OpenXcom Forum

Modding => Work In Progress => Topic started by: Human Ktulu on May 18, 2014, 09:02:01 pm

Title: [The Final Mod Pack] Basic Weapons part
Post by: Human Ktulu on May 18, 2014, 09:02:01 pm
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] (https://openxcom.org/forum/index.php?topic=2027.msg19553#msg19553) - core : the main tech tree
[HERE] (https://openxcom.org/forum/index.php?topic=2158.msg21326#msg21326) - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] (https://openxcom.org/forum/index.php?topic=2159.0) - personnal armour : combat uniform, jump armor ...
[HERE] (https://openxcom.org/forum/index.php?topic=2160.0) - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] (https://openxcom.org/forum/index.php?topic=2161.0) - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] (https://openxcom.org/forum/index.php?topic=2162.0) - hwp : all tanks and overtanks, sectopods, ...
[HERE] (https://openxcom.org/forum/index.php?topic=2163.0) - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !
Title: Re: [WIP][The Final Mod Pack] Basic Weapons part
Post by: Human Ktulu on May 18, 2014, 09:02:15 pm
==============================
Firearms_Compilation_1.4 by Solarius Scorch
==============================

This mod is a collection of various Earth weapons from many creators, combined into one ruleset. I do not claim any credit for these items (except for those I made of course), as they are mostly unmodified, except for some balancing changes that were absolutely necessary (as some of these items were definitely overpowered, compared to other weapons).

All weapons presented here are available from the store for purchase. The only exception is the Scatter Laser (that needs to be researched and produced), which was part of the Minigun mod, which I didn't want to break into pieces, and Gauss weapons.

The main purpose of this mod was to create a single ruleset for the Final Mod Pack, but it can be used as a standalone collection by anyone.

As of 1.4, this compilation contains the following mods:
* Combat Knife, by Warboy1982
* Flamethrower, by Dioxine
* Gauss Weapons, by Solarius Scorch
* Grenade Launcher, by Warboy1982
* HMG, by Dioxine
* Incendiary Grenade, by Simon-v
* LMG, by Ryskeliini
* Magnum, by Ryskeliini
* Minigun, by Solarius Scorch
* Shotgun, by Warboy1982 and Dioxine (a patchwork of their mods)
* SMG, by Ryskeliini
* Sniper Rifle, by toshiaki2115
* Taser, by Ryskeliini
* First Aid Kit, by Yrizoud
Title: Re: [WIP][The Final Mod Pack] Basic Weapons part
Post by: Human Ktulu on May 18, 2014, 09:24:28 pm
OTHER EXISTING MOD :
- Alloy Ammo
- Machine Pistol
- Rifle Stun Ammo
- small rocket small (WIP)
- Single Shot rocket Launcher

Quote from: Human Ktulu on April 25, 2014, 03:36:28 pm
    Good, now It's a little more clearly.


Splendid! I'm especially curious about balance issues - I took really good care of it, but external audit is always good.

Quote from: Human Ktulu on April 25, 2014, 03:36:28 pm
    I am looking for the "custom grenade" mod, with the flammer and stun hand grenade.
    Stun grenade is not flashbang, but it will may help to capture aliens.  For exemple :
    - hand Stun grenade power : 35
    - Tazer power : 45
    - Stun Rod power : 65
    What do you think about it ?


I think 45 is a tad too much for the taser, regarding what it should be able to stun (floaters) and what it shouldn't (chryssalids), and also when compared to the stun rod.

As for the stun grenades, I am not against them per se (I actually use this mod), but I don't think it mimics flashbangs very well. A flashbang will incapacitate you for a while, but won't actually put you to sleep. We would need a special new flag for this, "blind" or something :)

Quote from: Human Ktulu on April 25, 2014, 03:36:28 pm
    ps : Taser does not want to work :( Game crash when bullet hit something or reach max distance ... I search if there is an incompatibility with another MOD.


If you are using my latest compilation mod, I'm sure that's not the issue - I checked with various speed settings, everything's fine. Be sure to get the newest git, otherwise... I don't know.

Oh, and I may add a flamer, but I'm hesitant, as it looks kinda bad with the current code.

A good question. Let me explain how I see it.
1. Pistols. I don't use them much, but there are players out there who consider them the best starting weapon! This is due to their fast, accurate Snap Shots.
2. Magnum. I can't say if it's better or worse than the standard pistol, but I guess it would be useful for pistol fans. Time will tell.
3. Grenades? How do you even play without them? :P That would be hard as hell!
4. SMG. I admit, it's kind of crappy, since it can't realistically be any better; still, I wanted it in the armoury, so it's there.
5. Shotgun. I like it a lot, as it is useful and different from everything else. It also has two very different ammo types, which adds to the tactical value. I think there's no issue here, though obviously there are people who won't use it (because they use pistols for example :P ).
6. Taser. It's more of a gimmick than anything else, but people seem to like it and the sprite is nice, so...
7. Sniper Rifle. A matter of choice, but I find it useful for the UFOExtender accuracy, so I think it's fine.

Regardless, your question is an important one and we need to keep it in mind in the future!

Quote from: Human Ktulu on April 26, 2014, 08:39:13 pm
    The comparison with "UFO:AI" is interesting, because on this game I use practically all the equipments, whereas on XCom I am satisfied with only 2 or 3 configurations, because the others did not seem to me viable (but I know that is not true).
    For exemple If I dont like grenades, that is because it's practically not possible to prime it and to throw it in the same turn. Why not decrase TU's for grenades using ?


Because would make them ridiculously overpowered? :P

Let me explain: I rarely have trouble with priming and using the grenade in the same turn. It's a matter of planning, I guess. If I don't do it now, I can always do it the next turn.

Besides, there are certain tricks: you can for example prime the grenade, drop it (2 TUs), step aside (4 TUs), then use another soldier to pick it up and then throw it. ;)

Quote from: Human Ktulu on April 26, 2014, 08:39:13 pm
    So, It should be made sure that each equipments their use is particularly effective on a given tactical configuration. And in same time, possible combinations is increased.


Agreed! These are my objectives too.

Quote from: Human Ktulu on April 26, 2014, 08:39:13 pm
    I'm interested to test flamethrower (and any other weapons), for incendiary grenade I think it is good tactical option for blocked alien progression.


OK, I'll include them both in the next version then. For the flamethrower, I'll use Dioxine's sprites, because they're nice and easy. For the incendiary grenades, I'll use TFTD ones for now, until we get some nicer sprites.

Quote from: Human Ktulu on April 26, 2014, 08:39:13 pm
    Finally for research, i'm agree with you. Maybe for later It will interseting to use aliens interogations for unlock some technologies (for exemple, engineer for unlok alien navigation or power source).


OK. Tonight (hopefully) I'll make a better diagram for suggested tech tree.

EDIT: Update of the compilation - now with incendiary grenades and flamethrowers!
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on May 22, 2014, 12:51:38 pm
Here's version 1.5 - now with alloy ammo for every weapon when it makes sense. The increase in damage is significant, but not insane - generally 33% increase on average (so Rifle damage raises from 30 to 40).

The new ammo don't have new graphics yet, but it will be trivial to make them.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on May 22, 2014, 02:06:00 pm
Here's version 1.5 - now with alloy ammo for every weapon when it makes sense. The increase in damage is significant, but not insane - generally 33% increase on average (so Rifle damage raises from 30 to 40).

The new ammo don't have new graphics yet, but it will be trivial to make them.
I would like to update/complete french translation for this part

But I meet some issue on Gauss Weaponry when activating this mod (tried merging 1.5 ruleset with 1.4 material)

I can try help you debugging this part, but I would be sure to have last updated files -> Is the "1.4" above the last version of material (ruleset excepted) ?

EDIT : not sure issue is linked only to missing AA ammunition material (what I have simulated using some other ammunition resources as Gauss Pistol Clip)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on May 22, 2014, 02:10:08 pm
I would like to update/complete french translation for this part

But I meet some issue on Gauss Weaponry when activating this mod (tried merging 1.5 ruleset with 1.4 material)

I can try help you debugging this part, but I would be sure to have last updated files -> Is the "1.4" above the last version of material (ruleset excepted) ?

Frankly, this FMP megamod and my Gauss mod, while they contain the same items and the same stats, are basically separate. So I can't guarantee that file numbers etc. are the same.
I would advise you to disregard the standalone mod and simply work with the FMP version. However, bear in mind it's also dependant on the tech tree ruleset - they must be enabled together.
I know, it's a pain ;) But we're in the middle of concept work, so everything is in a state of flux.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on May 22, 2014, 02:13:27 pm
However, bear in mind it's also dependant on the tech tree ruleset - they must be enabled together.
Naturally... :-[

EDIT : finally, does not seem to be the cause ; seems to be an issue due to fire sounds ; will check this once translation is ready and report my advice
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on May 22, 2014, 02:37:38 pm
Question regarding french translation : what would be the best translation ?

ShotGun : "Carabine" ? Or "Fusil de Chasse" ?!

Sub Machine Carbine : Pistolet Mitrailleur ?



Light Mini Gun : Mitraillette Légère ? Mitraillette ? Mitraillette Lourde ? Mitrailleuse Légère ? Mitrailleuse ? Mitrailleuse Lourde ? Canon Auto Léger ?
Size : 0.5+0.3=0.8 / Weight : 18+05=23 / Power : 20 / Autoshot : 10

Mini Gun : Mitraillette Légère ? Mitraillette ? Mitraillette Lourde ? Mitrailleuse Légère ? Mitrailleuse ? Mitrailleuse Lourde ? Canon Auto Léger ?
Size : 0.6+0.3=0.9 / Weight : 26+15=41 / Power : 25 / Autoshot : 20

Light Machine Gun : Mitraillette Légère ? Mitraillette ? Mitraillette Lourde ? Mitrailleuse Légère ? Mitrailleuse ? Mitrailleuse Lourde ? Canon Auto Léger ?
Size : 0.3+0.1=0.4 / Weight : 10+06=16 / Power : 30 / Autoshot : 05

Heavy Machine Gun : Mitraillette Légère ? Mitraillette ? Mitraillette Lourde ? Mitrailleuse Légère ? Mitrailleuse ? Mitrailleuse Lourde ? Canon Auto Léger ?
Size : 0.4+0.1=0.5 / Weight : 44+08=52 / Power : 55 / Autoshot : 08

It is difficult to sort them (according to weight, size, power or number of shots/turn ?)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: yrizoud on May 22, 2014, 04:53:07 pm
My opinion, without knowing the specific weapons :
Shotgun -> Fusil à pompe (usually)
3 different Miniguns (!?) -> "Gatling légère" "Gatling" "Gatling lourde"
Heavy machine gun : "Mitrailleuse lourde"
Light Machine Gun : If it's as small as a MP5, it's a "mitraillette", otherwise it's a "mitrailleuse" or "mitrailleuse légère"
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on May 22, 2014, 07:33:34 pm
There's only two types of Minigun, unless you added something new. :)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Falko on May 22, 2014, 08:23:02 pm
can you check your ruleset with https://yaml-online-parser.appspot.com/
there seems to be an error with the new 51kb file the old 3kb fiel shows no validation error
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on May 22, 2014, 08:35:19 pm
There's only two types of Minigun, unless you added something new. :)
You are right, as SMG is Sub Machine Carbine and not any Sub Machine Gun

Also I will bring following corrections :
- Remove "" for STR_LMG_UFOPEDIA from en-GB side
- Add " for all strings of type STR_XXX_UFOPEDIA (for en-GB, en-US and fr)
- Move up Grenade Launcher and its ammunition from en-US side (to respect same sequence order as en-GB)
- Copy Gauss Canon from en-US to en-GB
- Add missing french translation
- Add STR_RIFLE_AA_CLIP for en-GB, en-US and fr

Then test it before proposing updated file
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on May 22, 2014, 08:37:45 pm
Shotgun -> Fusil à pompe (usually)
OK

3 different Miniguns (!?) -> "Gatling légère" "Gatling" "Gatling lourde"
Finally only 2, so ok for
Light Mini Gun = Gatling Légère
Mini Gun = Gatling
Heavy machine gun : "Mitrailleuse lourde"
OK
Light Machine Gun : If it's as small as a MP5, it's a "mitraillette", otherwise it's a "mitrailleuse" or "mitrailleuse légère"
OK for Mitraillette

EDIT : thanks !
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on May 22, 2014, 08:51:31 pm
can you check your ruleset with https://yaml-online-parser.appspot.com/
there seems to be an error with the new 51kb file the old 3kb fiel shows no validation error

I checked it, there were no errors...

You are right, as SMG is Sub Machine Carbine and not any Sub Machine Gun

Er... What? :P
SMG means Sub-Machine Gun. You know, like MP-5, Scorpion or Uzi.

Also I will bring following corrections :
- Remove "" for STR_LMG_UFOPEDIA from en-GB side

Does it pose any problem? The quotation marks shouldn't matter, and they are actually a bit safer.

- Move up Grenade Launcher and its ammunition from en-US side (to respect same sequence order as en-GB)
- Copy Gauss Canon from en-US to en-GB
- Add missing french translation

Then test it before proposing updated file

I'll look at it tonight, hopefully.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on May 22, 2014, 09:16:41 pm
I checked it, there were no errors...
I will have a look at it and make you a report

Er... What? :P
SMG means Sub-Machine Gun. You know, like MP-5, Scorpion or Uzi.
see below

Does it pose any problem? The quotation marks shouldn't matter, and they are actually a bit safer.
It was the only one within double quotes, with same words inside than en-US
No problem for me to add it systematically, I do it for french version as it is safer and allow to use : in description
 
I'll look at it tonight, hopefully.
Wait a while eventually
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Falko on May 22, 2014, 09:19:47 pm
try validating https://openxcom.org/forum/index.php?action=dlattach;topic=2160.0;attach=7867 with the url=https://.. loader (my first download of the rul file was incomplete
the problem seems to be in the es and es-419 language strings without them it works
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on May 22, 2014, 10:02:52 pm
Better to reply than updating old post

Also I will bring following corrections :
- Remove "" for STR_LMG_UFOPEDIA from en-GB side
- Add " for all strings of type STR_XXX_UFOPEDIA (for en-GB, en-US and fr)
- Move up Grenade Launcher and its ammunition from en-US side (to respect same sequence order as en-GB)
- Copy Gauss Canon from en-US to en-GB
- Add missing french translation
- Add STR_RIFLE_AA_CLIP for en-GB, en-US and fr

Then test it before proposing updated file

EDIT : Translation file is ready for en-GB, en-US and fr, I am going to have a look at issue
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on May 22, 2014, 10:37:04 pm
Attached the new translation

en-US :
- Add " for all strings of type STR_XXX_UFOPEDIA
- Move up Grenade Launcher and its ammunition from en-US side (to respect same sequence order as en-GB)
- Add STR_RIFLE_AA_CLIP

en-GB :
- Add " for all strings of type STR_XXX_UFOPEDIA
- Copy Gauss Canon from en-US to en-GB
- Add STR_RIFLE_AA_CLIP

fr :
- Add missing french translation based on completed en-US, corrections, "

Solars, I think you will have to complete PL (cf. modifications on en-GB and en-US)

You are free to replace en-GB and en-US or not. Please at least replace fr


Tests
First I :
- replaced firesound to 64 for items in error
- added STR_ALLIEN_ALLOY and STR_ALLOY_AMMO research topics
- set all research to 0

Then I checked, for en-US and fr only :
- Manufacture
- Research
- Buy
- Sell
- Ufopaedia

I let someone else retest en-US, test en-GB, and any other languages (but need to be first completed)

Issue = just missing some sound files in archive
Regarding loading issue, it is due to missing sounds (cfboth sreen shots below : first one is declaration in ruleset, second one is what contains the corresponding subdirectory)

Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on May 23, 2014, 01:48:26 am
Wait a while eventually

....this is not my translation. :P

SMG indeed translates to something close to "Sub Machine Carbine" in some languages, but not in English! (I think.)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on May 23, 2014, 02:37:34 am
Yes, but you are fluent in polish, english, french, and certainly other languages that I don't even suspect ;)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on May 23, 2014, 09:24:20 am
Yes, but you are fluent in polish, english, french, and certainly other languages that I don't even suspect ;)

Thank you :)

But seriously, I need to double-check everything with sources. Perhaps that terminology was right after all in English or something.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on June 07, 2014, 04:53:15 pm
Naming conventions aside, I made this new version to go with the latest Tech Tree version 0.6.

Apologies, but I found myself unable to divide the advanced weapons into a separate ruleset (in the "advanced weapons" thread), so they're all here. The reason is, it's a bit too many rulesets to work on in such a big project; too many chances for a mistake, for example having the same entry twice in different places ( and worse, different stats). So I'll divide this ruleset if necessary, but only after I'm done (or at least gain some confidence).

EDIT:

There was a bug, Gauss weapons were available too early. Fixed.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on June 10, 2014, 12:56:51 pm
If you could at least replace obsolete french translation with the one above, you would be a nice guy  ;)

("above" is here https://openxcom.org/forum/index.php?topic=2160.msg21662#msg21662 (https://openxcom.org/forum/index.php?topic=2160.msg21662#msg21662))

In order to help you, when you decide to check you ruleset, have a look at potential issues below : "Manufacture" settings seem to be missing for
- STR_MAGNUM_AA_DRUM
- STR_ALLOY_CANNON
- STR_ALLOY_CANNON_ROUNDS_X50

EDIT : and do not forget to convert your file as UTF-8 if needed

In TechTree (ExtraStrings) :
STR_PLASMA_WEAPONS_CALIBRATION: Fusion Plasma Weapons Calibration
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on June 15, 2014, 04:14:13 pm
If you could at least replace obsolete french translation with the one above, you would be a nice guy  ;)

("above" is here https://openxcom.org/forum/index.php?topic=2160.msg21662#msg21662 (https://openxcom.org/forum/index.php?topic=2160.msg21662#msg21662))

OMFG I somehow missed that post. O_o It's fixed, see attachment.

In order to help you, when you decide to check you ruleset, have a look at potential issues below : "Manufacture" settings seem to be missing for
- STR_MAGNUM_AA_DRUM

Yeah, I missed this.

- STR_ALLOY_CANNON
- STR_ALLOY_CANNON_ROUNDS_X50

These were still in the tech tree ruleset. Now they're moved to the weapons ruleset.

In TechTree (ExtraStrings) :
STR_PLASMA_WEAPONS_CALIBRATION: Fusion Plasma Weapons Calibration

Fixed :)

Thanks a million man, you're really way too useful. :)

EDIT:

Errors fixed (HC AA ammo was too big, listOrders, etc.).
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on June 15, 2014, 04:31:18 pm
Perhaps better to always attach updated file in first message of related topic too/instead ;)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on June 15, 2014, 04:53:49 pm
Perhaps better to always attach updated file in first message of related topic too/instead ;)

Since this is so WIP, I prefer to leave these files as backups. ;)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: niculinux on June 17, 2014, 09:41:23 pm
Thanks, very good!

Actually, the mod for me does not work because some weapons are actually incompatible, see here (https://openxcom.org/forum/index.php?topic=2305.0) (got problem with tazer and light machine gun)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on June 17, 2014, 11:24:21 pm
Thanks, very good!

Actually, the mod for me does not work because some weapons are actually incompatible, see here (https://openxcom.org/forum/index.php?topic=2305.0) (got problem with tazer and light machine gun)

Since you appear to have more general problems with modding, I'm afraid I can't help you much. Until you have specific errors that would give me a clue?

EDIT:

OK, this should be fixed now. Also, Russian translations added.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: niculinux on June 17, 2014, 11:42:22 pm
Since you appear to have more general problems with modding, I'm afraid I can't help you much. Until you have specific errors that would give me a clue?

EDIT:

OK, this should be fixed now. Also, Russian translations added.

Yes it works experimentation thread update (https://openxcom.org/forum/index.php?topic=2309.0)!
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: niculinux on June 18, 2014, 12:21:56 pm
Firearms compilation  1.7.x, contains:
* Combat Knife, by Warboy1982
* Flamethrower, by Dioxine
* Gauss weapons (and a new craft cannon), by Solarius Scorch
* Grenade Launcher, by Warboy1982
* HMG, by Dioxine
* Incendiary Grenade, by Simon-v
* LMG, by Ryskeliini
* Magnum, by Ryskeliini
* Minigun and Light Minigun, by Solarius Scorch
* Scatter Laser, by Solarius Scorch
* Shotgun, by Warboy1982 and Dioxine (a patchwork of their mods)
* SMG, by Ryskeliini
* Sniper Rifle, by toshiaki2115
* Taser, by Ryskeliini
* Incendiary Grenade, by Simon-v
* First Aid Kit, by Yrizoud
* Alien alloy ammunition for all firearms (and a new craft cannon), by Solarius Scorch (concept by Moriarty)

NIce, hope to give it a shot ASAP ;)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: niculinux on June 18, 2014, 09:55:42 pm
...tryed but the sprites are messed up in the battlefield, regardeless the "enhanced sprites " option is activated:

(https://s24.postimg.org/h7l1nwrc1/firearms_compilarion_1_3_1_openxcom.jpg) (https://postimg.org/image/h7l1nwrc1/)
(wielding submachinegun)

Edit: and occours with the majority of weapons, sch as LMG, thaser, submachinegn, flametrrower and shotgun
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on June 18, 2014, 10:13:00 pm
...tryed but the sprites are messed up in the battlefield, regardeless the "enhanced sprites " option is activated:

Interesting. Well, it works for me, so I can't help you.
Looks like it's your first job as a mod fixer! :P

EDIT: Ran the mod through Falko's mod tester, came up with nothing relevant. Doesn't look like case sensitiveness.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: SupSuper on June 20, 2014, 04:46:04 am
...tryed but the sprites are messed up in the battlefield, regardeless the "enhanced sprites " option is activated:

(https://s24.postimg.org/h7l1nwrc1/firearms_compilarion_1_3_1_openxcom.jpg) (https://postimg.org/image/h7l1nwrc1/)
(wielding submachinegun)

Edit: and occours with the majority of weapons, sch as LMG, thaser, submachinegn, flametrrower and shotgun
Looks like your soldiers developed telekinesis.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: alienfood on June 20, 2014, 03:50:19 pm
...tryed but the sprites are messed up in the battlefield, regardeless the "enhanced sprites " option is activated:

(https://s24.postimg.org/h7l1nwrc1/firearms_compilarion_1_3_1_openxcom.jpg) (https://postimg.org/image/h7l1nwrc1/)
Gotta love that Predator-style shoulder launch missile.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on June 20, 2014, 04:25:07 pm
Some features certainly weren't planned, but I'm glad you're having fun. :P

Seriously though, is anyone else having similar problems? As I said, it works perfectly fine to me; now I don't know if it's the norm or an exception.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: niculinux on June 21, 2014, 10:04:57 am
Thanks :D ok, a last ome, for the completed versikn of the mod, 2.0 or whatever may be added a couple of weapons toreplace heavy cannon and autocannon? I always sold them at the beginning of my game i remember xD
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on June 21, 2014, 12:54:26 pm
Thanks :D ok, a last ome, for the completed versikn of the mod, 2.0 or whatever may be added a couple of weapons toreplace heavy cannon and autocannon? I always sold them at the beginning of my game i remember xD

Why would I get rid of vanilla weapons only because you don't use them?

Besides, Heavy Cannon is the best starting weapon in the game. (Auto-Cannon is crap. :P)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: niculinux on June 21, 2014, 01:08:39 pm
Why would I get rid of vanilla weapons only because you don't use them?

Besides, Heavy Cannon is the best starting weapon in the game. (Auto-Cannon is crap. :P)

That' either for personal taste and for modding preferences purposes :D
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on June 21, 2014, 01:11:41 pm
That' either for personal taste and for modding preferences purposes :D

Why don't you make a mod for yourself? It's the easiest to mod game I've ever seen. Check the IRC channel for help if you run into trouble.

Or you can, you know, not use weapons you don't like. :P
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: yrizoud on June 21, 2014, 04:47:44 pm
Quote
Why would I get rid of vanilla weapons
IMO, since you're making a pack you know the entire available inventory, so you can and should control redundancy.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Aldorn on June 21, 2014, 05:15:10 pm
IMO, since you're making a pack you know the entire available inventory, so you can and should control redundancy.

To take defense of Solars, building a complete mod as he is doing, including many new weapons (with sprites), new technology tree, crafts and so on, needs a huge investement and is heavy to drive

I am currently making my own mod (for more than a month ago) including most of nice available resources, and it is not always easy to deal with :
- interferences between mods (especially research, ...)
- mods stored under "Complete Mods" section but being in fact regularly evolving
- keep game vanilla quality (listOrder, translations, ...)

Give your feedback, make propositions and suggestions, try to convince with arguments, but keep in mind to have some indulgence

And in any case, you are able to get a big mod, and make some adaptations to fullfill your own expectations
 :)

PS : anyway, I agree with your point of view about redundancy  ;)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on June 21, 2014, 06:08:26 pm
IMO, since you're making a pack you know the entire available inventory, so you can and should control redundancy.

Please rest assured that I am very careful about avoiding redundancy. I would hate to see the equipment list any longer than necessary. However, I am always prioritizing vanilla weapons to modded weapons - especially since no vanilla weapon is inherently bad at anything.
I do, however, accept the possibility of slightly changing vanilla weapons' stats. This has never come up yet (except adding new types of ammo), but I would like to leave this possibility open.

To take defense of Solars, building a complete mod as he is doing, including many new weapons (with sprites), new technology tree, crafts and so on, needs a huge investement and is heavy to drive

Modding itself isn't that time-consuming, it's the testing for balance that is taking weeks and weeks. Perhaps I should make a proper betatesting campaign and involve more people... But on the other hand, I prefer to fine-tune it myself before releasing it.

I'm also unsure if I haven't made the progress too slow - I lost the game on 30th of September and I still didn't have hand-held lasers or gauss weapons (though I did have craft weapons and tanks). Therefore I just made them a little bit more available by making a new item called Alien Data Slate, which can be found on Commanders (though not all of them - it's luck-based) and contain some technical information, so you don't have to interrogate quite as many Engineers. However, you need Alien Electronics and Alien Codes first, so it's still not rosy. That's why tests are so damn important...
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: RedRedSuit on August 03, 2014, 07:30:53 pm
Some features certainly weren't planned, but I'm glad you're having fun. :P

Seriously though, is anyone else having similar problems? As I said, it works perfectly fine to me; now I don't know if it's the norm or an exception.

I am having this problem definitely!  I posted about it in https://openxcom.org/forum/index.php?topic=2027.390.  By the looks of it, this guy is running on Linux; I am running on Mac.  Both are Unix-based systems.  Maybe that's the commonality.  Do you know anyone who knows what they're doing X-COM development-wise who could look into it?
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on August 03, 2014, 09:35:57 pm
I am having this problem definitely!  I posted about it in https://openxcom.org/forum/index.php?topic=2027.390.  By the looks of it, this guy is running on Linux; I am running on Mac.  Both are Unix-based systems.  Maybe that's the commonality.  Do you know anyone who knows what they're doing X-COM development-wise who could look into it?

Not really... Butr I heard Macs are having problems with too many files active at the same time or something.

I think your best bet would be to ask on the openxcom IRC channel.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: guille1434 on August 11, 2014, 07:24:16 am
Hello! I just downloaded v0.8 of this wonderful piece o modding work, and I am already enjoying it... I think I found a little bug: The new Stormlance missile (after looking at its stats, a very welcomed weapon to have available) is seen as available to purchase in the purchase screen... And no, I have not researched it... I think the problem is that there is a line en the .rul file, under the items section which says "costBuy: 3000" (line number 10588)... Is this intentional? (Besides, the launcher is not appearing in said screen)...
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on August 11, 2014, 07:51:59 am
Hello! I just downloaded v0.8 of this wonderful piece o modding work, and I am already enjoying it... I think I found a little bug: The new Stormlance missile (after looking at its stats, a very welcomed weapon to have available) is seen as available to purchase in the purchase screen... And no, I have not researched it... I think the problem is that there is a line en the .rul file, under the items section which says "costBuy: 3000" (line number 10588)... Is this intentional? (Besides, the launcher is not appearing in said screen)...

Yes, it's a bug. Thanks for reporting.

As for the nearest future, my next project is rebalancing some weapons to change how their accuracy drops with range. I think shotguns are way too good at long distances, yet too inaccurate at point blank...
And I'm still waiting on opinions regarding the improved Skyranger (https://openxcom.org/forum/index.php?topic=2706.msg29395#msg29395). :)
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: XCOMFan419 on August 11, 2014, 07:59:58 am
Yes, it's a bug. Thanks for reporting.

As for the nearest future, my next project is rebalancing some weapons to change how their accuracy drops with range. I think shotguns are way too good at long distances, yet too inaccurate at point blank...
And I'm still waiting on opinions regarding the improved Skyranger (https://openxcom.org/forum/index.php?topic=2706.msg29395#msg29395). :)
To be frank, I thought you would call most of them OP because one of them goes over the Avenger's 26 with 30 carrying capacity. Most of them are just step ups.

I welcome the new skyrangers. I don't really like using the Avenger/Lightning/Firestorms due to the amount of Elerium I haven't been able to get during the past few playthroughs.
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: guille1434 on August 11, 2014, 08:18:35 am
You are welcome, guys!

About the Improved Skyranger: I did not like very much the "cargo floor level with the ground" design... I know it is better for troops' fast exit, but it is not very "real" for an aircraft to land on its belly... I know the ramp plays against the soldiers (specially rookies), but in later stages of the game this problem can be solved by trops wearing any of the flying gear uniforms/armor suits present in the game.

May be you can consider adding one or more of the very good designs made by Aldorn (a lot of good concepts and ideas over there!), but reducing a little those crafts cargo capacity. For example, I am testing the replacement of the "Alloy Skyranger" by  the "Skytrooper" but with reduced capacity (20 soldiers/3 vehicles, instead of 26 and 4, which is the capacity of the Avenger ,which should be the best craft). I think that to have a craft with so high capacity so early in the game can throw things out of balance a bit.

To give the Avenger more "edge", and to make some more room for improved variants of the Skyranger which arrive earlier in the game, I think the Avenger capacity could be increased to 30 troops... If I am not mistaken, Xcomutil software allowed just that increase in the good old X-Com game.

I hope you find this little feedback positive for your great mod!
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: Solarius Scorch on August 11, 2014, 08:54:47 pm
About the Improved Skyranger: I did not like very much the "cargo floor level with the ground" design... I know it is better for troops' fast exit, but it is not very "real" for an aircraft to land on its belly...

I thought it was a "transformer", lowering its floor after it landed. It's not explicitly said though, and I don't know how viable it is in the first place.

And I have mixed feeling about whether it's better for the the troops. ;)

May be you can consider adding one or more of the very good designs made by Aldorn (a lot of good concepts and ideas over there!), but reducing a little those crafts cargo capacity. For example, I am testing the replacement of the "Alloy Skyranger" by  the "Skytrooper" but with reduced capacity (20 soldiers/3 vehicles, instead of 26 and 4, which is the capacity of the Avenger ,which should be the best craft). I think that to have a craft with so high capacity so early in the game can throw things out of balance a bit.

Mhm, maybe. I think the 16/4 setup works quite well.

To give the Avenger more "edge", and to make some more room for improved variants of the Skyranger which arrive earlier in the game, I think the Avenger capacity could be increased to 30 troops... If I am not mistaken, Xcomutil software allowed just that increase in the good old X-Com game.

I hope you find this little feedback positive for your great mod!

Yep! But I need more! :D
Title: Re: [The Final Mod Pack] Basic Weapons part
Post by: guille1434 on August 15, 2014, 11:11:37 pm
Hi! Another small bug detected: In the Manufacture section, the Gauss Cannon Rounds x 60, in the category line it says: STR_CRAFT_WEAPON, and it should read STR_CRAFT_AMMUNITION (line 18957). this causes o show an incorrect clasification in the in-gama manufacture setup screen.