thinking this last night, so i made a small scetch of this one, little offtopic... :
 mini-MINI-mod for skirmish Battle mode, OXC-EPIC. Everything made in 1x1 sized grids :)

 Just think of it, 2x2 sized battleship flying around on a battlefield destroying cities, while armies of muton footsoldiers invading. XCOM Tanks rolling towards to encounter aliens and jets flying around the map ,hunting alien space ships... Huge "gojira" like Chryssalid stomping around, xcom jets ready to fire Avalance missiles at it and BOOM huge-minimalistic nuclear explosion on the map :D .... well i can always dream :> ... back to drones..
Title: Re: Sir, the arms dealer has arrived.
Post by: moriarty on October 23, 2013, 01:50:11 pm
very cool... full scale battle, via a rather simple modification of the battlescape. we had an idea once about making an alternative air-battle in a similar way... your idea could also be nice.
Title: Re: Sir, the arms dealer has arrived.
Post by: Warboy1982 on October 28, 2013, 05:48:30 pm
the SSRL should work as intended now if you change the clipsize to 1.
Title: Re: Sir, the arms dealer has arrived.
Post by: SupSuper on October 28, 2013, 07:09:17 pm
Couldnt stop thinking this last night, so i made a small scetch of this one, little offtopic... :
 mini-MINI-mod for skirmish Battle mode, OXC-EPIC. Everything made in 1x1 sized grids :)

 Just think of it, 2x2 sized battleship flying around on a battlefield destroying cities, while armies of muton footsoldiers invading. XCOM Tanks rolling towards to encounter aliens and jets flying around the map ,hunting alien space ships... Huge "gojira" like Chryssalid stomping around, xcom jets ready to fire Avalance missiles at it and BOOM huge-minimalistic nuclear explosion on the map :D .... well i can always dream :> ... back to drones..
Those tanks look straight out of Dune 2. ;)
Title: Re: Sir, the arms dealer has arrived.
Post by: Ryskeliini on October 28, 2013, 07:37:31 pm
Yaay, nice one devs :) ... updated the frontpage ssrl.

..and yeah, those tanks have something very common with dune 2 harkonn..*cough*

might as well bring something about the drones... Currently all sprites finished (Ufopedia,battlescape,wreck,death ani.,smoke pellet.. etc etc.) now im converting them from bmp format to gif format, wich takes bit time.. and then ill start compile everything togeher and try to figure how i bring that into ocx at the coding side. :p

edit: oh and @shadow, medical droid will be 4-wheeled. just to have some variety. 
Title: Re: Sir, the arms dealer has arrived.
Post by: mercy on October 28, 2013, 08:01:53 pm
Wow! Really nice.  SSRL works fine now!
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: mk-fg on November 30, 2013, 01:41:35 pm
SSRLs are awesome, but seem to multiply after missions where they were equipped but not used - only bought 6, now seem to have 6 on SR + 21 back at base.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Greg956 on December 19, 2013, 06:01:37 pm
I translated all of weapons to Russian language. I hope you will like it!
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Greg956 on December 19, 2013, 06:05:25 pm
Pictures of my little job)
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Piotr Karol Żółtowski (Piter432) on December 19, 2013, 09:11:20 pm
Pictures of my little job)

Looks nice, but some users probably don't understand Russian like me :P
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Greg956 on December 20, 2013, 05:15:21 pm
Looks nice, but some users probably don't understand Russian like me :P
Yeah, but I hope, there are any other players in XCOM, from Russia. But I don't know this ;D
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Solarius Scorch on January 20, 2014, 01:45:32 pm
Ryskeliini, would you mind if I use one sound from your collection? I would like to use it for my minigun mod if possible, please.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Ryskeliini on January 20, 2014, 03:27:31 pm
sure, go ahead... they aint my sounds :p

You could always seek this place for example https://www.pond5.com/sound-effects/1/minigun.html (theres plenty of places to find SFX sounds) ...and edit them for your liking on this site.. https://twistedwave.com/online/

 i made little sound attachment for minigun sound. you can use it also if you like to.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Solarius Scorch on January 22, 2014, 12:01:07 pm
It's perfect, thanks :)
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Talonos on January 24, 2014, 07:38:47 am
Any word on the exploding taser graphics problem? I'm trying to make a non-explosive stun round for my mod as well, and if anybody has figured out how to solve this issue, I'd be really grateful to hear how!
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Warboy1982 on January 27, 2014, 07:39:12 am
taser problem is sorted, here's an updated version of the mod. i had to fill in some frames for the hit animation, Ryskeliini can probably do a better job tho.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Ryskeliini on January 27, 2014, 11:12:59 am
Nice! .. tested and working well with latest build. No need for new hit animation layout since it looks good allready. gj wb82 :> ... updated the frontpage also with new DL link too.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Solarius Scorch on February 02, 2014, 03:25:40 pm
How about bringing the LMG's damage up do 30? Its ammo really shouldn't be weaker than the rifle's, and moreover, after MUCH deliberation, it's an inferior weapon as of now (heavier and much less accurate).
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Dioxine on February 05, 2014, 07:05:41 pm
I've changed the setting on the SSRL to recover: false, to end the problem of them being spent and magically reloaded at the base. The downside is, EVERY SSRL taken on a mission is lost, used or not. So use it or lose it, warranty void if you remove the seal :3

EDIT: the bigobs for SMG and its clip didn't seem to work for me in Ufopaedia (wrong palette), so I've updated them - this is for people who might have similar problem:
(https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/SMG_zpsf8d0b3eb.gif) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/SMG_zpsf8d0b3eb.gif.html) (https://i242.photobucket.com/albums/ff62/max_smirnov/Piratez/SMG_Clip_zpsade13987.gif) (https://s242.photobucket.com/user/max_smirnov/media/Piratez/SMG_Clip_zpsade13987.gif.html)
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Mr. Quiet on February 05, 2014, 11:57:07 pm
The Taser gun is awesome, thanks! I'm thinking of getting the submachine gun too.. :)
Title: Fixed listOrder
Post by: Solarius Scorch on April 20, 2014, 04:02:45 am
Hey Ryskeliini and everyone,

I took the liberty to adjust weapon listOrders, to make them appear in more logical places on purchase/equipment lists. See attached rulesets.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Human Ktulu on April 25, 2014, 12:00:30 am
Hello,

With last git, the game crash when tazer "bullet" hit something.
It is just me ?
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Solarius Scorch on April 25, 2014, 12:01:53 am
Hello,

With last git, the game crash when tazer "bullet" hit something.
It is just me ?
It works for me... But I remember there being a few mutations of this mod, because of the changing code.

I'll make a new packaging for the FMP soon :)
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Human Ktulu on April 28, 2014, 10:47:09 pm
OK I found my problem, It's not the mod, It's inside my file BATTLE.CAT (a moded file) for the line "hitSound: 54".
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Solarius Scorch on April 29, 2014, 01:35:14 am
OK I found my problem, It's not the mod, It's inside my file BATTLE.CAT (a moded file) for the line "hitSound: 54".

Geez, I hope it's not my mod... :P
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Human Ktulu on April 29, 2014, 09:40:52 pm
In forum veritas :

The mod : https://www.openxcom.com/mod/xcom-eu-sound-mod-for-original-xcom
The problem : https://openxcom.org/forum/index.php?topic=1279.0

= sound 54 missing.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Aldorn on May 12, 2014, 01:01:56 pm
French Translation (based on 5 first-message attached archive files)

I let Human Ktulu and Co have a look and make any correction they want !

SMG
Code: [Select]
  - type: fr
    strings:
      STR_SMG: Pistolet Mitrailleur
      STR_SMG_CLIP: Chargeur de Pistolet Mitrailleur
      STR_SMG_UFOPEDIA: Cette arme très légère, équipée d'un chargeur de balles de 5.8mm (2 grammes), peut s'avérer très précieuse en combat rapproché.  Polyvalente, elle peut être maniée à deux mains telle une carabine automatique, mais également à une main, tout en conservant une très bonne précision.

Magnum
Code: [Select]
  - type: fr
    strings:
      STR_MAGNUM: Magnum 44
      STR_MAGNUM_DRUM: Chargeur Magnum 44
      STR_MAGNUM_UFOPEDIA: Alliant précision et puissance, cette arme de calibre 44 est équipée d'un chargeur 6 cartouches, chacune valant allègrement son poids en or.  La considérer comme une arme de poing serait une erreur de jugement.

Single Shot Rocket Launcher
Code: [Select]
  - type: fr
    strings:
      STR_SSRL: Lance-Roquettes Mono-tir
      STR_SSRL_UFOPEDIA: Adaptée du Lance-Roquettes classique, cette arme est idéale face à des cibles hautement protégées.  Elle sera appréciée pour ses qualités de pénétration plus encore que pour ses propriétés explosives, un tir précis en pleine mire lui assurant une efficacité optimale.

Pistolet Tazer
Code: [Select]
  - type: fr
    strings:
      STR_TASER: Pistolet Tazer
      STR_TASER_CLIP: Chargeur de Pistolet Tazer
      STR_TASER_UFOPEDIA: Cette arme non léthale est une version inspirée directement de l'arsenal policier.  Bien que moins puissante qu'une arme contondante, outre son caractère d'arme de poing qui lui procure une maniabilité intrinsèque, son intérêt essentiel réside dans sa portée qui lui permet de neutraliser une cible à plus de cinq mètres.

LMG
Code: [Select]
  - type: fr
    strings:
      STR_LMG: Mitrailleuse Légère
      STR_LMG_CLIP: Magasin de Mitrailleuse Légère
      STR_LMG_UFOPEDIA: Une version automatique, plus puissante, dérivée du Fusil X-Com.  Son imposant magasin, bien qu'augmentant son poids de manière non négligeable, lui permet d'assurer un tir automatique, et ce sur une portée intermédiaire.  A noter que sa force de recul la rend inopérante sur de longues portées.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: niculinux [RETIRED/QUIT] on June 15, 2014, 12:00:33 pm
Suggestion: add a  swat shotgun, an heavy machine gun, rename rocket launcher--->law, and merge all that stuff in a single mod (file)

The same may be done also for a new, maybe realistic, body armor set?
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Solarius Scorch on June 15, 2014, 12:50:43 pm
Suggestion: add a  swat shotgun,

What is "a swat shotgun"? You mean some kind of an automatic shotgun?

an heavy machine gun,

It's here: https://openxcom.org/forum/index.php?topic=1922.0

The same may be done also for a new, maybe realistic, body armor set?

There are attempts to do so: https://openxcom.org/forum/index.php?topic=1857.0
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: niculinux [RETIRED/QUIT] on June 15, 2014, 12:59:18 pm
ah ok sry, i meant something like this: clik to see (https://cdn2.armslist.com/sites/armslist/uploads/posts/2010/12/08/75194_01_swat_shotgun_640.jpg)

Actually, it may be kinda convenient, it's also nice to see sometimes same mod but with different graphic, for  different taste (refferring to existing mods such as machineguns). moreover, i personally feel comfortable with mods containing more of a single feature(s)/ weapon(s) so a user does not have to go crazy loading 1000 files for 100 different mods, when those may be grouped.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Solarius Scorch on June 15, 2014, 01:03:04 pm
ah ok sry, i meant something like this: clik to see (https://cdn2.armslist.com/sites/armslist/uploads/posts/2010/12/08/75194_01_swat_shotgun_640.jpg)

Could you please explain how it differs from the standard shotgun? I'm unable to say from the photo.

Actually, it may be kinda convenient, it's also nice to see sometimes same mod but with different graphic, for  different taste (refferring to existing mods such as machineguns).

Ah sure, more content is always better. :)

moreover, i personally feel comfortable with mods containing more of a single feature(s)/ weapon(s) so a user does not have to go crazy loading 1000 files for 100 different mods, when those may be grouped.

Agreed. I'm on the Final Mod Pack team; when it's released, expect an extremely big modification package in no more than several rul files.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: niculinux [RETIRED/QUIT] on June 15, 2014, 01:07:27 pm
thanks, actually swat shotgun or wahtever it's only for aestetic whims xD, since i'm not an arms dealer do not know differences :;(

 Maybe a riot shotgun should be even more interesting: click here (https://img4.wikia.nocookie.net/__cb20110208011405/fallout/images/4/42/RiotShotgun.png)
(was also featured in may 80 and 90 action movies)
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Solarius Scorch on June 15, 2014, 01:13:19 pm
I really think you should try the Piratez mod (https://openxcom.org/forum/index.php?topic=1898.0). It seems to be exactly what you're looking for. :)
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: niculinux [RETIRED/QUIT] on June 15, 2014, 01:17:43 pm
I'm stugglin with it but cannot not even start the game! If you care abut see here (https://openxcom.org/forum/index.php?topic=2259.msg22528#new). Mod management I think should be very simplified :(
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Solarius Scorch on June 15, 2014, 01:19:29 pm
I'm stugglin with it but cannot not even start the game! If you care abut see here (https://openxcom.org/forum/index.php?topic=2259.msg22528#new). Mod management I think should be very simplified :(

Can't help you here... :( Worked for me. Check you have the nightly and follow install instructions, that's all I can say.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: 2xG on June 20, 2014, 03:17:57 am
More accurate russian translation.
Cheers Greg956

Magnum
Code: [Select]
  - type: ru
    strings:
      STR_MAGNUM: Магнум
      STR_MAGNUM_DRUM: Барабан Магнум .44
      STR_MAGNUM_UFOPEDIA: Отдача магнума лягается как лошадь, но это ничто, по сравнению с той мощью, которую он отправляет в "тот конец". Он стреляет патронами калибра .44 поставляемыми в прорезиненных картриджах быстрой зарядки на 6 патронов, буквально стоящих на вес золота каждый. Не стоит называть это пистолетом.

SMG
Code: [Select]
  - type: ru
    strings:
      STR_SMG: Пистолет-пулемёт
      STR_SMG_CLIP: Магазин к пистолету-пулемёту
      STR_SMG_UFOPEDIA: Это лёгкое оружие стреляет 2-х граммовыми 5.8мм пулями оптимизированными для ближнего боя в которых участвует XCOM в его их борьбе с инопланетной угрозой. Выполняет роль и пистолета и пулемёта, позволяя прицельно стрелять с одной руки.

Single Shot rocket Launcher
Code: [Select]
  - type: ru
    strings:
      STR_SSRL: Одноразовый РПГ
      STR_SSRL_UFOPEDIA: Специальная X-Com модификация классического одноразового РПГ, способная точно пробивать бронированные цели. Его кумулятивный заряд предназначен скорее для пробития чем для взрыва, что требует прямого попадания для максимального эффекта.

Tazer Pistol
Code: [Select]
  - type: en
    strings:
      STR_TASER: Тазер
      STR_TASER_CLIP: Картридж для тазера
      STR_TASER_UFOPEDIA: Несмертельное оружие на основе последней полицейской модели, способное выводить цель из строя на расстоянии до 5 метров. Вместе с этим его заряд менее мощный, чем у оглушающего оружия прямого воздействия, но его стильная пистолетная рукоятка даёт лёгкость применения, да и просто радиус действия делает его стоящим приобретением.

Light machine gun
Code: [Select]
  - type: ru
    strings:
      STR_LMG: Ручной пулемёт
      STR_LMG_CLIP: Магазин к ручному пулемёту
      STR_LMG_UFOPEDIA: Утяжелённая модификация винтовки X-Com. Веса прибавляет более тяжёлый ствол и встроенная сошка, позоляющая вести обстрел цели на близких и средних дистанциях. Сильная отдача и сложное обращение делают его непригодным для стрельбы на большие расстояния.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: niculinux [RETIRED/QUIT] on June 21, 2014, 06:20:57 pm
Dear Ryskellinii

How about to merge weapons you made and rename this thread "Ryskellinii weapons mod". It' s kinda uncomfortable fighting with 100000 mods to activate in the ingame mod menu:, (
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Ryskeliini on June 23, 2014, 04:17:15 pm
working on it. ↑

ill update the graphics of the inventory weapons for more appealing to todays standards and also adding some functions to weapons such as "melee hit" and new ammunition. Oh and the diff. languages too.

ALSO, ill be merging the grenade launcher and shotgun to this package. (shotgun still needs slight graphical touch) + Adding new weapon(s) and sounds.

It'll hopefully appear in openxcom.com modsite somewhere around this week, ill propably release a testing package to experimental forums first to let ppl check out and add ufopedia lang.strings to it if translators are willing to do so. Lets call it "Ryskeliinis Tier-0 Weapon Pack" or something then :p
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Ryskeliini on June 27, 2014, 09:48:40 pm
Aand done. Check the Openxcom.com for this package.
edit: damn i forgot the hit function and addon languages... well maybe later udtaes then.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Jo5hua on June 27, 2014, 10:34:43 pm
Aand done. Check the Openxcom.com for this package.
edit: damn i forgot the hit function and addon languages... well maybe later udtaes then.

I especially like this part in the mod information section: "Now im off to get hammered, woo friday!" :D
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Warboy1982 on June 28, 2014, 05:04:08 pm
oh man, i totally forgot flechette was possible now, it can finally work exactly as intended!
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: SenniTrebor on June 28, 2014, 07:11:26 pm
Dear Ryskeliini, First thanks for this amazing mod bundle. I found one tiny minor gliche with it. see below.
It's just that on downloading Ryskeliini_GunsNGadgets_1st_pack this happens. Thus it is caused by this mod. A minor detail I admit, but such minor details should not be overlooked. I also think it deleted my grenade launcher and ammo and I had to re order that. But I'm not sure. The load screen did flash yellow after I enabled it. But that is outside my competence.
I added your mod about mid january in a campaign. Maybe this little glitch wouldn't happen if starting a campaign with it ready installed.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: SenniTrebor on June 30, 2014, 01:00:24 am
Dear Ryskeliini,
I have found another problem. The game CTDs when one attempts to tranfer the medical drone from stores onto the Skyranger.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Ryskeliini on June 30, 2014, 08:58:28 pm
oh man, i totally forgot flechette was possible now, it can finally work exactly as intended!
Yup it works quite fine for me, orginally i added 24 pellets flying out of it, but it crashed. then 20 -> crash, then 18 -> worked fine... soon after i added new shooting sound (shotgun like), well it crashed again ;P ... now its into 15 pellets and without new sound, so i guess openxcom handles atleast that amount of pellets :)

Dear Ryskeliini, First thanks for this amazing mod bundle. I found one tiny minor gliche with it. see below.I added your mod about mid january in a campaign. Maybe this little glitch wouldn't happen if starting a campaign with it ready installed.

Thank you. :)  You propably have Grenade Launcher mod activated. This Pack has the same grenade launcher with the same code, some slight changes only ,so that might cause crashing/mixup. This pack also uses partly the same code as the Shotgun mod has so THAT also can cause trouble also. Other than that, this should work flawlessly *cough*

Fix should be simple, just deactivate Grenadelauncher mod and shotgun mod for a while when you use this mod.

Dear Ryskeliini,
I have found another problem. The game CTDs when one attempts to tranfer the medical drone from stores onto the Skyranger.


i thought i added line "droid/DONTBUY" for that medical droid... simply, just dont use it yet before i fix it for 1.1 version.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: SenniTrebor on June 30, 2014, 10:15:05 pm
Thank you. :)  You propably have Grenade Launcher mod activated. This Pack has the same grenade launcher with the same code, some slight changes only ,so that might cause crashing/mixup. This pack also uses partly the same code as the Shotgun mod has so THAT also can cause trouble also. Other than that, this should work flawlessly *cough*

Fix should be simple, just deactivate Grenadelauncher mod and shotgun mod for a while when you use this mod.
You were correct. Will deactivate.
Quote
i thought i added line "droid/DONTBUY" for that medical droid... simply, just dont use it yet before i fix it for 1.1 version.

OK, will do.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Arcalane on July 06, 2014, 11:47:49 pm
Your second set of strings needs to be "en-GB" not just "en", or else they won't display properly for those who have their language set to English (UK). Just a heads up.

Otherwise, there's some really good stuff in here. The SSRLs are especially useful.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: niculinux [RETIRED/QUIT] on July 11, 2014, 09:56:37 pm
Dear Ryskeliinis

how about to change thread name in "Ryskeliinis guns n gadgets 1st pack"?

As for report, the 1.1 version does not work under linux:

(https://s14.postimg.org/kppngryf1/Ryskeliinis_guns_n_gadgets_1st_pack_v1_1.jpg) (https://postimg.org/image/kppngryf1/)

Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Ryskeliini on July 12, 2014, 02:08:56 am
did the 1.0 version work on linux? Linux is somewhat grey area for me (i really suck at coding things)...
i only can assume its it has something to do with image formats i guess?

Can you tell me what mods works for you in linux so i can chek out those mods what they have that i dont.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: niculinux [RETIRED/QUIT] on July 12, 2014, 08:26:13 am
did the 1.0 version work on linux? Linux is somewhat grey area for me (i really suck at coding things)...
i only can assume its it has something to do with image formats i guess?

Can you tell me what mods works for you in linux so i can chek out those mods what they have that i dont.

Don't know, will try ASAP. As for mods check this dedicated thread (https://openxcom.org/forum/index.php?topic=2309.0) :D
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: niculinux [RETIRED/QUIT] on July 12, 2014, 10:43:27 pm
O, tryed and both 1.0 and 1.1 are working:

(https://s24.postimg.org/4fh6zymn5/Ryskeliini_Guns_NGadgets_1st_pack_v1_0.jpg) (https://postimg.org/image/4fh6zymn5/)
(v.10)


(https://s22.postimg.org/u4c7j4f3h/Ryskeliini_Guns_NGadgets_1st_pack_v1_1.jpg) (https://postimg.org/image/u4c7j4f3h/)
(v1.1)

 :'( :'(
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Ryskeliini on July 13, 2014, 11:16:50 pm
You could try one dumb trick... in ruleset its named as ShotgunAmmo2.gif ...now go into  X:\OpenXcom\data\Resources\GunsNGadgets_1\Shotgun folder and you see there image named as Shotgunammo2.gif (the letter "a" in ammo word is small font). Change that Shotgunammo2.gif to ShotgunAmmo2.gif with big A letter and report me what happens :P ... that might be something wich messes up things.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Mr. Quiet on February 16, 2015, 02:56:16 am
I never used the Buckshot ammo for the Grenade Launcher until now. As soon as I fired it, the game froze and I was having a good time too lol. That always happens, though. I really like the sprite model of the GL, unless I'm wrong and Warboy's is the same. I'll play again and see if the game freezes with an HE round.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Arthanor on February 16, 2015, 02:59:17 am
The buckshot ammo requires the calculation of many arcing trajectories from the shooting point all the way to the target simultaneously and the display of many hit animations simultaneously as well. It is a very nasty ammo to computers ;)

HE and Smoke Ammo should work fine.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Mr. Quiet on February 16, 2015, 03:06:03 am
Thank you for the quick reply Arthanor. I did try the other two ammo types and they were fine. So I guess my PC is getting old :( or is this a limitation within OXC?
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: Arthanor on February 16, 2015, 05:11:25 am
I think it's a limitation of the way OpenXCom does things, but that's just my own feeling.

I'm sure you can run some FPS game that has multiple (graphically represented) projectile trajectories at the same time on your computer (even if just something like the first Unreal Tournament), so it seems unlikely that it has anything to do with your hardware, more with the way the game does things.

If you try to shoot the buckshot at short range, I am pretty sure it works since the trajectories are shorter so less intensive for OpenXCom to handle. This is also the best range to use the buckshot since you are more likely to score multiple hits on an alien that way. Over long ranges, explosive ammo is the way to go.
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: hellrazor on March 02, 2015, 11:45:10 pm
Thanks for those awesome Taser Pistol Sprites Ryskeliini :)

That was excactly what my mod needed ;)
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: g5-freemen on April 15, 2016, 10:49:52 am
russian translation for taser pistol
Title: Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
Post by: nathandetr0it on January 12, 2017, 05:44:52 am
O, tryed and both 1.0 and 1.1 are working:

(https://s24.postimg.org/4fh6zymn5/Ryskeliini_Guns_NGadgets_1st_pack_v1_0.jpg) (https://postimg.org/image/4fh6zymn5/)
(v.10)


(https://s22.postimg.org/u4c7j4f3h/Ryskeliini_Guns_NGadgets_1st_pack_v1_1.jpg) (https://postimg.org/image/u4c7j4f3h/)
(v1.1)

 :'( :'(

It works on Linux if you systematically rename all of the files it reports as missing or bad with the correct case (either lower or upper).  In one case (no pun intended) you must copy and rename an entire subfolder with the different case.

I think you have to do this to about 8 files/folders. Took me about 10 minutes.

After that... it works!