OpenXcom Forum
Modding => Released Mods => Topic started by: harry on October 14, 2013, 04:22:13 am
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Hello, after seeing luke83's recoloured Sectopod and the ingame pics of Warboy1982, I was impatient to try them.
I guess I wasn't patient enough and I decided to add them myself in OXCom 0.9.
How hard could it be? All the hard work has already been done, it was just a matter of making a ruleset.
So here's the updated mod, I hope it will spare some people the headaches I gave myself...
***********Update***********
Alright, considering its looks, I put a rocket launcher on the blue sectopod.
And I recoloured a standard sectopod to differentiate the laser/plasma versions.
I also added a smoke dispenser with 6 smoke cans.
The rocket is slightly less powerful than a hwp fusion ball but has a small blast radius, so it's quite nice if you want to spare civilians or aliens artifacts.
and I like the arc shots, you can shoot above the terrain.
delete the HWP.rul in data/ruleset and the HWP folder in data/ressources, I have updated the filepath and the graphic. (thanks to falko's python skills)
USE THE LATEST NIGHTLY.
It should be balanced and bug free.
Don't hesitate to give advice.
sectopod quick fix:
I forgot to put some sprites for the inventory.
reduce TU and increase reaction time.
now working secondary weapon ammo.
HWP v6 mod for OpenXcom
Description:
This addon includes
Hovertank/Laser
Sectopod/Laser
Sectopod/Plasma
Sectopod/Rocket
The sectopods have a secondary weapon, a smoke pellets dispenser.
The pellets are buyable.
research needed
Elerium-115, New Fighter Craft
Sectopod Construction (requires a sectopod corpse and sectopod autopsy)
Laser, Plasma Cannon
Blaster/Launcher, Blaster Bomb
manufacture
alloys, elerium and a sectopod corpse
Installation:
Extract to your data folder (.\OpenXcom\Data)
and activate the mod "SECTOPOD_HWP" within the game option.
Credits:
Warboy1982
luke83
Falko
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i will try this myself this weekend if you dont mind :) Do you feel like do any more rulesets for my Aliens as i would appreciate the help ;)
https://openxcom.org/forum/index.php/topic,737.45.html
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Mod updated.
Delete the HWP directory in OpenXcom\DATA\Resources
Then extract the new zip to (.\OpenXcom\)
@luke83
I'll have a look.
No promises, I'm not quite familiar with rulesets.
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that looks awesome :D
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Excellent!
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Looks very neat! I like the X-COM touch provided by the Personal Armour-like blue and the custom red "visor" thing.
Might I suggest that, considering Sectopods are very powerful (even compared to the most advanced HWPs), you add an actual Sectopod corpse to the manufacturing requirements? It'd be an interesting touch, to convey the fact X-COM is repurposing extremely advanced alien hardware, more than building it from the ground up in this case.
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Might I suggest that, considering Sectopods are very powerful (even compared to the most advanced HWPs), you add an actual Sectopod corpse to the manufacturing requirements? It'd be an interesting touch, to convey the fact X-COM is repurposing extremely advanced alien hardware, more than building it from the ground up in this case.
I like this! :)
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it actually required TWO sectopod corpses as i recall...
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@Warboy: is it possible to have terror units and tanks that feature two weapons? the terror units have only one which is defined by having the same name as the unit, as I recall, so that's probably a "no" there, but what about tanks? it would be interesting to have a sectopod that has for example a laser gun and a conventional missile launcher...
also, didn't somebody (chiko?) make a sectopod "chassis" once, which would allow for "walker HWPs" with different turrets? did he ever actually make a whole set or was it just one mockup picture?
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I updated the requirement to build a sectopod, you'll need to have a sectopod corpse now.
And I also like the idea of a second weapon for tanks ie a smoke dispenser with 4 charges.
I'm not quite sure how do it with a ruleset.
it actually required TWO sectopod corpses as i recall...
Guess I didn't read that part of your ruleset. :)
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@Warboy: is it possible to have terror units and tanks that feature two weapons? the terror units have only one which is defined by having the same name as the unit, as I recall, so that's probably a "no" there, but what about tanks? it would be interesting to have a sectopod that has for example a laser gun and a conventional missile launcher...
also, didn't somebody (chiko?) make a sectopod "chassis" once, which would allow for "walker HWPs" with different turrets? did he ever actually make a whole set or was it just one mockup picture?
Working off the vanilla HWPs it seems that fixed weapons(in the items section) must have the same name as the HWP defined in the units section. The armour used for an HWP does not have to have the same name though.
It would be nice if you could add secondary weapons though.
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I updated the requirement to build a sectopod, you'll need to have a sectopod corpse now.
Following that concept, maybe you could also make other manufacture requirements like
- dead cyberdiscs for hovertanks
- dead floaters for flying armors
- dead chryssalids for power armors
- dead ethereals for psi-amps
- etc ::)
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Oh man HWPs with multiple weapons, DO WANT
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I`ve added the german language to this.
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I just tried these out, and gosh they are awesome. Maybe we can get cyberdisk versions with the good ol xcom blue with an autofire option to distinguish from xcom made hovercraft :D
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i always assumed the hover tanks WERE re-purposed cyberdisks.
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I updated the mod but I'm still struggling to make the HWP secondary weapon use ammunition.
but I can make ammo for the primary.
If anyone succeeded please let me know.
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Love this mod so much 8)
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Love this mod so much 8)
thank you, and I think I finally managed to get the mod I wanted in that last update.
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I just get corrupted graphics when attempting to use these. I'm trying to work on my own HWP project, and ran into the same issue on my graphics. I thought maybe I just had a palette error, and my image size was different as I was using https://falkooxc2.pythonanywhere.com/hwpbuild
I'm using open X com on a mac, so that version maybe doesn't support the custom spritesheets?
Going to try the unofficial osx nightly and see if that helps.
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oxc-mac has problems with png(/gif?) images that have a transparent color in index 0
most of the images i see in mods have this setting
if i ever find a macuser in irc i could make a script that fixes this problem but i cant remember the last time one was in the openxcom channel
PS:
the drawingroutine numbering schema was changed some weeks ago
drawingroutine 20 is now 21 and 19 is now 20
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oxc-mac has problems with png(/gif?) images that have a transparent color in index 0
I've been using OXcom modding as a good excuse to learn what I'm doing with graphic editing software(mostly Photoshop and GIMP). I've seen some talk about what's causing the problem, apparently the way Macs handle the Alpha channels in the colors is different? Anyhow my question is, as a modder who is working in Windows and is interested in developing a better understanding of what I'm working with, is there something I can do when creating the images to make them compatible?
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Okay, I worked out how to fix. If I'm understanding what I ready, the engine pretty much ignores your actual palette and uses what it has stored for the battlescape. So it's safe to open the image in photoshop, under the image>mode>color table (assuming the image is already indexed) and replace the transparent color with something like R:0 G:255 B:0 that isn't used in the tables. The image will now render correctly. Sweet.
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So how did OP get the sprites in the right order? I'm finding that the tool at https://falkooxc2.pythonanywhere.com/hwpbuild produces a very different sprite sheet layout that seems out of order when I use them on an HWP using the code it suggests. Currently attempting using the sectopod routine as the base.
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So if I understand this correctly, it is as simple as making sure the first color(index:0) is set as a color?
So the first image will only show up correctly on PCs, but the second will work for both Mac and PC?
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That seems to be the case for me. It's the difference between a pile of static and the graphic as intended.
I haven't installed a ton of mods yet, so further testing would confirm.
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Dog nmad it! Well at least reformatting will be simple.
Between it's refusal to let you actually work with an index and the very limited info I've been able to find on the matter it seems photoshop only very begrudgingly supports indexed colors.
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Hello,
Thank you so much, guys! This mod is amazing! But, what am I doing wrong?
ps Once again, thank you for your time.
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Hello,
Thank you so much, guys! This mod is amazing! But, what am I doing wrong?
ps Once again, thank you for your time.
I believe that there are no en-GB or en-US strings, either or. I thought that the first time I tried playing this mod thinking "What did I do wrong?"