OpenXcom Forum

Modding => Work In Progress => Topic started by: Rockfish on July 20, 2014, 08:41:32 pm

Title: Weapon Rework/Expansion - Version 0.8
Post by: Rockfish on July 20, 2014, 08:41:32 pm
Hellooo, been a while since I have been on this forum.

I have had a bit of extra time lately and I saw the mod support now present in modern OpenXcom and decided to mess around with some sprites... so I made a heap of weapon sprites/ideas.

Conventional Weapons
(https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/collected_human_std.png)
Heavy Pistol, Carbine (basically unaltered), Squad Automatic Weapon, Designated Marksman Rifle, Man Portable Auto Cannon, Multiple Munition Launcher

Laser:
(https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/collected_human_laser.png)
Laser Pistol, Laser Rifle, Heavy Laser, Snub Nose Laser

Gauss + Advanced Grenade:
(https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/collected_human_gauss.png)
Gauss Pistol, Gauss Rifle, Gauss Cannon, Auto Gauss, Advanced Grenade

"Light"/Particle Projectors:
(https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/collected_alien_light.png)
Projector Pistol, Projector Carbine, Dual Particle Projector, Arc Projector (ranged stun)

"Common"/Plasma + Small Launcher:
(https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/collected_alien_common.png)
Plasma PDW, Plasma Rifle, Heavy Plasma, Small Launcher

"Heavy"/Thermal Rifles:
(https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/collected_alien_heavy.png)
Thermal Rifle, Heavy Thermal, Heavy Launcher

"Long Range"/ Hyper Velocity Flechette:
(https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/collected_alien_long_range.png)
Flechette Pistol, Light Flechette Rifle, Heavy Flechette Rifle

Next I need to actually figure out how to get them in game, and get them into a tech tree.

Edit: Got all sprites working in game, prealpha unordered sprites here. (https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/Xcom%20Weapon%20Rework/Xcom%20Weapon%20Rework.zip/)

Edit2: Version 0.1 (visual replacements only) Now Available Here (https://www.openxcom.com/mod/weapon-rework-expansion)

Edit2: Version 0.8 (Unbalanced and buggy) Now Available Here (https://www.openxcom.com/mod/weapon-rework-expansion)
Title: Re: Weapon Rework/Expansion
Post by: Aldorn on July 20, 2014, 10:51:52 pm
Hey Chiko you have a student here !!

Hey man, they look great !
I like them as they are typically in spirit of vanilla

Do you plan to provide separate png ?
Or perhaps width/height/subX/subY properties in order to use them ?

PS : what about adding some "Heavy Machine Gun" or "Scatter" (for laser, gauss, etc...) with a burst of 8 or 10 (cf. property "autoShots:", to be associated with "arcingShot: true") ; it's just an idea, think about it, or not  ;)
Title: Re: Weapon Rework/Expansion
Post by: Solarius Scorch on July 20, 2014, 11:31:14 pm
Kudos for making the handobs too. This is rare and precious. :)
Title: Re: Weapon Rework/Expansion
Post by: Mr. Quiet on July 21, 2014, 12:02:36 am
Hey Chiko great to see you back and working on sprites again!! I love what I see. I hope some of our guys help you with this and able to balance these just right into the game without making it unfair to the aliens ;)

Request: When you make this mod, could you separate each set into individual .rul files so I can enable what I want? I'll probably keep them all as they look awesome(AAA classic quality), but still love that kind of option.

Chiko, you had other sprites in the past that aren't included here. I would live to see that alien/human version of the plasma variant. Thanks man, you coming out of nowhere with these sweet weapons made my day.

Sorry Rockfish, I thought you we're Chiko ><.
Title: Re: Weapon Rework/Expansion
Post by: Dioxine on July 21, 2014, 06:43:41 am
Really neat. Your resources were always top notch and now there is even more to steal from :)
Title: Re: Weapon Rework/Expansion
Post by: LeBashar on July 21, 2014, 11:20:58 am
Really nice work, but maybe "gauss", "plasma" and "flechette" be little too close for easily see ingame which one is in the hands of the ennemy (but maybe you plan to have only plasma for alien so no confusion possible in this case)
Title: Re: Weapon Rework/Expansion
Post by: yrizoud on July 21, 2014, 05:51:33 pm
The "sets" work very well.
Here are versions with the correct palette and aligned on 16x16 coordinates, much easier to work with.
Edit: I can't find a image host which preserves the palette. I'll post a zip when I'm done with all images.
Title: Re: Weapon Rework/Expansion
Post by: Rockfish on July 21, 2014, 07:35:44 pm
(https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/first%20ingame.png)
(https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/first%20ingame%20bigob.png)
got the first ingame!
Title: Re: Weapon Rework/Expansion
Post by: yrizoud on July 21, 2014, 08:22:27 pm
Hmm in case it's still useful, here's the entire set.

By the way the heavy plasma looks like it was victim of a "multiple paste", which produces a doubled handle and makes it not fit in 48 pixels vertically, I reversed the process as I could.
The heavy flechette rifle is wayyy to long to be used. The "arm" inventory boxes can only hold 32x48 items.
edit: Argh I thought there were instructions to locate a specific rectangle in an image, but no... These images need to be split further.
Title: Re: Weapon Rework/Expansion
Post by: Rockfish on July 21, 2014, 08:52:21 pm
Hmm in case it's still useful, here's the entire set.

By the way the heavy plasma looks like it was victim of a "multiple paste", which produces a doubled handle and makes it not fit in 48 pixels vertically, I reversed the process as I could.
The heavy flechette rifle is wayyy to long to be used. The "arm" inventory boxes can only hold 32x48 items.
edit: Argh I thought there were instructions to locate a specific rectangle in an image, but no... These images need to be split further.

don't worry about the weird positioning, I am working on spliting the images up already. the corrected issues is of great help however!
Title: Re: Weapon Rework/Expansion
Post by: Aldorn on July 21, 2014, 09:53:30 pm
Hmm in case it's still useful, here's the entire set.

By the way the heavy plasma looks like it was victim of a "multiple paste", which produces a doubled handle and makes it not fit in 48 pixels vertically, I reversed the process as I could.
The heavy flechette rifle is wayyy to long to be used. The "arm" inventory boxes can only hold 32x48 items.
edit: Argh I thought there were instructions to locate a specific rectangle in an image, but no... These images need to be split further.
Well done, mate :)
Title: Re: Weapon Rework/Expansion
Post by: Rockfish on July 21, 2014, 11:16:46 pm
Huge Thanks to yrizoud!
(https://dl.dropboxusercontent.com/u/64154701/OpenXcom%20Modding/Xcom%20Weapon%20Rework/rework_handob.png)

Handobs Sheet done and working ingame! (I hope there are no palette errors this time)
Title: Re: Weapon Rework/Expansion
Post by: Aldorn on July 21, 2014, 11:19:18 pm
I believed you were intended to split them, not merge them all... :o
Could you eventually provide the width,height,subX,subY ?
Title: Re: Weapon Rework/Expansion
Post by: Rockfish on July 21, 2014, 11:30:40 pm
I believed you were intended to split them, not merge them all... :o
Could you eventually provide the width,height,subX,subY ?

well in the files you can just tell it to sub divide:       
- type: HANDOB.PCK
    width: 256
    height: 1160
    subX: 32
    subY: 40
    files:
      0: Resources/test_mod/handob/rework_handob.png

 This means they are all in nice order.

edit: all sprites are now working! the OP has a zip of all the sprites + a tester bit of a mod to make them appear in a disorganized manner in-game.

edit2: visual replacement only now in the OP
Title: Re: Weapon Rework/Expansion - Version 0.1
Post by: Arcalane on July 23, 2014, 09:17:59 pm
Not bad at all. I had a similar sort of idea to offer a set of real, at-the-time-cutting-edge weapons (G36, Abakan, etc.) that a force like XCOM might plausibly use given the time period, before moving onto fictional weapons.

Basic autocannon could probably just be called a grenade launcher. Depends on if you're keeping the AP round or not - if you do, maybe make it a big ol' shotgun shell? Assuming you don't make seperate shotguns. The new rocket launcher looks much better than the old one, too.

The lasers still look like a mash-up mess, though. I'd stick to the silver-and-red scheme rather than mixing up parts. Maybe replace the tan with black if you want some colour variance? Then it looks like polymer/plastic material, which might make more sense for grips/stocks/etc.

Also not entirely sold on the mag placement for the heavy/thermal rifles, although that's a pretty damn cunning use of the old heavy cannon base.

Other than that, everything looks solid and consistent. Some fine-quality spritework, esp. on the gauss and particle weapon sets.
Title: Re: Weapon Rework/Expansion - Version 0.1
Post by: Rockfish on July 24, 2014, 12:52:12 pm
This is my goofy idea for how I am planing to balance the stuff together, very much untested and very conceptual in nature!

Heavy PistolBattle RifleDMRAuto CannonSAWMML
Damage28305056/52/6020130/100/90
Weight5911151213
Ammo Count91254251
Tu Auto/Snap/Aimedna/18/2835/25/47na/40/73na/33/6040/20/nana/45/75
Accuracy Auto/Snap/Aimedna/52/7835/60/100na/90/150na/60/9045/56/nana/60/115
Range Min/Auto/Snap/Aimed/Maxna/na/10/15/30na/15/25/35/4510/na/25/40/na5/na/25/35/45na/30/40/4815/na/40/60/100
Accuracy Drop Off Rate321433
Damage TypeAPAPAPAP/HE/INAP/HE/INHE/HE/IN
Note:5 round burstsmall rocket has 1 radius
Laser PistolLaser RifleHeavy Laser
Damage405070
Weight81016
Ammo Countnanana
Tu Auto/Snap/Aimedna/20/35na/25/48na/30/57
Accuracy Auto/Snap/Aimedna/54/68na/65/105na/70/110
Range Min/Auto/Snap/Aimed/Maxna/na/13/17/32na/na/30/40/504/na/35/45/55
Accuracy Drop Off Rate324
Damage TypeLaserLaserLaser
Note:
Projector PistolProjector CarbineDual ProjectorArc Projector
Damage466046X250
Weight36810
Ammo Count814113
Tu Auto/Snap/Aimedna/22/3738/28/5650/36/68na/40/75
Accuracy Auto/Snap/Aimedna/60/8442/63/9840/61/98na/60/100
Range Min/Auto/Snap/Aimed/Maxna/na/11/16/27na/17/29/38/437/15/25/35/454/na/20/35/45
Accuracy Drop Off Rate4352
Damage TypePlasmaPlasmaPlasmaStun
Note:Each shot is two 'pellets'
Plasma PDWPlasma RifleHeavy Plasma RifleSmall Launcher
Damage528011590
Weight571010
Ammo Count2628151
Tu Auto/Snap/Aimed40/30/5638/30/58na/30/55na/40/75
Accuracy Auto/Snap/Aimed50/65/8555/73/100na/65/105na/65/110
Range Min/Auto/Snap/Aimed/Maxna/12/19/27/38na/15/25/35/453/na/25/35/458/na/23/38/55
Accuracy Drop Off Rate3242
Damage TypePlasmaPlasmaPlasmaStun
Note:
Flechette PistolFlechette RifleHeavy Flechette Rifle
Damage6390130
Weight81115
Ammo Count587
Tu Auto/Snap/Aimedna/35/62na/50/85na/70/92
Accuracy Auto/Snap/Aimedna/75/100na/86/130na/110/175
Range Min/Auto/Snap/Aimed/Max5/na/15/30/na7/na/20/35/na10/na/25/40/na
Accuracy Drop Off Rate212
Damage TypeAPAPAP
Note:
Thermal RifleThermal CannonLarge Launcher
Damage30x333x490
Weight101715
Ammo Count8133
Tu Auto/Snap/Aimedna/33/nana/40/nana/45/na
Accuracy Auto/Snap/Aimedna/65/nana/75/nana/65/na
Range Min/Auto/Snap/Aimed/Max6/na/30/na/507/na/35/na/608/na/23/na/55
Accuracy Drop Off Rate454
Damage TypeLaserLaserHE/Acid
Note:arcarcarc
Title: Re: Weapon Rework/Expansion - Version 0.1
Post by: LeBashar on July 24, 2014, 05:45:10 pm
I think there is some problems :
- pistol make the rifle useless, except for the auto fire, but with a so low accuracy in auto and a range min of 15, the auto mode of the rifle is very ineffective. Anyway, 12 ammo is very low for a real usage of auto mode.
- 50 Dmg for the DMR seem to be a small cannon which don't match the picture
- 20 Dmg for the SAW make it ineffective against many target with armor able to negate this. Also there is the same problem as the rifle, this weapon seem to be designed for automatic fire, but the range and accuracy imply poor chances to hit, so maybe a useless weapon.
- projector carabine make the pistol useless
- no idea of what thermal weapons could done ingame
- for the flechette, maybe you could reduce their power by change the damage type to "acid" ? if it work, high power no more needed because nearly anyone has a good acid armor and make them more effective even with lower Dmg stats.

(all this assume you don't change any aliens stats)
Title: Re: Weapon Rework/Expansion - Version 0.1
Post by: Rockfish on July 24, 2014, 08:23:09 pm
I do agree on most of the problems raised, to be honest, at this point I am throwing numbers in off the top of my head. I think I might change the balancing to mostly get rid of the range control stuff, it just gets awkward in the ranges used.

I have also noticed a problem in that each rank of alien can only have 10 possible weapon combinations. the current thought I am having is that I am gonna change the weapons so that each rank has a specific set of weapons that replaced. so rather then the weapons being pure variety, I think I am gonna make each rank of alien have various tiers of weapons, for example:

Alien Soldier:
projector pistol > Plasma PDW/Projector Carbine ->  Plasma Rifle/Dual Projector -> Heavy Plasma/something

Alien Engineer:
Projector Pistol > Projector Carbine/Plasma PDW/Small launcher + explosive round > Plasma Rifle/Small launcher + explosive round

with an odd peppering of pistols and things.

I feel this could be used to make the aliens have a threatening development along with the player, even as the player gets better guns so do the aliens.
Title: Re: Weapon Rework/Expansion - Version 0.1
Post by: Roxis231 on July 25, 2014, 06:00:13 am
Is it possable for me to use/modify/base off these sprites?  I'm currently working on a Elerium Based Laser Mod, but I'm not really good at graphics.
Title: Re: Weapon Rework/Expansion - Version 0.1
Post by: Rockfish on July 25, 2014, 10:39:37 am
Is it possable for me to use/modify/base off these sprites?  I'm currently working on a Elerium Based Laser Mod, but I'm not really good at graphics.

Sure! just mention me in your mod readme or something.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Rockfish on July 27, 2014, 06:32:45 pm
Version 0.8 out now, I have gotten all the weapons ingame and mostly working with a loosely working tech tree and item lists.

Expect bugs and stuff, any feedback is appreciated.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: KingMob4313 on July 29, 2014, 03:55:01 am
Excellent work man.

I've done some work based off your sprites for my own mod, Coherency.  You've really done some excellent work.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: oftcrash on September 05, 2014, 10:34:11 pm
Hi there,

I've been playing with the mod, but Laser weapons never unlocked, nor could I research any of the captured alien weapons. I looked through the rulesets and finally figured out what was happening (more or less).

STR_LASER_WEAPONS and STR_ALIEN_WEAPONRY had both "requires" and "dependencies". Something in the logic wouldn't allow that to work. By removing the "requires" field, they now appear properly (you need to remove "requires" from all the STR_ALIEN_WEAPONRY research records in all the alien weapons rulesets).

As I read the documentation correctly, you should only use "requires" if you are using "unlocks" rules from other discoveries. The "requires" is put in to block the "unlocks", which only override "dependencies." Something about including both rulesets and dependencies with the same items must cause some sort of bottleneck. I looked through all the other research items and made the same change, making sure they only had "dependencies" criteria.

Oh, I also renamed the text for STR_LASER_WEAPONS, even though I loved it, since "Elerium Electrical Generators and Advanced Solid State Laser Emitters" is too long to fit on the screen in the research selection menu.

Love the mod, by the way!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Falko on September 05, 2014, 11:05:52 pm
"you should only use "requires" if you are using "unlocks" rules from other discoveries"
that is not correct
e.g. all the races in oxc have no requires in them but they can be unlocked by medic-discoveries
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: oftcrash on September 05, 2014, 11:54:42 pm
"you should only use "requires" if you are using "unlocks" rules from other discoveries"
that is not correct
e.g. all the races in oxc have no requires in them but they can be unlocked by medic-discoveries

Sorry, you're right. I didn't phrase that as clearly as I thought I had. The sentence after that is what I was trying to get at.

The "requires" is put in to block the "unlocks", which only override "dependencies." Something about including both rulesets and dependencies with the same items must cause some sort of bottleneck.

Basically, an unlock can override any "dependencies" unless there's a "requires" rule that hasn't been met.

I should note that I just started getting into the docs and modding OXC in the last few days, so I'm having to infer/guess at a few things. Definitely appreciate the feedback!

I'm still not clear on what the logic is when you have the same requirements in both "requires" and "dependencies" inside the same research item, but at least in the case of this mod, it doesn't appear to work.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: werbfred on September 07, 2014, 08:29:29 pm
Is a patch of the mod planned? or what do we exactely replace in the .rul files?

If this works I would say that this mod is one of the bests :)
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: oftcrash on September 07, 2014, 11:05:10 pm
Nothing official, nor well tested, but here are the rul files I modified which seem to be working so far (doesn't include all the other files - you'll still need the rest of the mod). Basically just modified the research blocks to remove the "requires" sections or switch them to "dependencies, and renamed the laser weapon research so it fit on the screen.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 07, 2014, 11:36:20 pm
As usual these sprites are *Excellent*, and its always an inspiration for me to do spriting when I see good work like that.

But as a "Weapon Rework", and im not sure what that means exactly, it was stated awhile back in another forum post that duplicating the style and reusing artwork pieces from existing vanilla Xcom graphics is a copyright issue.

I think somebody in our community ought to make a custom, not-eu-style rework of all of the xcom weapons and items, or we should band together and make one. Which is not only great, but also fresh (and manages to look good even at the painfully low resolution of 32x48 pixels).

Like this (attachment). Could be a Laser Rifle or Plasma Rifle.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Solarius Scorch on September 08, 2014, 12:01:50 am
But as a "Weapon Rework", and im not sure what that means exactly, it was stated awhile back in another forum post that duplicating the style and reusing artwork pieces from existing vanilla Xcom graphics is a copyright issue.

AHAHAHAHAHAHAHAHAAHAHAAAA!!!! :D :D :D

But the picture is very, very nice. Is it yours?
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 08, 2014, 12:24:01 am
Quote
AHAHAHAHAHAHAHAHAAHAHAAAA!!
Im not sure how to take that scorch, I seem to be getting a negative reaction lately.

The pic was an example. No its not technically mine, but its a rehash and recoloring of something else, which I painted over. It will be the plasma rifle in a mod im making (and the existing handob for the plasma rifle might even be passable because of the similar coloration).

Just saying if anyone was concerned about copyrights at all, the xcom:eu style is obvious, but using other X random stuff from god-knows-where and rehashing it would be incredibly more difficult to pick out. And even then, the indicated party of whomever it might be that it was rehashed from would have to find out and bother to take offense at it. And even then it would be nothing more than replacing one sprite.

Ive got some others here in a similar vein. They arent 100% completed, may still need some editing.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Solarius Scorch on September 08, 2014, 12:53:20 am
Im not sure how to take that scorch, I seem to be getting a negative reaction lately.

Nah, I only meant that someone who'd protest against this would be insane and promptly ignored.

Also, this is a modding community. What else are we doing than breaking "copyrights"? Well, except for those mods which only add something, but I guess it's not exactly common.

And I still like the pics.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 08, 2014, 01:23:31 am
Im not protesting! Not one bit!

I think the origin of my post was something I saw way back when on the forum, from when openxcom was in its infancy, and someone was worried about copyright issues. And for reference I Dont mind if people borrow my sprites and use them. I may produce a sprite dump sometime soon, I hope people dont mind me dropping one here or there though (and im not trying to steal rockfish's thunder either).
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: SiceX on September 08, 2014, 02:07:16 am
Hi! I made an hard work to translate in italian all the ruleset, but now i finished.
Here they are:
Code: [Select]
  - type: it
    strings:
      STR_AC_HE_AMMO: Munizioni SAW HE
      STR_AC_I_AMMO: Munizioni SAW IN
      STR_AUTO_CANNON: Mitragliatrice Automatica
      STR_AUTO_CANNON_UFOPEDIA: "Un derivato del fucile da battaglia, questa mitragliatrice leggere spara proiettili calibro 7.62x50 da caricatori a scatola."
      STR_DMR: Fucile a Tiro Designato
      STR_DMR_AMMO: Munizioni FTR
      STR_DMR_UFOPEDIA: "Un nuovo modello del fucile X-Com standard molto preciso, calibrato per sparare proiettili perforanti 7.5x80mm"
      STR_HC_AP_AMMO: Caricatore AGL
      STR_HC_HE_AMMO: Munizioni Esplosive LA
      STR_HC_I_AMMO: Munizioni Incendiarie LA
      STR_HEAVY_CANNON: Lanciagranate Automatico
      STR_HEAVY_CANNON_UFOPEDIA: "Un'arma abbastanza unica, il lanciagranate automatico dell'X-Com spara proiettili da 25x120mm di tre tipi diversi: Normali, Esplosivi ed Incendiari."
      STR_INCENDIARY_ROCKET: Missile Inferno
      STR_LARGE_ROCKET: Lanciamissili Anti-Carro HE
      STR_PISTOL: Pistola Pesante
      STR_PISTOL_UFOPEDIA: "La pistola pesante dell'X-Com e una pistola semi-automatica ad aria compressa che spara proiettili Magnum da 11x30mm e ricaricata da caricatori da 9 colpi."
      STR_RIFLE: Fucile da Battaglia
      STR_RIFLE_UFOPEDIA: "Il Fucile da Battaglia standard dell'X-Com progettato per fronteggiare l'invasione aliena, sparando proiettili da 6.8x60mm. Questi proiettili pesanti producono un forte rinculo e quindi richiedono un ingombrante sistema di smorzamento."
      STR_ROCKET_LAUNCHER: Lanciamissili a Munizioni Multiple
      STR_ROCKET_LAUNCHER_UFOPEDIA: "Questo Lanciamissili e un lanciamissili relativamente convenzionale, modificato per venire incontro alle necessita dell'X-Com."
      STR_SHOTGUN: Fucile a Pompa
      STR_SHOTGUN_AMMO: Pallettoni
      STR_SHOTGUN_UFOPEDIA: "Il Fucile a Pompa dell'X-Com e un modello semiautomatico e molto robusto con un caricatore a quattro tubi. Spara involucri 12 gauge \"quad-ought\" con 5 pallettoni."
      STR_SMALL_ROCKET: Razzo Anti-Carro HE
Code: [Select]
  - type: it
    strings:
      STR_ALIEN_ALLOYS: Materiali Alieni
      STR_ALIEN_WEAPONRY: Armamenti Aliene
      STR_FLECHETTE_PISTOL: Pistola a Dardi
      STR_FLECHETTE_PISTOL_AMMO: Dardi per Pistola
      STR_FLECHETTE_PISTOL_UFOPEDIA: "La Pistola a Dardi sembra essere per lo più usata dagli ufficiali alieni, ed è anche la più piccola di queste armi aliene. Le Armi a Dardi sparano proiettili che contengono un potente acido apparentemente di origini biologiche."
      STR_FLECHETTE_RIFLE: Fucile a Dardi
      STR_FLECHETTE_RIFLE_AMMO: Dardi per Fucile
      STR_FLECHETTE_RIFLE_UFOPEDIA: Il Fucile a Dardi è principalmente usato dai tiratori scelti alieni. Le armi a dardi sparano proiettili che contengono un potente acido apparentemente di origini biologiche.
      STR_FLECHETTE_WEAPONS: Micro Capsule di Acido ed Acceleratori Lineari Alieni
      STR_HEAVY_FLECHETTE_RIFLE: Fucile a Dardi Pesante
      STR_HEAVY_FLECHETTE_RIFLE_AMMO: Cardi per Fucile Pesante
      STR_HEAVY_FLECHETTE_RIFLE_UFOPEDIA: "Il Fucile a Dardi Pesante è la più potente arma a dardi aliena finora incontrate, sembra essere usata come un'arma da supporto pesante. Le armi a dardi sparano proiettili che contengono un potente acido apparentemente di origini biologiche."
      STR_UFO_NAVIGATION: Computer Alieni
Code: [Select]
  - type: it
    strings:
      STR_ALIEN_ALLOYS: Materiali Alieni
      STR_ALIEN_WEAPONRY: Armamenti Alieni
      STR_AUTO_GAUSS: Gauss Automatico
      STR_AUTO_GAUSS_AMMO: Caricatore per Gauss Automatico
      STR_AUTO_GAUSS_UFOPEDIA: "Il Gauss Automatico è stato creato per funzionare come un'arma a rosa rotante. Le armi ad effetto Gauss sviluppate dalla divisione ricerche dall'X-Com sono il meglio della tecnologia terrestre, sviluppate usando materiali recuperati dagli alieni per costruire un alimentatore capace di fornire l'energia necessaria ai potenti magneti utilizzati per accelerare il proiettile sparato."
      STR_GAUSS_PISTOL: Pistola ad Effetto Gauss
      STR_GAUSS_PISTOL_AMMO: Caricatore per Pistola ad Effetto Gauss
      STR_GAUSS_PISTOL_UFOPEDIA: "La Pistola ad Effetto Gauss è stata progettata come un'arma da fianco e da sfondamento. Le armi ad effetto Gauss sviluppate dalla divisione ricerche dell'X-Com sono il meglio della tecnologia terrestre, sviluppate usando materiali recuperati dagli alieni per costruire un alimentatore capace di fornire l'energia necessaria ai potenti magneti utilizzati per accelerare il proiettile sparato."
      STR_GAUSS_RIFLE: Fucile ad Effetto Gauss
      STR_GAUSS_RIFLE_AMMO: Caricatore per Fucile ad Effetto Gauss
      STR_GAUSS_RIFLE_UFOPEDIA: "Questo Fucile ad Effetto Gauss è stato creato per essere usato nel ruolo di un normale fucile, producibile in massa ed efficace. Le armi ad effetto Gauss sviluppate dalla divisione ricerche dell'X-Com sono il meglio della tecnologia terrestre, sviluppate usando materiali recuperati dagli alieni per costruire un alimentatore capace di fornire l'energia necessaria ai potenti magneti utilizzati per accelerare il proiettile sparato."
      STR_GAUSS_WEAPONS: Elettromagneti ad Alta Potenza e Elerium Coltivato in Laboratorio
      STR_HEAVY_GAUSS: Gauss Pesante
      STR_HEAVY_GAUSS_AMMO: Caricatore per Gauss Pesante
      STR_HEAVY_GAUSS_UFOPEDIA: "Per estendere ulteriormente i concetti presenti nel Fucile ad Effetto Gauss, il Gauss Pesante sfiora i limiti delle armi portatili.  Le armi ad effetto Gauss sviluppate dalla divisione ricerche dell'X-Com sono il meglio della tecnologia terrestre, sviluppate usando materiali recuperati dagli alieni per costruire un alimentatore capace di fornire l'energia necessaria ai potenti magneti utilizzati per accelerare il proiettile sparato."
      STR_UFO_NAVIGATION: Computer Alieni
Code: [Select]
  - type: it
    strings:
      STR_ALIEN_ALLOYS: Materiali Alieni
      STR_HEAVY_LASER_UFOPEDIA: "Il più grande laser portatile sviluppato dalla divisione di ricerca dell'X-Com, che unisce raggio, potenza e precisione in involucro decisamente ingombrante e pesante."
      STR_LASER_PISTOL_UFOPEDIA: "Creata come una miniaturizzazione della tecnologia laser portatile, essa sacrifica raggio e potenza per minori peso e grandezza."
      STR_LASER_RIFLE_UFOPEDIA: "Il pezzo principale della tecnologia laser portatile, quest'arma è la variante standard da cui ogni altro design è nato."
      STR_LASER_WEAPONS: Generatori Elettrici ad Elerium ed Emettitori Laser Avanzati
      STR_SNUB_NOSE_LASER: Pistola Laser a Canna Camusa
      STR_SNUB_NOSE_LASER_UFOPEDIA: "Un tentativo di miniaturizzare un fucile laser, in qualche modo riuscito, producendo un arma più piccola e potente al costo del raggio di fuoco."
Code: [Select]
  - type: it
    strings:
      STR_ALIEN_ALLOYS: Materiali Alieni
      STR_ALIEN_EXPLOSIVES: Testate a Fusione per Fanteria
      STR_ALIEN_WEAPONRY: Armamenti Alieni
      STR_EXPLOSIVE_BOMB: Bomba Esplosiva
      STR_HEAVY_LAUNCHER: Lanciabombe Pesante
      STR_HEAVY_LAUNCHER_AMMO: Munizioni per Lanciabombe Pesante
      STR_HEAVY_LAUNCHER_UFOPEDIA: "Dove il lanciabombe piccolo è pensato come un'arma d'utilità, il lanciabombe pesante è pensato per causare danni ad una determinata posizione."
      STR_SMALL_LAUNCHER: Lanciabombe Piccolo
      STR_SMALL_LAUNCHER_UFOPEDIA: Questo lanciabombe sembra un dispositivo di lancio per dispositivi disabilitanti per  stordire bersagli in un determinato raggio.
      STR_STUN_BOMB: Bomba Stordente
      STR_UFO_NAVIGATION: Computer Alieni
Code: [Select]
  - type: it
    strings:
      STR_ALIEN_ALLOYS: Materiali Alieni
      STR_ALIEN_WEAPONRY: Armamenti Alieni
      STR_HEAVY_PLASMA: Fucile al Plasma Pesante
      STR_HEAVY_PLASMA_CLIP: Caricatore per Fucile al Plasma Pesante
      STR_HEAVY_PLASMA_UFOPEDIA: La più grande delle armi al plasma portatili viste usate dagli alieni. Come tutte le armi al plasma funziona accelerando gas ionizzati grazie ad un campo magnetico.
      STR_PLASMA_PISTOL: PDW al Plasma
      STR_PLASMA_PISTOL_CLIP: Caricatore per PDW al Plasma
      STR_PLASMA_PISTOL_UFOPEDIA: "Questa sembra un'arma personale da fianco o secondaria tra gli alieni. Come tutte le armi al plasma funziona accelerando gas ionizzati grazie ad un campo magnetico."
      STR_PLASMA_RIFLE: Fucile al Plasma
      STR_PLASMA_RIFLE_CLIP: Caricatore per Fucile al Plasma
      STR_PLASMA_RIFLE_UFOPEDIA: "L'arma al plasma più conosciuta vista usata dagli alieni. Come tutte le armi al plasma funziona accelerando gas ionizzati grazie ad un campo magnetico."
      STR_PLASMA_WEAPONS: Contenitori di Particelle Magnetici ad Alta Stabilità
      STR_UFO_NAVIGATION: Computer Alieni
Code: [Select]
  - type: it
    strings:
      STR_ALIEN_ALLOYS: Materiali Alieni
      STR_ALIEN_WEAPONRY: Armamenti Alieni
      STR_ARC_PROJECTOR: Proiettore ad Arco
      STR_ARC_PROJECTOR_AMMO: Caricatore per Proiettore ad Arco
      STR_ARC_PROJECTOR_UFOPEDIA: "Una modifica delle armi a proiezione aliene che sostituisce la materia ad alta energia con particelle atmosferiche per fornire un percorso conduttivo, simile ai gas ionizzati dei fulmini, verso il basso attraverso cui un impulso elettrico è guidato per stordire il bersaglio."
      STR_DUAL_PROJECTOR: Doppio Proiettore
      STR_DUAL_PROJECTOR_AMMO: Caricatore per Doppio Proiettore
      STR_DUAL_PROJECTOR_UFOPEDIA: Le armi a proiezione aliene usano un acceleratore di particelle per guidare particelle di materia ad alta energia contenute nel caricatore. Queste particelle causano legami molecolari che cedono con risultati catastrofici. Questa inusuale arma usa due acceleratori della grandezza di una pistola per permette un maggior rateo di fuoco.
      STR_PROJECTOR_CARBINE: Carabina a Proiezione
      STR_PROJECTOR_CARBINE_AMMO: Caricatore per Carabina a Proiezione
      STR_PROJECTOR_CARBINE_UFOPEDIA: "Le armi a proiezione aliene usano un acceleratore di particelle per guidare particelle di materia ad alta energia contenute nel caricatore. Queste particelle causano legami molecolari che cedono con risultati catastrofici. La carabina a proiezione è un'applicazione della grandezza di un fucile solitamente usato dalle specie psichicamente inferiori."
      STR_PROJECTOR_PISTOL: Pistola a Proiezione
      STR_PROJECTOR_PISTOL_AMMO: Caricatore per Pistola a Proiezione
      STR_PROJECTOR_PISTOL_UFOPEDIA: "Le armi a proiezione aliene usano un acceleratore di particelle per guidare particelle di materia ad alta energia contenute nel caricatore. Queste particelle causano legami molecolari che cedono con risultati catastrofici. La pistola a proiezione è l'arma più compatta che esista con questa tecnologia."
      STR_PROJECTOR_WEAPONS: Acceleratori di Particelle militarizzati
      STR_UFO_NAVIGATION: Computer Alieni
Code: [Select]
  - type: it
    strings:
      STR_ALIEN_ALLOYS: Materiali Alieni
      STR_ALIEN_WEAPONRY: Armamenti Alieni
      STR_HEAVY_THERMAL_RIFLE: Fucile Termico Pesante
      STR_HEAVY_THERMAL_RIFLE_AMMO: Caricatore per Fucile Termico Pesante
      STR_HEAVY_THERMAL_RIFLE_UFOPEDIA: "Un versione ingrandita del Fucile Termico, con anche maggior potenziale di danno. Le armi termiche sparano uno spruzzo di gel surriscaldato che al momento dell'impatto con il bersaglio fonde qualsiasi armatura."
      STR_THERMAL_RIFLE: Fucile Termico
      STR_THERMAL_RIFLE_AMMO: Caricatore per Fucile Termico
      STR_THERMAL_RIFLE_UFOPEDIA: "Il fucile termico sembra essere usato come una sorte di arma del terrore, progettata per infliggere gravi danni nel modo più drammatico possibile. Le armi termiche sparano uno spruzzo di gel surriscaldato che al momento dell'impetto con il bersaglio fonde qualsiasi armatura."
      STR_THERMAL_WEAPONS: Contenitore di Gel Termico
      STR_UFO_NAVIGATION: Computer Alieni
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 08, 2014, 03:45:46 am
Niiiice on the translations. I cant even speak anything other than english so its kinda beyond me, one of the downsides of any mods im going to make will be it'll only have english entries.


Quote
Is it possable for me to use/modify/base off these sprites?  I'm currently working on a Elerium Based Laser Mod.

I love the idea of elerium based lasers. The way I see it is laser guns should be a kind of thing that automatically requires alien tech research, otherwise we'd already have them. Heating issues, battery storage, all of that is stuff that holds us back from having genuine laser guns.

In the mod im planning it basically goes like:

1) Initial research gives you bolters/gyrojets. They replace the role of lasers initially but the accuracy isnt great and they dont have many shots. There isnt any future in that research either.

2) E-115 research allows you to research Laser Weapons . . . you get Heavy Laser first, then Laser Rifle, then Laser Pistol (miniaturization dynamic). Each one requires ONE unit of E-115 to produce, and has infinite ammunition just like vanilla. Its explained that the E-115 is used to produce superconducting wires, and a capacitor that can hold a charge of hundreds of shots worth of energy. They still do roughly vanilla laser damage amounts, but unlike the gyrojets they have no ammo restrictions (the gyrojet pistol is a revolver with 5 shots, and the rifle holds 15)

3) Alien plasma weapons require a starter research just like Laser Weapons (called Plasma Weapons). You need to have Alien Alloys and E-115 researched first. And to research the weapons you also need to have the items. You don't need to research the clips, but the research requirements for the weapons are increased (1000 for each).

4) The alien plasma clips don't require any materials to produce, they're basically just gas canisters for ammo feed to the weapon. Instead the weapon costs upwards of 10-15 units of E-115 to produce. The idea I had for it was the plasma weapons could just have infinite ammo like the lasers do, but I wanted to keep the plasma clips around anyway just because of the balance factor (and because I love the way the Plasma Rifle Clip looks).

But then again in mine the plasma gun balance is changed. They're more like the TFTD sonics, and the pistol is a massacre because its fast and does as much as the rifle (so each one is generally equal in stature).

Speaking of which, another sprite drop (I dont have any use for this particular one, im guessing it would work as some kind of laser pdw, just me being creative)
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Roxis231 on September 08, 2014, 04:00:21 am
If you are interested in Elerium based lasers why don't you check out my Optical Elerium Mod

You can find it Here (https://openxcom.org/forum/index.php?topic=2680.0) and Here (https://openxcom.org/forum/index.php?topic=2673.0)

I'm currently at V0.91 and hope to reach V1.0 soonish, then its going on the Mod page.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 08, 2014, 08:59:01 am
@elerium lasers - sounds good, but no thanks. I love the sprites for it though, and that it uses ammo. Those ammo packs for it look radd.

My idea is that the basic lasers are so effective for the fact that they dont require much research, that they are somewhat overpowered. They are good solid weapons all by themselves (ahem the laser rifle anyway), after all the laser rifle does 60 damage and the plasma rifle does 80 and in all other respects they're basically the same.

By adding additional research, and requiring you to have E-115 stocked to make them (but not maintain them) it balances them out more. I do think the heavy laser always deserved to do 100 damage for its weight and slow firing though, regardless of the timing or its role in the game. And it explains how they can be charged up for hundreds of shots and just plugged back into the wall again when you get back home.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Solarius Scorch on September 08, 2014, 06:15:53 pm
It's only partially relevant to the thread, but I would like to add one thing to your post, RSSWizard. Laser weapons (vanilla ones anyway) have one basic problem that you haven't mentioned: accuracy.

Yeah, curiously, lasers are the least accurate weapons in the game. It's not a big problem with vanilla targeting mechanics, since you can just shower the enemy with fast auto-fire, but with UFO Extender Accuracy its (laser rifle's) usability drops significantly - from "the best rifle in the game" to "a decent rifle with fast snap shots".
It's especially noticeable with laser sniper rifles. If you want to keep its stats in line with other laser weapons (as compared to other weapon types), it's pretty inaccurate for a precision weapon and is more like a mid-heavy laser than an actual precision weapon.

For this reason I can't agree that the laser rifle is comparable to the plasma rifle except being a bit weaker. Sure, it isn't that noticeable with the vanilla mechanics, but I am a supporter of the UFO Extender Accuracy (as it gives the game more tactical depth) and it really shows.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: oftcrash on September 08, 2014, 06:47:22 pm
Is there a way to decrease the laser accuracy or damage if it passes through smoke?
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Solarius Scorch on September 08, 2014, 08:18:51 pm
Is there a way to decrease the laser accuracy or damage if it passes through smoke?

I don't think normal smoke would do anything more than simply block your view, but perhaps some hi-tech fog thingy... :)
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: NoelBuddy on September 08, 2014, 09:33:11 pm
RSSWizard: IIRC the copyright issue was that we can't just take the art work and make a game that uses them without the original game installed.  That's why having a copy of the original game is a fixed requirement for OXcom, but the sprites and style can be reused whole-sale as long as we stick to that requirement...  not to discourage you from making your own creations, those pics are awesome!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: oftcrash on September 08, 2014, 10:09:01 pm
I don't think normal smoke would do anything more than simply block your view, but perhaps some hi-tech fog thingy... :)

Well, yeah, the physics is iffy, but so is having handheld plasma weaponry :)

I'm thinking more about from the capabilities of the current mod environment. Is it possible to modify damage or accuracy based on terrain or smoke interaction with just ruleset changes?
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 09, 2014, 11:19:24 pm
Quote
Yeah, curiously, lasers are the least accurate weapons in the game.

I always felt that way about the lasers too. The idea was I guess to make them weaker from a game balance perspective.

Lasers should be Exceedingly accurate, not just from a pinpoint precision perspective. Because you can two-stage the laser. The laser emitter is a natural laser dot sight, and a bright one at that. But when you pull the trigger it engages full power and does the damage.

Then it has both fast target acquisition and pinpoint accuracy, without recoil (and without bullet drop at a distance). The laser shot literally goes right where the dot is pointed.

The accuracy stats ought to be almost universally over 100% or even 150% because they're so easy to aim (you dont even need to line up iron sights or look down a scope). But that breaks game balance. You could do the same things with plasma weapons too.

Arguments about lasers not being accurate at extreme ranges . . . well maybe that applies to the aerial Laser Cannon but not the handheld lasers, which are fired at ranges less than 200 yards. As we all know a laser of any kind, if properly aligned optically, will be accurate and pinpoint at that range and much further.

But . . . Lasers really should be single-shot-at-a-time guns though. The idea of using a Continuous laser beam that cuts is an industrial machine under controlled conditions, or a purely sci-fi concept.

For it to be able to operate at maximum efficiency it would be a Pulse Laser, firing at Terrawatt strength (like 50,000 Megawatts) but over such a very short period of time that it seems like it was instantaneous. They already have these, but they are bulky and have to be powered by a direct power line feed (NASA uses them sometimes to ionize paths for attracting lightning strikes).

The difference of course, is being able to turn that into a handheld weapon. More power just means rather than firing for a few microseconds maybe it fires for a millisecond.

In reality the damage tends to be kinda explosive in nature rather than piercing or cutting. When materials and liquids are vaporized they explode, and get in the way of the laser penetrating deeper, which causes them (in this short period of time) to expand even more violently.

The game does portray this accurately by making it a shot weapon just like any other. And it can do alot of damage (like the Tank/Laser) without it penetrating through.

Speaking of which . . .
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: The Reaver of Darkness on September 09, 2014, 11:50:21 pm
These are awesome!

Mine if I use a few in my mod?
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 10, 2014, 12:21:28 am
Quote
Mine if I use a few in my mod?
Yup, they are free to use and modify as you see fit. They are generally taken from other places and resized and adjusted and so forth but sometiems I make my own. I don't care either way though, I feel better about it if people just use it (only restriction is that nobody else can restrict me from using it)

#DemLazers
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 10, 2014, 12:39:30 am
EDIT - - Pimp My Gun is a dam good starting place to make an authentic gun sprite from. When resized down to the small bigobs resolution you can easily make adjustments to make it more like you want it to be. However the monotone nature of the graphics from PMG means at the 96/64 pixel height stage youll need to define lines and raise the contrast on it so that way it doesnt turn into a bunch of gray goo when you go down to the native bigobs 32/48 pixel size. So if you dont want to take someone's gun picture it is still pretty easy to make your own.

I use Photoshop 7 for my spriting normally.

First I take an image and rotate  it around, flip it, whatever to get it in the proper orientation and I crop it down to the parts of the item that I want to be visible. That means for assault rifles the magazine might get chopped a little. Then because of the fat/squished orientation of a 2x3 size item I sometimes then select parts to squeeze and I just move them, like shortening the barrel or elminating parts of the stock to make it shorter.

Then (takes deep breath) . . . Resize it down to Height 96 or 64 depending on the size the item will be. . . Apply Unsharp Mask at about 50% to sharpen it a little . . . Then resize down to the native item size of 48 or 32 height.

Unsharp Mask it again and it should be ready for PRIMARY EDITING

I use the Pencil Tool at (1 pixel square size) and I adjust the OPACITY of the Pencil to about 25-35%. I end up having to go back and forth from 100% to the lower level frequently so I dont give it a specific number, I just move the slider (uggh).

Usually I pick a color like black and use it to darken lines and apply texture to the sprite. Or I select a lighter color of the type I want and use it as a kind of "lighten" tool.

>> This means I dont have to painstakingly select exact colors to use.
>> However I do have to generally stick to the kinds of colors and hues that are in the XCOM Palette otherwise I could get color inaccuracy.
>> Sometimes I check colors on the Xcom palette to make sure im picking ones that are close.


Post Processing
Fill in all areas that should be transparent with the transparency color (I pick a Hot Pink Fuscha since I will almost never use this color in anything).

Expand Canvas to 32x48, using the Top Left as the focal point.

Downsample to Indexed Color, using a specialized Xcom Battlescape palette as the Custom Palette to convert to. That palette is used in all of my images, and it replaces some colors in it (like the last 16 colors, and the first color) with odd colors that are unlikely to be present.

If there are any color errors in the preview I cancel the downsample, and select areas to Adjust Hue/Saturation on to adjust the colors so they will remap correctly. Then I downsample.

If there are any errant pixels I select a similar color from that area and I eliminate them (forbidden colors, or just pixels that stick out in the wrong places for some reason).

And often frustratingly have to set the Opacity of my Pencil tool back to 100% so it will draw in Indexed mode because I forgot to set it back before.

Then go into the Color Palette and use its eyedropper to select the transparent color so I can make an transparent .gif out of it. And then its done.


For Simple Color Remapping:
Convert to 24 bit, use Hue/Saturation and select a certain color range I want to mess with (like Reds or Blues or Yellows), then adjust the range more finely at the bottom of the dialog box. And I change it to the color I want.

Downsample back to the modified Xcom Palette again.


Source of Experience: Been spriting since Wolfenstein 3D came out (1992).
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 10, 2014, 02:23:36 am
Got some more I think people could use.
I know the white p-90 looking thing is kinda stupid, but its got that minimalist 80s / 90s outer limits kind of feel.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: xracer on September 10, 2014, 08:17:43 am
amazing work all of you!!! you guys are  awesome, keep the artwork coming!!!!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Dioxine on September 10, 2014, 10:42:53 am
Very varied weapons! I might put a couple of 'em through my workshop to make them more smoove... (as this is what I do, steal, improve, repeat - I'm not that good at making sprites from scratch!) :)

Here's my little contribution (unsure if I'll use it in my mod, so no point in keeping it laying around...) The second one is a joke - these who don't remember Blake Stone: Aliens of Gold won't probably believe such a weapon was a part of a paid game (and one of best looking at that) :)

Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 10, 2014, 10:47:26 pm
LOL omg the blaster pistol from blake stone. Yeah but I absolutely loved the sound effect for it, and from the sprite death animations of the bad guys it looks like it does some serious frikkin damage.

Love that green gun too, reminds me of the rombulan disruptor rifles from star trek. Rombulan weapons kick hind end.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Dioxine on September 10, 2014, 11:39:39 pm
Hmm weren't it Klingons who used Disruptors? Thought the Romulans used Plasma guns... nvmd everything worked just like phasors with replaced bullet sprite (at best) :)

Out of your sprites so far, I think I like the sniper rifle and the multi-rocket-launcher best... I wanted to add a Quad RL to my mod, even converted a Shadow Warrior sprite, but yours is probably better for that purpose :)
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 11, 2014, 12:18:36 am
Thanks, I did originally mean for the rocket launcher to be a dual tube which "snapped onto" the launcher, but it makes much more sense for it to be a quad anyway. The tube ammo can take up 2x3 size too but you get 4 rockets instead of 2 for it.

And some more lasers here, these being for fans. I hate the way Fallout 3 lasers look, and despise Fallout 3 in general. But I couldnt find any silhouette fallout 2 fanmade models. I would go to the trouble of making them myself if i was going to use them (I am a rabid fan of fallout 2, but more specifically fallout 1).
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 11, 2014, 12:50:33 am
I guess I spoke too soon
Fallout 2 Laser Rifle
https://img4.wikia.nocookie.net/__cb20110429111023/fallout/images/c/cb/Laser_Rifle_by_Simon_Lissaman.jpg (https://img4.wikia.nocookie.net/__cb20110429111023/fallout/images/c/cb/Laser_Rifle_by_Simon_Lissaman.jpg)
https://static-1.nexusmods.com/15/mods/120/images/2307-2-1233613499.jpg (https://static-1.nexusmods.com/15/mods/120/images/2307-2-1233613499.jpg)

And another neat little gem
Xcom Rifle
https://fc09.deviantart.net/fs71/f/2012/108/3/0/x_com_assault_rifle_by_outcastone-d4wep81.jpg (https://fc09.deviantart.net/fs71/f/2012/108/3/0/x_com_assault_rifle_by_outcastone-d4wep81.jpg)
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 11, 2014, 03:07:06 am
The klingons and rombulans both used disruptors but they were modulated differently. The early human starfleet used plasma weapons but they were weak and difficult to aim, so they upgraded to phasers when they got the chance.

This is something ive been trying to sprite for a very long time. Its some kind of generic energy weapon ive seen in the original battlestar galactica, and a few limited scenes in earth final conflict. I love the way it looks because it reminded me of the Gauss Rifle from TFTD and id say it might've been the inspiration for the gauss weapon art style. Finally tracked down a screenshot to build from, which I included.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Dioxine on September 11, 2014, 05:47:46 am
Hah, Fallout 1-2 was something... too bad the F3 Van Buren never got off the ground, the demo looked promising... As for the actual Fallout 3, you've simply misinterpreted the genre of the game (Epic & intriguing post-apoc RPG: no. Nude mods: yes) :)

Sadly none of these pictures looks like the real-deal Fallout 1-2 Laser Sniper Rifle; the first one is way too clean, the second one got the proportions wrong - and the yellow stripes are missing too. I've made a weapon *very* loosely based on a similar idea (and maybe with some  WH40K influence)... maybe some day I'll go all the way. And speaking of Fallout, I've also pixellated some other old favorite...

btw early Starfleet weapons were difficult to aim... compared to phasors? Oh god.

Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: RSSwizard on September 11, 2014, 10:46:19 pm
Quote
Sadly none of these pictures looks like the real-deal Fallout 1-2 Laser Sniper Rifle.
Yeah but they're a good base to work from. Once you resize things down to 32x48 even having a slihouette is enough, and even then you're going to change the proportions. I dunno its just one of those artist mindset things, it seems to be harder to start from nothing. Ive also been able to turn a perspective-based image into a flat one at the low level, as long as its lined up lengthwise.

And that Bozar is awesome, thanks for it (can it be used?).


Quote
btw early Starfleet weapons were difficult to aim...
Phasers shoot a stream and continuous fire, as soon as you pull the trigger you know where the shot is going, and you can adjust aim and "whip" the target with it. Just like a water gun. Thats like recoilless full auto using tracers, on steroids.

The plasma guns fired a "slow projectile" which it always appeared any enemies were able to dodge or duck out of the way easily. Combined with not having sights, of course. And whenever they did shoot someone with the pistols, the (tougher) aliens had to be shot like 2-3 times, and using their toughness as an advantage they would usually get away after the first shot. The initial scene of the Enterprise series where a klingon was shot with a plasma rifle and knocked backwards, thats a full size long-barreled plasma rifle, not a pistol.

At least thats what I remember from the Enterprise series.

Phasers have almost always been a one-shot-stop. And in any case where they wasnt, the alien almost universally had to be vaporized to be put down, since the higher settings wouldn't do the job either. I think there were a few aliens the entire star trek series who could take 1 stun blast and just be staggered by it (and I think the one bajoran chick who was the security officer on TNG was able to take a rombulan disruptor on stun and only get tripped up by it).

Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Dioxine on September 12, 2014, 12:27:49 am
Well, Jean-Luc Picard's old Tommygun still proved better than any of these weapons, killing borg drones like a boss :)

And sure, you can use the Bozar.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Dioxine on September 19, 2014, 05:34:37 am
A couple things more, a few added to Piratez, M16 isn't (you can emulate Xenonauts now if you want to :) )
Pistol is ROTT rip, M16 is an Alien Shooter Vengeance rip, Desert Eagle thingy & tank machinegun pixellated by myself.



Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on March 22, 2015, 11:39:00 pm
I know this is a necro post, but I feel I should let everyone know that I've started working on this mod again.  I've mostly done debug stuff so it's in way better shape than when Rockfish stopped working on it.

Notable Fixes:
-All weapons can be researched now
-Weapon balance heavily adjusted
-Crashy weapons have been disabled to stabilize the game

Notable Bugs:
-Blaster Launcher cannot be used by the player, although it can be researched (still haven't figured this one out...)
-Thermal weapons cause the game to crash
-Arc Projector causes the game to crash
-Heavy Launcher causes the game to crash
-Shotgun causes the game to crash

If anyone can figure out WHY the noted weapons make the game crash, PLEASE don't hesitate to fix it and PLEASE post the fixed code either on the forum or on the mod page!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: hellrazor on March 23, 2015, 03:45:48 pm
Modsitelink: https://www.openxcom.com/mod/weapon-rework-and-expansion-debugged (https://www.openxcom.com/mod/weapon-rework-and-expansion-debugged) for reference.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on March 24, 2015, 05:44:12 pm
Update to chaosshade version 0.2

Thanks to having Warboy's help w/ the mod we figured out why the Thermal Weapons were crashing the game.  It turned out there was a bug w/ the engine itself that was causing problems.  The aliens have a huge selection of weapons now, although Heavy Plasmas and Blaster Launchers are still quite rare.

Notable Fixes:
-All weapons fully implemented and working.

Upcoming features:
I wanted to implement some more new weapons and possibly improve upon the rather crappy shotgun in the mod.  I frankly like Warboy's shotgun mod a lot more and I use that instead, lol.  What I really need is an artist to do the handob sprites for the battlescape.  I can do the bigobs sprites myself (in fact I really enjoy it) so I don't need help on that front.

Planned:
-Laser Shotgun (because, c'mon, Laser Shotgun!)
-Laser Sniper Rifle (I have this working as a stand-alone but I need to merge and reskin it)
-Plasma Shotgun (see Laser Shotgun)
-Plasma Sniper Rifle

I know that "arsenal expansion" mods typically end up with a huge selection basically junk items but ideally a weapon mod should allow players to experiment w/ new play styles.  I hope I can reach that goal in the end.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Arthanor on March 25, 2015, 12:51:43 am
A laser shotguns is a really weird concept. (It deflects the laser beam in a "random" direction?!) A high rate of fire, low accuracy weapon would be easier to conceive of.

Beyond that, there are plasma shotguns and sniper rifles, and a variety of extra laser weapons in the "Armoury Expanded" mods that you could use (as inspiration or to tweak).
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Dioxine on March 25, 2015, 03:53:55 am
A laser shotguns is a really weird concept. (It deflects the laser beam in a "random" direction?!) A high rate of fire, low accuracy weapon would be easier to conceive of.

Multi-barrel? Fires all at once? :)
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on March 25, 2015, 06:02:09 am
A laser shotguns is a really weird concept. (It deflects the laser beam in a "random" direction?!) A high rate of fire, low accuracy weapon would be easier to conceive of.

Beyond that, there are plasma shotguns and sniper rifles, and a variety of extra laser weapons in the "Armoury Expanded" mods that you could use (as inspiration or to tweak).

I've sat and given this a lot of thought actually.  Like I said, I want to cater to a bunch of different play styles as the ultimate goal of this mod.  I know it needs A LOT of tweaking for the sake of balance but I feel like I should get all the weapon concepts together first before I sit down and finalize the project.

I'm aware there's a lot of weapons available in the Alien Arsenal Expanded mod, that, combined with this mod, is what gave me the drive to take over what Rockfish abandoned.  If he comes back I'll work to negotiate some kind of deal with him but until then I'll pick up where he left off.  I want to make a large weapon mod that's fun to play and makes the game more challenging.  Even on superhuman, I find the game isn't challenging enough for me, so why not change it up by giving the aliens a veritable fun-house of weapons?  I know some of these won't even penetrate the armour provided by the Power and Flying Suits, but that's half the fun isn't it?  I need to sit down and rework the game's deployment so that as you progress further into the game the aliens have more and more powerful weapons.

As for making a "laser shotgun" you can split a laser beam irl with a prism, so why not split it with a piece of Elerium as the prism?  As far as I can tell, Elerium is a [transparent] crystalline material of unknown properties, so why not use it as a splitting prism?  The Thermal weapons are actually shotgun-like weapons (although I think in the most recent iteration I have them set as single projectile weapons) and they're kind of interesting with how effective they are.

Call for help:
I need help from spriters, please contact me.  I've realized that my "skill" with spriting simply won't cut it for a project this massive, especially if I want to change out a large number of existing skins/sprites.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Arthanor on March 25, 2015, 06:23:35 am
You can look through the XCom Armoury Expanded for some extra sprites. Many are the work of others (who are usually credited in the rulesets), some are by me. It might save you some time to use some of the work I have done there for XCom.

Regarding the laser shotgun, if you split the beam, you also split the power. The whole point of a laser is that it is coherent and focuses energy into a very small area. A kind of "scatterer" that takes one very powerful beam and divides it into a few weak beams could work, but the effort of creating one beam powerful enough to be split into multiple beams that are still be relevant seems counter-productive. Dioxine's option of multiple, spread out barrels of lower power makes a bit more sense. Whenever I read about a laser shotgun, it brings up the idea of a spread laser (much like shotguns are implemented by spreading ammunition), which is exactly what a flashlight is: not very good as a weapon.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on March 25, 2015, 07:37:54 am
That's why I'm suggesting splitting with an Elerium crystal.  The "unknown" properties of the material could serve to make the light beams more powerful.  I'd also like to point out that the entire point of a shotgun (at least in most video games) is to have a large damage count achieved by having having many smaller projectiles make contact.  You are certainly right that the point of a laser is to have a super concentrated beam of light hit all in one spot.  However, I'd like to point out that a flashlight is an ineffective "weapon" because it uses all the wave lengths of light at once (though tungsten filaments typically give off a slightly yellow hue) where a laser is typically tuned for the red (laser pointers,) blue (Blu-Ray,) or Green (laser pointers, military LTADS) wavelengths.  In game it's in the yellow range.

For those who are curious, here's a "table" that details the light wavelengths in relation to their colours... this kind of has nothing to do w/ the aforementioned argument, I just thought it was a fun piece of trivia.  These wavelengths pertain specifically to visible light and produce "true" colours.
Violet Light = 400nm
Indigo Light = 445nm
Blue Light = 475nm
Green Light = 510nm
Yellow Light = 470-489nm
Orange Light = 590nm
Red Light = 650nm

Notes:
Above 400nm is the ultraviolet, x-ray, and gamma ray spectrum (the wavelength decreases and the power increases)
Below 700nm is the infrared, microwave, and radio wave spectrum (the wavelength increases the power decreases)
489nm wavelength is noted in the yellow range because it's about the yellow-orange colour that sodium-fueled street lamps emit.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: hellrazor on March 25, 2015, 07:43:40 am
I want invisible and deadly Laser Beams, so the enemy can't see me :P
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on March 25, 2015, 08:07:59 am
All right, I can see this getting me nowhere... hellrazor pointed out I should suggest a Scatter Laser (https://xcom.wikia.com/wiki/Scatter_Laser_%28XCOM:_Enemy_Unknown%29) instead of a laser shotgun.  In XCOM2012 (hereafter referred to as 2012) they used that as a laser shotgun and it has the same shotgun limitations.  The alien version is the Alloy Cannon (https://xcom.wikia.com/wiki/Alloy_Cannon_%28weapon%29) but Warboy kind of covered that in his shotgun mod w/ the Reinforced Shotgun and the Alloy Ammunition.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Warboy1982 on March 25, 2015, 08:22:15 am
implementationally speaking it's a piece of cake, just make a shotgun with laser damage. canonically speaking, an elerium crystal may well have the desired effect, since it's our local equivalent of magic when it comes to the laws of physics.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: hellrazor on March 25, 2015, 01:10:31 pm
implementationally speaking it's a piece of cake, just make a shotgun with laser damage. canonically speaking, an elerium crystal may well have the desired effect, since it's our local equivalent of magic when it comes to the laws of physics.

Yeah right, also it is possible to give the weapon a effective maxrange (i did this with the Taser Pistol), so you can not shot targets out of the weapons effective Range. You can still forcefire but probably will do no damage.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on March 26, 2015, 01:17:26 am
I thought regarding the laser shotgun.  I was playing Fallout New Vegas and picked up a tri-beam laser rifle and I thought "wait... THIS is technically a scatter laser" so Dio's "multi barrel" design would be how to make a "scatter laser."  I think that would work.  Rather than a large number of small projectiles, we go with multiple beams instead, although there would definitely be intense range and accuracy limitations just based upon the existing shotgun algorithm.

Opinion:
As I looked through the files more carefully, I found that many of the new alien weapons introduced by this mod can't be manufactured, only captured.  Along that vein, should I make it so the new weapons can only be captured or should I add in manufacturing rules so weapons and ammunition can be manufactured?
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on May 01, 2015, 05:56:32 am
Okay, so this has finally been updated again.  I'm going to include the last version in addition to this update because I didn't post it on the forum when I did it.

*IMPORTANT*
THIS MOD IS NOT COMPATIBLE WITH OTHER MODS THAT CHANGE THE ALIEN DEPLOYMENTS!
*IMPORTANT*

Compatibility:
Hobbes Terrain Pack 3.4.1

Sprite Credit to Dioxine (Plasma Sniper Rifle and Alt Shotgun 4) and Bloax (Alt Plasma Shotguns 2, 3, and 5!)

You can click here (https://www.openxcom.com/mod/weapon-rework-and-expansion-debugged) for the mod if you wanna play it.

ChangeLog:
0.3
- Weapons rebalanced (again)
- New weapons added (Plasma Shotgun, Plasma Sniper Rifle)
- New sprites added
- Weapons now in correct order in the UFOpadia and Inventory
- Added Compatability for Terrain Pack Nightly
- Rebalanced Alien Deployments

0.2
- More bug fixes (all weapons should work now!)
- Special thanks to Warboy for his assistance on bug hunting.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Bluedrake42 on July 12, 2015, 06:43:47 pm
Just FYI this doesn't seem to work with the nightly build, some of the sprites are mixed up. For instance the Battle Rifle is showing the Thermal Rifle sprites.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Solarius Scorch on July 12, 2015, 06:47:24 pm
Just FYI this doesn't seem to work with the nightly build, some of the sprites are mixed up. For instance the Battle Rifle is showing the Thermal Rifle sprites.

It normally happens when listOrder is above 1000. Is this the case here?
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Bluedrake42 on July 12, 2015, 06:53:56 pm
No idea honestly, just saying what I saw =/
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on July 13, 2015, 06:33:47 am
I know what's causing that, I've already fixed it but I haven't posted the update yet.  I'll get right on that.

EDIT:  All fixed, delete the old version and install the new one.

*IMPORTANT*
THIS MOD IS NOT COMPATIBLE WITH OTHER MODS THAT CHANGE THE ALIEN DEPLOYMENTS!
*IMPORTANT*

Compatibility:
Hobbes Terrain Pack 3.4.1

Sprite Credit to Dioxine (Plasma Sniper Rifle and Alt Shotgun 4) and Bloax (Alt Plasma Shotguns 2, 3, and 5!)

You can click here (https://www.openxcom.com/mod/weapon-rework-and-expansion-debugged) for the mod if you wanna play it.

ChangeLog:
0.4:
- Updated to work with new file structure
- Weapons rebalanced (again)
- New Weapon:  Laser Shotgun
- More new sprites
- ALL weapons can be manufactured now
- ALL ammuntion can be manufactured now
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: worlom on July 16, 2015, 12:18:56 pm
Crashes on terror missions.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Solarius Scorch on July 16, 2015, 01:24:52 pm
Crashes on terror missions.

Are you using any other mods, for example Hobbes' Terrain Pack?
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: worlom on July 16, 2015, 01:30:07 pm
Actually installing Terrain Pack solved this, at least for now.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Solarius Scorch on July 16, 2015, 01:47:41 pm
Actually installing Terrain Pack solved this, at least for now.

O_o

Well... Good for you. :)

It makes sense, actually. By adding new terrains, you've reset the landing terrain type, so the game chose a different terrain and therefore allowed you to start the mission.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on July 17, 2015, 03:29:09 pm
To make it stop crashing when using the Terrain Pack, you need to go into the .rul for the Terrain Pack and delete section for port attacks.  Once you do that it'll work again.  I have the port attack thing in my .rul and they're conflicting.  Also, update to the latest version of the Terrain Pack Nightly.

Wait, are you getting crashing when NOT using the Terrain Pack?  That's a problem I should look into...

EDIT:  Found and fixed the problem, there was some junk code left over from a previous experiment.  Sorry about that.  Delete the old version and install the new one.  Should work without Terrain Pack just fine now.

*IMPORTANT*
THIS MOD IS NOT COMPATIBLE WITH OTHER MODS THAT CHANGE THE ALIEN DEPLOYMENTS!
*IMPORTANT*

Compatibility:
Hobbes Terrain Pack 3.7

Sprite Credit to Dioxine (Plasma Sniper Rifle and Alt Shotgun 4) and Bloax (Alt Plasma Shotguns 2, 3, and 5!)

You can click here (https://www.openxcom.com/mod/weapon-rework-and-expansion-debugged) for the mod if you wanna play it.

Change Log:
0.41:
- Fixed Terror Mission Crash
- Updated to work with Terrain Pack 3.7
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: wsmithjr on July 19, 2015, 08:41:24 pm
Thanks for the mod.  Some interesting changes.  I wonder if some of the starting Xcom weapons are too powerful, though.  The shotgun seems very good, and at 50x5 damage vs 25x6 damage in another Shotgun mod maybe it's too good.  But, the Grenade Launcher using canister (AP) at 55x20 just seems insane.  2 shots from that took down a Cyberdisc and those are supposed to be resistant to AP damage (I think).  Took down 2 Reapers each with a single hit as well.  Just seems a little unfair to have that powerful of an area attack without worrying about blowing up all the alien artifacts and corpses.

'Course, you can still have collateral damage.  Had a weird thing happen with that.  A civilian was too close to one of those reapers and so went down with it.  However, at the end of the mission, I was not penalized for killing a civilian.  However, the Extended Commendations mod which I was running as well... showed that the soldier had killed the civilian, so I don't know why I wasn't penalized for it.  Don't know if your mod might be causing that or if it's something with Extended.

After 1 month, I still haven't gotten to any Flash weapons let alone any of the alien weapons.  So many different ones, though, I'm hoping it's not overwhelming.

Thanks.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on July 20, 2015, 05:47:33 pm
You don't have Flash Weapons yet?  They should be available from the start and research fairly fast.  It's possible there might be a typo in there somewhere, so I'll look at it.  Wouldn't exactly be unusual for it to be screwed up based on my previous track record, lol.  I know the GL's AP canister is really OP.  I meant to fix that in this version but it seems to have slipped through my fingers this time.  Oh well.  I'll look at the balance for it in the next version and adjust it accordingly.  I know the shotgun is kinda strong, but based upon the fact that it's fairly short range I feel that it's balanced.

EDIT:  Okay, I just looked at the code and Flash Weapons have their research set too high.  I'm sorry you have to put up w/ it.  I'll 100% sure to fix it in the next version, no hotfix for this one unfortunately since it's not causing the game to crash.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: wsmithjr on July 21, 2015, 02:43:21 am
Cool.  No worries.  It is version .4 after all.  8)

I was curious but wasn't really hurting for upgraded weapons with a few of those grenade launchers around.  Will look forward to the next version.  Thanks.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on July 21, 2015, 07:08:57 pm
So in fiddling with my code and playing with Hobbes' a little bit, I realized that I need to release two versions of this every time I update it, one as a stand-alone and one that's compatible with Terrain Pack Nightly.  I do have two working versions of it but I'll note it here so that it's easier to understand.

*IMPORTANT*
THIS MOD IS NOT COMPATIBLE WITH OTHER MODS THAT CHANGE THE ALIEN DEPLOYMENTS!
*IMPORTANT*

Compatibility:
Hobbes Terrain Pack 3.7 - Version 0.4

Warning: Version 0.4 WILL CRASH if used without Hobbes Terrain Pack 3.7!

Version 0.41 is the stand-alone version.  Use that if you do not want to use Hobbes Terrain Pack 3.7!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: niculinux on August 25, 2015, 11:52:31 pm
Comgratulation, very cool sprites!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on August 26, 2015, 03:38:05 am
I didn't make most of them, but yeah, I think they're pretty cool.  I can really only take credit for the Heavy Plasma and the Plasma Shotgun.  Look at earlier posts in the thread to see who made the others.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: niculinux on September 11, 2015, 11:15:11 pm
Interesting! Fine weapons, plus some interesting resourched in tnis thread. The latters really deserve to be used in itjer mod(s). Returning to the mod, it work on 1.0 and/or nightly? Soemone may test it in linux, please?

Edit: some of these really deserve to be included in thd final mod pack!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on September 11, 2015, 11:57:53 pm
It works with both nightlies and 1.0, you just have to install it in a different way if you're using 1.0.  The 0.41 version is the standalone (as noted in a previous post!)  It's good that you're enjoying this mod.  I thought it was a blast when I first found it and did a lot of work to fix a lot of things in it that were either broken or unbalanced.  No idea if it works with linux, I imagine it would though.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: niculinux on September 12, 2015, 09:30:36 am
It works with both nightlies and 1.0, you just have to install it in a different way if you're using 1.0.  The 0.41 version is the standalone (as noted in a previous post!)  It's good that you're enjoying this mod.  I thought it was a blast when I first found it and did a lot of work to fix a lot of things in it that were either broken or unbalanced.  No idea if it works with linux, I imagine it would though.

Thank you but actually i did not try it O_o only watched screenshots on the mod page and browse this thread, don't know if it will work on linux, but may give a try in the future, if you're interested in modding in linux please read here (https://openxcom.org/forum/index.php/topic,3866.0.html). ;)
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on February 16, 2016, 07:41:16 pm
Hello everyone!  The long-awaited jump to 1.0 is finally here!  It took me too bloody long to get it done, but I had to learn a lot of code first and get prototype versions of everything working.  Unfortunately with this version I had to make a couple of sacrifices, so Terrain Pack 3.7 is no longer compatible with this version.  I have, however, added a really neat feature that makes progression through the weapons far more rewarding (I'll detail everything in the change log!)  I hope the people who use this mod enjoy the new stuff included with it!

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


Change Log:
- Regular Pistol restored (new sprites by nadir)
- Pistol has auto shot ability!
- New Item:  "Heavy Pistol"; more powerful but less ammo
- Original Assault Rifle sprites restored
- Assault Rifle damage has been boosted
- DMR has a new sprite
- DMR Snap/Aimed Shots rebalanced, auto shot removed
- Combat Shotgun has new sprites!
- Combat Shotgun has been rebalanced!
- Improved Heavy Machine Gun Sprite
- GL AP Canister removed (sorry guys!) replaced with GL SM Rounds
- Projector Weapons have been rebalanced across the board
- Flechette Weapons have been rebalanced across the board
- Thermal Weapons have been rebalanced across the board
- New Item:  Alien Data Slates; makes acquiring alien weapons more challenging!

MAJOR UPDATE!
So the largest change since version 0.4 is the addition of racial weapon sets.  What does this mean?  Each race has been given a size profile and has weapons that correspond to their size profile.  For example, Sectoids have a small size profile and therefore cannot use medium or large weapons; they have a weapon set entirely unique to them.  I'm sure you'll work out the size profiles as you play.

Regarding the Alien Data Slates, I was tired of it being "too fast" to research the alien weapons, so now you have to do alien bases in order to unlock them.  I'm not telling which aliens have which data slates, that's for you to find out!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: wsmithjr on February 16, 2016, 11:19:07 pm
Sorry for my confusion, but saying the mod is not compatible with "Terrain Pack Nightly".  Is that the same as Hobbes Terrain Pack 3.7 listed above, or are they 2 different things?
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on February 17, 2016, 01:00:55 am
Sorry for my confusion, but saying the mod is not compatible with "Terrain Pack Nightly".  Is that the same as Hobbes Terrain Pack 3.7 listed above, or are they 2 different things?

They're the same mod.  I'll correct the post, I'm sorry about the confusion.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: hellrazor on February 23, 2016, 01:42:18 pm
Why isn't it compatible with the Terrain Pack 3.7?
There is only one custom alien Deployment which needed to have adaptation, that of the Port Attack.
So with a little more work you could make them compatible, or even integrate the Terrain Pack.
Title: Re: Weapon Rework/Expansion - Version 1.1
Post by: chaosshade on February 28, 2016, 12:59:17 pm
@hellrazor:
It's not compatible because the custom-coded racial deployments conflict with basically ALL of Terrain Pack's deployments and Terror Missions stop happening (I have tested this thoroughly.)

@everyone else:
Hey guys!  So while I was playing on my dev version, I noticed several CRIPPLING bugs with the mod that made it impossible to get the alien weapons (how about that, playing X-Com without using alien weapons... sounds like a fun challenge!)  Anyway, that's totally fixed now so hopefully it won't happen to you guys.  Delete version 1.0 and use version 1.1!

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


Change Log:
- Fixed bug with terror mission deployments
- Fixed bug where Alien Bases would not spawn
- Fixed bug where Alien Bases had incorrect deployments
Title: Re: Weapon Rework/Expansion - Version 1.1
Post by: hellrazor on March 08, 2016, 03:06:45 pm
@hellrazor:
It's not compatible because the custom-coded racial deployments conflict with basically ALL of Terrain Pack's deployments and Terror Missions stop happening (I have tested this thoroughly.)

If you'd like i could help you integrate it, into your mod. Couldn't be that hard i suppose.
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on March 27, 2016, 09:35:45 pm
Hey guys, new patch today!  Nothing game-breaking this time, just a massive number of typo fixes.  Delete version 1.1 and drop 1.2 in!

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


Change Log:
- Added Compatibility for en-GB
- Fixed glaring typo on Shotgun Shells
- Fixed... A LOT of typos...
Title: Re: Weapon Rework/Expansion - Version 1.1
Post by: nadir-1648 on April 06, 2016, 07:03:22 pm
I noticed several CRIPPLING bugs with the mod that made it impossible to get the alien weapons (how about that, playing X-Com without using alien weapons... sounds like a fun challenge!)  Anyway, that's totally fixed now so hopefully it won't happen to you guys.  Delete version 1.0 and use version 1.1!
Either the bug wasn't entirely rectified, or another bug cropped up. In either case, my scientific staff is absolutely baffled by these weird rocks with the doofy letters on them. They tried Webdings and all variants of Wingdings to no avail.

That is to say, the slates can be recovered just fine, but they apparently can't be researched.
Title: Re: Weapon Rework/Expansion - Version 1.1
Post by: chaosshade on April 06, 2016, 07:12:00 pm
Either the bug wasn't entirely rectified, or another bug cropped up. In either case, my scientific staff is absolutely baffled by these weird rocks with the doofy letters on them. They tried Webdings and all variants of Wingdings to no avail.

That is to say, the slates can be recovered just fine, but they apparently can't be researched.

Yeah, I noticed that bug... I was really excited to finally do my first alien base and capture a data slate but when I got it back home I couldn't find it in the research tree listing.  It took me like an hour of staring at my code to realize what I had done wrong; a mix-up between the usage of "requires" vs the usage of "dependencies" caused the whole thing to fail.  I rectified that and it's working fine now.  Delete version 1.2 and install version 1.3 to fix it!

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


Change log:
- Fixed critical research bug
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on August 04, 2016, 12:04:34 am
Not entirely sorry for the double post.

Update time!  Relatively minor update this time, but it's been a long time coming.  I went through and did MORE typo fixes so everything should read a lot better now.  Delete version 1.3 and use version 1.4!

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


Change log:
- More typo fixes!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: CanadianBeaver on August 24, 2016, 05:03:14 pm
Good job!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on August 14, 2017, 07:52:12 pm
Greetings faithful followers!  The time has finally come again for a much-needed update to Weapon Rework and Expansion!  It now displays in your order as "Arsenal Expanded."  I apologize for name change, but I needed it near the top of my load order ^^;

First off, I'd like to thank a very long list of people for their contributions to this version.  I added a metric TON of stuff!

XOps - Mass Drivers, Tau Weapons, and some other weapons
hellrazor - debugging and formatting (assistance with previous versions)
Warboy - debugging and coding assistance.
nadir - normal pistol and magazine sprites and data slate floorobs
Rockfish - the original creator who made the original skeleton
Dioxine - various weapon sprites

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


change log:
- New:  Multiple Grenade Launcher, three ammo types, HE, Stun, and Smoke.
- New:  Heavy Machine Gun, three ammo types, AP, HE, and IN.  Lighter, faster, and more accurate than the Auto Cannon, but doesn't hit as hard.
- New:  Multi Launcher (Alien Heavy Cannon), three ammo types, AP, HE, IN!  Enjoy!
- New:  Auto Launcher (Alien Auto Cannon), three ammo types, AP, HE, IN!  Enjoy!
- New:  Plasma Grenade, twice as much boom as the Alien Grenade~
- New:  Stasis Grenade, not all grenades are lethal!
- New:  Alien Gauss Weapons!  Seven new weapons that can screw up your day with unique sounds, sprites, and animations!
- New:  Laser Sniper Rifle!  Finally!
- New:  Tau Weapons!  Research pays off!  Strike back at the aliens with these unique weapons!  They're hard to get though, so have fun~
- New:  Flechette Weapons have a unique firing sound to tell them apart!
- New:  Elerium Slugs!  The Plasma Shotgun now has a single, accurate, high damage round it can fire in addition to the plasma burst from Cydonia!

- Restored:  Heavy Cannon!  A favourite heavy weapon has returned, complete with a new sprite and buffs!
- Restored:  Auto Cannon!  A new set of sprites and new sounds!

- Updated:  Heavy Pistol has a new sprite!
- Updated:  Small Rocket changed to Guided Rocket, two waypoints and 65 damage!
- Updated:  Heavy Launcher can totally make your day suck!
- Updated:  Racial alien bases!  All aliens now have unique weapon sets for their bases!  (makes getting Data Slates less obnoxious)

- Removed:  Blaster Launcher.  (I truly apologize for this one, but it was WAY broken!)

Please, for the love of all things holy to us alien-hating humans, report bugs immediately and with detail so I can fix them properly!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Yataka Shimaoka on August 15, 2017, 04:28:57 am
Glad for the new update Chaosshade! Can't wait to try this!
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: Banshee on August 28, 2017, 06:47:13 am
Bad thing that it's 1 ruleset for everything now :'( I used mod for awesome ballistic weapon's 2dmodels and only sligtly changed ruleset for them... Now art is even better, but looks like it's cost me hours to create ruleset just for firearms.
Not hours, actually) Already made automatic grenade launcher ofmydreams (need to research thanks to finalmodpack) to replace ooldgood m79, only need to take new perfectly suitable images to it :P and my artillery dudes will be satisfied ;D
Title: Re: Weapon Rework/Expansion - Version 0.8
Post by: chaosshade on September 15, 2017, 05:59:04 am
Hey guys!  I messed up, so here's a critical patch!  Racial Bases should work now!

To make the fix work, you need to do one of two things:
A:)  (existing saves) Find and destroy ALL existing alien bases.  The new ones that come after those will have the fix applied.
B:)  Start a new save

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


changelog:
- fixed:  racial alien bases not spawning!