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Modding => Resources => Topic started by: Duke_Falcon on September 21, 2014, 07:37:25 pm

Title: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on September 21, 2014, 07:37:25 pm
I greet you everyone!

After a long mocking and criticising others (well, not did this, but it sounds good and really badass) I decided to try (let me repeat: TRY) to make a minor, two more badboys mod for OXC. I done with graphics, texts and the ruleset, only one problem left (apart from the sound issues):
Why do I ever get big black cubes with a simple hand on battlescape?! Unit spritesheets have good size and palette. But background colour is black and since it is indexed I find no way to make it transparent.
Could someone help me? I use MSpaint and PhotoShop 7.0 CE (shall not upgrade). Could someone correct my spritesheet and tell me what the hell did I wrong (apart from the obvious "everything")?

If I did everything well, the zip file is attached. If not, I put it up to MediaFire. And sorry for the graphical chaos in the zip! The two problematic files are Altoid.png and Crabman.png.
Thanks for all the helps!

P.S.: The high numbers (1001, 1002) in the ruleset is direct. This way it is compatible with every existing mods (if I understood well the mod-system and the yaml-language).
Title: Re: Altoid aliens
Post by: Falko on September 21, 2014, 07:44:14 pm
one way to fix the transparent color0-pixel for one image
go here https://falkooxc.pythonanywhere.com/sprites2png
set "amount of columns: " to 1
and upload a zip with one image in it
Title: Re: Altoid aliens
Post by: NoelBuddy on September 22, 2014, 01:43:05 am
I use CS6 and have had luck with the pallet robin posted here: https://openxcom.org/forum/index.php?topic=1557.msg30946#msg30946 https://openxcom.org/forum/index.php?action=dlattach;topic=1557.0;attach=10581

Opened yours up and loaded the Battle.act from there and it looks like it will work.

I hope you don't mind I went thru and made some adjustments to their UFOpedia entries too:

      STR_ALTOID_UFOPAEDIA: Altoids are the specialized deep-space navigators of the alien forces. While they have an almost identical appearance like the Sectoids Altoids are devoid of any psionic skills. They seems, however, as independent members of the aliens hive like society as they showed strong and proud individualism during our researches. Indicating possible amphibious origins their movement seems cumbersome on dry land but they are powerful swimmers.
      STR_ALTOID_AUTOPSY_UFOPAEDIA: These creatures have a frail body, similar to the Sectoids, but they bear some unique features. The eyes and the brain are very developed, displayed in their keen aiming skills. All specimens we have seen so far had internal sexual organs what indicates two things. They reproduce sexually and they are like earthling reptiles or amphibians what explains the aquatic-origin signs they bare.
      STR_CRABMAN_UFOPAEDIA: These towering giants are nothing more than brute bodyguards and bullies often allied with Altoids. Their pincers can crush strengthened steel and their blows could rip even a car apart. Their behavior is purely predatory and they controlled via long training like our dogs. Although they are unable to use weapons they are seemingly able to shoot lasers from their eyes. Wish you met rarely with these beasts.
      STR_CRABMAN_AUTOPSY_UFOPAEDIA: After the autopsy and genetic examinations we can clearly say this thing originates from Earth! It seems the aliens collected some crabs and played with their genes and risen them upon special drugs and enzymes to grow them such a big giants. Their internal is a mass of nothing, much just like earthling insects. What appear to be it's eyes are actually two special bio-luminescent organs which produce it's laser blasts. Their eyes are actually on the en to their two long antennae. Crabmen have a strong, rigid carapace, rendering them immune to HE damage, and are resistant to stunning due to their complex nervous system.

Mostly rewording, but big changes to the crab men as you seem to have given them laser weapons but in the description you talked about them using grenades.

Title: Re: Altoid aliens
Post by: Duke_Falcon on September 22, 2014, 12:19:12 pm
Quote
one way to fix the transparent color0-pixel for one image
go here https://falkooxc.pythonanywhere.com/sprites2png
set "amount of columns: " to 1
and upload a zip with one image in it
Does it work with entire sprite sheets?

Quote
Mostly rewording, but big changes to the crab men as you seem to have given them laser weapons but in the description you talked about them using grenades.
Oh, shit! I forgot to change the holodrone attack... I want them use melee but it sounds good in the description to throw grenades. I am very beginner and have no real clue how to change attack methods (melee, grenade throwing - 2-3 mayhaps) or damages (laser, plasma, psionic and such) that is why I did not implemented the chrystal sword yet (although the graphics are ready). I try to progress but extract and learn mega-rulesets is not easy.
And I shall try the palette you mentioned. Hope that will solve the future transparency problems... And thanks for the pedia correction aswell. I did not really polished that so far just make something to test in-game. I shall use your correction (the laser-eyes exception) if you agreed to do so.

--- posts merge ---

Graphics are fine now untill they not move. More precisely the Crabmen have some problem. Whenever they come to move the game crash.
I attached the current ruleset. Can anyone help me with that? Correct it and\or tell me what did I wrong and how it must be done? And is there any list of what numbers mean what in aliens' attributes?
For example how can I make Crabman to walk like Chryssalid and use melee attack? And so on...
Title: Re: Altoid aliens
Post by: NoelBuddy on September 22, 2014, 06:56:57 pm
. I shall use your correction (the laser-eyes exception) if you agreed to do so.

I would be honored.

Huh, I wasn't even getting it to load, so I went thru the ruleset you posted last night and hammered this one out from that, so it won't have any changes you've made between the two postings.

I re-organized the extraSprites so you'll have to adjust those if you use this, but it seems to work.

If you want to move like the Chrysalid you'll have to adjust the sprite sheet to avoid floating limb chaos (muton drawing routines that you are currently using have empty space where kneeling legs would be, Chrysalids drop those slots completely)

Not sure how much of what I did was fixing problems and how much was just adjusting it so it looked how I thought it should look, most of what I did was adjusting spaces, adjusting capital/lowercase letters to make them consistent and reordering the parameter entries so they matched the order in the ruleset reference.

Here: https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29 is a great reference for rulesets and should answer most of your questions.
Title: Re: Altoid aliens
Post by: Duke_Falcon on September 22, 2014, 08:27:11 pm
Wow!
Thanks a lot! It works now! I tested it in an instant battle. Still interesting the laser-shot but I think it could be change.
Where I gave 1001 and 1002 as value you set back 101 and 102. What does that do? This mean still the highest number of alien ID? I thought give 1001 and 1002 shall make Altoids compatible with FMP... Were I wrong?
Title: Re: Altoid aliens
Post by: NoelBuddy on September 23, 2014, 05:08:54 pm
Where I gave 1001 and 1002 as value you set back 101 and 102. What does that do? This mean still the highest number of alien ID? I thought give 1001 and 1002 shall make Altoids compatible with FMP... Were I wrong?

You'll have to check with SolarisScorch about the FMP compatability, but in my understanding when the program adds a new ruleset it adds 1000 untill it finds a range that isn't used, so two separate rulesets won't conflict that way unless one is really huge(over 1000 items added).  I keep the numbers around 100 when fooling with things just to keep track and only worry about renumbering them if I want to combine two things in one ruleset.

AFAIK the only list of numbers you need to keep track of is these https://www.ufopaedia.org/index.php?title=Ruleset_List_Order_%28OpenXcom%29  which control what order things show up in the menus
Title: Re: Altoid aliens
Post by: Solarius Scorch on September 23, 2014, 06:52:27 pm
Every ruleset is indexed separately, so two or more rulesets using the same numbers for file reference won't conflict with one another.

At your service. :)
Title: Re: Altoid aliens
Post by: Falko on September 23, 2014, 08:04:46 pm
so two or more rulesets using the same numbers for file reference won't conflict with one another.
... if the file id numbers are below 1000
Title: Re: Altoid aliens
Post by: Solarius Scorch on September 23, 2014, 08:07:19 pm
... if the file id numbers are below 1000

.....yes. But that was said before, no? ;)
Title: Re: Altoid aliens
Post by: NoelBuddy on September 23, 2014, 08:24:50 pm
.....yes. But that was said before, no? ;)

 ::)  Ahhh.. that's where I picked the habit up from.  I remembered it as a "Best practices" but couldn't remember why it was.
Title: Re: Altoid aliens
Post by: Duke_Falcon on October 09, 2014, 08:20:44 pm
OK. I try to keep alien IDs as 101, 102, 105 and so on... Then it will compatible with FMP for example or XenoOps?
Or it better to implement it (mayhaps) into FMP if the whole thing is ready (maybe) just to have everything in one place...

I know Crabman is... Well, not matter, since so far it seems OXC and OTFTD shall be two separate things... I mean... I do not know but I think these were separate things so use tftd sprites in oxc mods is not a big trouble.

Altoid race with belonging species:
Altoid
(https://i.imgur.com/mQd80qY.png)

Crabman
(https://i.imgur.com/qJOG6UG.png)

Probe
(https://i.imgur.com/HobfNZn.png)

--- posts merge ---

A few technical questions

- What are the IDs of the original UFO sprites (small scout, medium scout...)?
- If I define in waves for alien mission types the vanilla UFOs (STR_SMALL_SCOUT, e.g.) then I define weapon loadout for it it will affect all such small scouts in the game? How can I make to use vanilla UFOs where a special race\crew use special weapon loadout?
- In weights for alien missions what does the numbers (1,2,3) indicates? The first month where they appear? And if not how could be set up when does an alien race first appear?
- Make only clips manufacturable for captured alien weapons is possible or the game needs the weapons also able to manufacture?
Title: Re: Altoid aliens
Post by: Arthanor on October 10, 2014, 03:33:01 pm
1- Look under "ufos:" in XCom1Ruleset.rul, you will find all the UFOs defined there. The IDs are pretty obvious (ex.: small scout = STR_SMALL_SCOUT)

2- I suggest you look into Haral_Gray's Mechtoid mod, or Robin's MIB mod, both of which define new races, new race exclusive weapons and race exclusive missions. I think the way it works is that when you define a mission, you define what weapons aliens on that mission will have, so you would need to define, say, Altoid-Research, which only Altoids conduct and on which Altoid weapons are used. This won't change anything for any other mission, so the regular aliens won't change.

3- The mission weight represents the relative chance that a given mission is picked for a given month in a given region. Looking at the ruleset, I would guess that the game first picks a region using "regionWeight", then picks a mission using that region's "missionWeights", then picks a race according to the "raceWeights" of that mission.

That means you can't prevent one of your Altoid missions from being picked in January, the fix to that is to give raceWeights to sectoids and/or floaters only for the early months, then switch to Altoids later. In the mission's raceWeights, the first number (ex.: "0:") is the number of months since January (0 = January itself), then the weights represent the relative chance of that race being picked. I don't think it is percentages, but rather if I say "STR_SECTOID: 3" then "STR_FLOATER: 1", then I have 3 times more chance to see sectoids. If I use 4 & 3, then I have a bit higher than 50% to see sectoids, etc.

4- You can make clips manufacturable without the weapon, you just have to not define a manufacture project defined for the weapon.
Title: Re: Altoid aliens
Post by: NoelBuddy on October 10, 2014, 07:35:56 pm
Here is a very basic ruleset I made to be a template for featuring new alien races with their own weapon sets.  It features two missions using clones of the default craft that you can alter the weapon sets for without giving them to every alien.  They will appear as Alien Research and Alien Terror missions, the only tells being they won't generate a terror mission and it will be weird when the first harvester shows up on an alien terror mission.  They don't include Terror/Base Defense/Base Assault/Mars missions because those can't be altered without changing it for everybody.
Title: Re: Altoid aliens
Post by: Duke_Falcon on October 12, 2014, 09:52:41 pm
Here is a very basic ruleset I made to be a template for featuring new alien races with their own weapon sets.  It features two missions using clones of the default craft that you can alter the weapon sets for without giving them to every alien.  They will appear as Alien Research and Alien Terror missions, the only tells being they won't generate a terror mission and it will be weird when the first harvester shows up on an alien terror mission.  They don't include Terror/Base Defense/Base Assault/Mars missions because those can't be altered without changing it for everybody.

Thanks! It helped a whole lot. I just need to copy-paste the already written alien mission types and the weapon strings and done! Soon I implement into the ruleset.

--- posts merge ---

Some more technical trouble. I want to add blue ray projectile for the new alien weapons. I used the XenoOps red laser sprite as a sample to create it. How could I set it up for the weapons to use them as bullet\projectile sprites?
The spritesheet is 105x9 where x and y dimensions set up as 3x3 (in ruleset) where the top line is the shortest (for pistol) and bottom is the longest. How to use it?

Some new pedia-things:
Disruptor weapons (pre-req to research captured alien weapons):
(https://i.imgur.com/N7ft4iw.gif)

Alien military:
(https://i.imgur.com/RTqZVhe.gif)

Alien society:
(https://i.imgur.com/w1HXe6j.gif)

Alien experiment:
(https://i.imgur.com/rTy7c3I.gif)
Title: Re: Altoid aliens
Post by: Solarius Scorch on October 13, 2014, 02:21:35 pm
Whoa, cool pics.
Title: Re: Altoid aliens
Post by: Duke_Falcon on October 13, 2014, 09:56:04 pm
Now I started to test the internal of my mod. I hope it works well - although we all know that nothing works well ever at first, second, third... many tried - then I need to figure out how to upload it...

Quote
Whoa, cool pics.
Thanks but these are mostly montages, manipulations or dragged from Xeno General (how could I put this into a signature or something?). If mod works well I send it to you, Solarius, to check what do you want to use\implement in FMP. Hope the whole mod shall be compatible with FMP and\or XenoOps (Yeah, maybe it is only a dream... time to wake up...).
Title: Re: Altoid aliens
Post by: Duke_Falcon on October 15, 2014, 09:53:49 pm
Yeeeeeeeeha!

Finally the game was able to load my mod! Although I fixed the corresponding errors circa 1.5 day ago I just now have enough time to load the mod in. Much for my dismay my NotePad++ use tabs whenever copy-paste things in a ruleset and this caused me tremendous problems. Good point that NotePad++ also able to change all tabs to spaces so it was no need to manually correct circa 170 lines scattered in the ~2000 lines ruleset.
I am proud upon myself to reached so far (with the help of many of yours, of course!) but I still know little more than nothing about YAML. And I have so many ideas what I am more than sure to impossible to make (automatic defense towers on bases - just like in Apocalypse).

Anyway, slowly progressing. If everything goes well I shall shoot my first Altoids tonight (I know instant battle is a good way to test new aliens but I like to test them in a normal game where they may accomplish all of their corresponding missions). Hope I could found them with a mission designed to use the new weapons aswell.
And I made a nice picture for this mod - see attachment!

P.S.: Anyone knows how recognize OXC the YAML codes? Is there a c++ or c# routine for that?
Title: Re: Altoid aliens
Post by: Solarius Scorch on October 15, 2014, 11:15:29 pm
Oh shit, it's the Vorlons! :D

You're getting good at this, Duke.
Title: Re: Altoid aliens
Post by: Duke_Falcon on October 26, 2014, 09:49:16 am
OK

I am stucked. The game sometimes crashes with my mod but I do not know why. Since the game not give any bug report I have no idea where is the problem in the ruleset. Not even know what is wrong? In debug mode it mostly works but normal mode the new aliens seems to crash always the game.
Did the alien mission or UFO setups wrong?

Attached the rule file for help.
Title: Re: Altoid aliens
Post by: Falko on October 26, 2014, 01:27:16 pm
you seem to miss some extraSprite entries
Code: [Select]
Probe.PCK is referenced to /extraSprites but not found there line:  455
Venomtoad.PCK is referenced to /extraSprites but not found there line:   476
Belcher.PCK is referenced to /extraSprites but not found there line:   497
perhaps that helps

also some aliens are referenced as dependencies but do not exist in the rulset
Code: [Select]
STR_ETHEREAL_NAVIGATOR is referenced to /research but not found there line:  1044
STR_ETHEREAL_MEDIC is referenced to /research but not found there line:   1084
STR_ETHEREAL_MEDIC is referenced to /research but not found there line:   1094
STR_AERIAL_ADMIRAL is referenced to /research but not found there line:   1104
STR_AERIAL_CAPTAIN is referenced to /research but not found there line:   1104
STR_AERIAL_MARINE is referenced to /research but not found there line:   1104
STR_AERIAL_ADMIRAL is referenced to /research but not found there line: 1149
but that should not cause crashes
Title: Re: Altoid aliens
Post by: NoelBuddy on October 26, 2014, 06:52:57 pm
You need to define the clone ships for your race specific missions.

Something like:
Code: [Select]
ufos:
  - type: STR_SMALL_SCOUT_ANAVY
    size: STR_VERY_SMALL
    sprite: 0
    damageMax: 50
    speedMax: 2200
    accel: 12
    power: 0
    range: 0
    score: 50
    reload: 56
    breakOffTime: 100
    battlescapeTerrainData:
      name: UFO1A
      mapDataSets:
        - BLANKS
        - UFO1
      mapBlocks:
        - name: UFO1A
          width: 10
          length: 10
  - type: STR_MEDIUM_SCOUT_ANAVY
    size: STR_SMALL
    sprite: 1
    damageMax: 200
    speedMax: 2400
    accel: 9
    power: 20
    range: 15
    score: 75
    reload: 28
    breakOffTime: 125
    battlescapeTerrainData:
      name: UFO_110
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
      mapBlocks:
        - name: UFO_110
          width: 10
          length: 10
  - type: STR_LARGE_SCOUT_ANAVY
    size: STR_SMALL
    sprite: 2
    damageMax: 250
    speedMax: 2700
    accel: 9
    power: 20
    range: 34
    score: 125
    reload: 24
    breakOffTime: 150
    battlescapeTerrainData:
      name: UFO_120
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
      mapBlocks:
        - name: UFO_120
          width: 20
          length: 20
  - type: STR_ABDUCTOR_ANAVY
    size: STR_MEDIUM_UC
    sprite: 4
    damageMax: 500
    speedMax: 4300
    accel: 8
    power: 40
    range: 20
    score: 250
    reload: 16
    breakOffTime: 250
    battlescapeTerrainData:
      name: UFO_140
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_OPER2
        - U_BITS
      mapBlocks:
        - name: UFO_140
          width: 20
          length: 20
  - type: STR_HARVESTER_ANAVY
    size: STR_MEDIUM_UC
    sprite: 3
    damageMax: 500
    speedMax: 4000
    accel: 8
    power: 40
    range: 22
    score: 250
    reload: 24
    breakOffTime: 250
    battlescapeTerrainData:
      name: UFO_130
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_DISEC2
        - U_BITS
      mapBlocks:
        - name: UFO_130
          width: 20
          length: 20
  - type: STR_SUPPLY_SHIP_ANAVY
    size: STR_LARGE
    sprite: 7
    damageMax: 2200
    speedMax: 3200
    accel: 6
    power: 60
    range: 36
    score: 400
    reload: 12
    breakOffTime: 1500
    battlescapeTerrainData:
      name: UFO_170
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_DISEC2
        - U_BITS
      mapBlocks:
        - name: UFO_170
          width: 30
          length: 20
  - type: STR_TERROR_SHIP_ANAVY
    size: STR_LARGE
    sprite: 5
    damageMax: 1200
    speedMax: 4800
    accel: 6
    power: 120
    range: 42
    score: 500
    reload: 12
    breakOffTime: 1000
    battlescapeTerrainData:
      name: UFO_150
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_PODS
        - U_BITS
      mapBlocks:
        - name: UFO_150
          width: 30
          length: 20
  - type: STR_BATTLESHIP_ANAVY
    size: STR_VERY_LARGE
    sprite: 6
    damageMax: 3000
    speedMax: 5000
    accel: 6
    power: 140
    range: 65
    score: 700
    reload: 12
    breakOffTime: 2000
    battlescapeTerrainData:
      name: UFO_160
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_PODS
        - U_BITS
      mapBlocks:
        - name: UFO_160
          width: 30
          length: 30
Title: Re: Altoid aliens
Post by: Duke_Falcon on October 26, 2014, 08:50:26 pm
Quote
Code: [Select]

Probe.PCK is referenced to /extraSprites but not found there line:  455
Venomtoad.PCK is referenced to /extraSprites but not found there line:   476
Belcher.PCK is referenced to /extraSprites but not found there line:   497

perhaps that helps

I opened the ruleset and I found this:
  - type: VENOMTOAD_ARMOR
    spriteSheet: Venomtoad.PCK
These are line 476 and 477. Is it not what must be there? And in extrasprites they are defined where to find the spritesheets (resources/Blablabla/Venomtoad.pck... What should be written and where then?
Quote
You need to define the clone ships for your race specific missions.
I remember there is an ufos: section where all ships are defined, even those what not even used by the new aliens.

I frankly do not understand this thing at all. Maybe it would be better not even start this thing. I am not a coder or programmer and I have hard times with coding or even learn program languages...
Title: Re: Altoid aliens
Post by: Falko on October 26, 2014, 09:17:32 pm
Code: [Select]
armors:
  - type: PROBE_ARMOR
    spriteSheet: Probe.PCK
Code: [Select]
extraSprites:
  - type: PROBE.PCK
    width: 512
    height: 200
    subX: 32
    subY: 40
    files:
      0: Resources/Altoid/Probe.png
PROBE.PCK != Probe.PCK
Title: Re: Altoid aliens
Post by: NoelBuddy on October 27, 2014, 05:37:18 pm
First off: Disregard my previous comment, I must be blind you did indeed have those defined. For some reason, even tho they order of the sections doesn't matter,  I assumed it wasn't there when it wasn't where I expected it.

I frankly do not understand this thing at all. Maybe it would be better not even start this thing. I am not a coder or programmer and I have hard times with coding or even learn program languages...

I don't think you are giving yourself enough credit on this, this is a really ambitious mod.

Here:
  Shuffled the sections to match the basic ruleset order (So other people don't repeat my stupid mistake while looking at it.)
  Fixed case mismatch Falco mentioned
  The research issues won't crash the game, but they will make the subjects they are listed with unobtainable... I didn't want to mess with it tho because there be some mad genius stuff going on in that thar tech tree.
Title: Re: Altoid aliens
Post by: Duke_Falcon on October 27, 2014, 06:37:42 pm
Falko!
So, YAML is do case sensitive. I did not know this - although I may suspect since Win95 everything is literally case sensitive - so it is important to use everywhere PROBE or Probe and do not mix them. I suspect the ruleset then case sensitive in case of searching files so since I named the spritesheet Probe.png then I MUST use "Probe" everywhere for example. Now I got it. Fix this is easy with Notepad++. Next time I will watch this for sure.

NoelBuddy!
Thanks! I shall check the fixed ruleset.
The order of entries are random. I used the Gazer alien as an example and every new topics I inserted where I felt the best. For me this is easy to check what is where. But if there is a common standard of order I shall use it to make checking and fixing easier.
Second - since both of you written - I thought the game automatically use vanilla aliens and alien ranks as a default. If not I shall remove them from the research prerequisits. I just thought it may have sense to only special rank aliens may tell different things.
Quote
I don't think you are giving yourself enough credit on this, this is a really ambitious mod.
I am usually good with concepts. Not only half of the things I wanted is in the mod, believe me! But I sometimes have clean minutes in term of consciousness and I cut out dozens of things. Maybe make them once later or forget for the sake of all creation... Dunno...
Still the helitrans' idea is swirling in my mind. That one thing may be good to make once (first I need an editor for that, tilesets, everything literally I do not have yet - so, yes, I am often ambitious a bit).
Title: Re: Altoid aliens
Post by: NoelBuddy on October 27, 2014, 06:54:33 pm
...since both of you written - I thought the game automatically use vanilla aliens and alien ranks as a default. If not I shall remove them from the research prerequisits. I just thought it may have sense to only special rank aliens may tell different things.

Your logic is sound, the problem is that Etherals don't have navigators or medics... and you should have STR_ARIEL_SOLDIER; STR_ARIEL_LEADER; STR_ARIEL_COMMANDER in place of STR_ARIEL_MARINE; STR_ARIEL_CAPTAIN; STR_ARIEL_ADMIRAL respectively.  You probably put those in thinking of what their string names would be but didn't catch them when adjusting the entries to be more like the standard versions.

It is explicitly stated that the order doesn't matter, but I find having the last sections be the extraSprites: extraStrings: as good practice.
Title: Re: Altoid aliens
Post by: Duke_Falcon on November 03, 2014, 08:38:17 pm
I can not fixed this ruleset or clean it up properly. I edited and tinkered the research part and it became even worse with tons of crashes - if the game crashed and not frozen and messed up memory (NEVER put games into the RAM directly!!! Even if they load with lightspeed!))...
Currently the latest and useable version of the ruleset is Noel's attachment. If someone could fix the research part I shall be thankfull... I starting to be frustrated with YAML language :S

Frankly this is the case when someone may done better if never even start work on things. I crashed even those things I make usefull - relatively, only minor bugs...
Title: Re: Altoid aliens
Post by: NoelBuddy on November 06, 2014, 03:42:08 am
This still needs some adjustment, particularly I #'d out a bunch of the research things that are incomplete, but should work a bit smoother.
Title: Re: Altoid aliens
Post by: Duke_Falcon on November 06, 2014, 09:38:45 am
Sorry, I forgot to attach how I wanted to looks like the tech tree - what I failed to code seemingly.
Now I attached it how I imagined the new researches. If someone could fix my ruleset's research part according to it I will be thankfull. I simply can not make it work the way I planned. I think I wanted to much while know less than little...
Title: Re: Altoid aliens
Post by: Arthanor on November 06, 2014, 06:04:57 pm
That seems relatively straightforward to do.

Just to make sure, do you want any alien to work as Medic/Leader/Navigator? Or only the one(s) introduced in your mod? If you only want the new one, it should be quick to do. If you want all of them, that's could be messy.
Title: Re: Altoid aliens
Post by: NoelBuddy on November 07, 2014, 08:34:35 pm
Alright! This should be ready for further testing. All resources present are accounted for and tech branches integrated.

Tech:
New Aliens Only:
Coastal Activity (Engineer)
Underwater Activity (Engineer)

All(Default+new) Races:
Alien Experiment (Medic)
Alien Exploration (Navigator)
Alien Demoralization (leader)
Alien Military (soldier)
Alien Society (Medic)

EDIT: typos found, fixed version 0.741 attached two messages down.
Title: Re: Altoid aliens
Post by: Falko on November 07, 2014, 08:44:14 pm
STR_HEAVY_DISRUPTOR_CLIP, STR_DISRUPTOR_RIFLE_CLIP, STR_DISRUPTOR_PISTOL_CLIP are entries in required lists but there are no research topic with these names
also in research topic STR_ALIEN_MILITARY you have a dependency STR_ETHERAL_SOLDIER it should be called STR_ETHEREAL_SOLDIER

Title: Re: Altoid aliens
Post by: NoelBuddy on November 08, 2014, 06:54:03 pm
 :-[ Oops.  I had matched the disruptor tech to the manufacturing requirements forgot to check the items... and frankly I'm amazed I only misspelled Ethereal once.

Thanks Falco!

Fixed.
Title: Re: Altoid aliens
Post by: Duke_Falcon on November 18, 2014, 07:06:24 pm
Hi everyone!
Does the latest version works properly?
If needed I share all the files (pictures) what this mod content (have them on pendrive).
I myself can not test it as my newer laptop crashed and need to repaired so I use my old one what impossible to install SP3 on (no OXC :( ). I do not know when should I have my new laptop back and how much need I reinstall to it.

Title: Re: Altoid aliens
Post by: Arthanor on November 18, 2014, 09:44:09 pm
In order to use the mod, one needs the download graphics and rules. If possible, you should zip everything needed together with the proper folder architecture.

Right now we'd need.. graphics from I'm not sure which downloads (zip file from 1st post and a few updates?), and Noel's ruleset from a couple posts above?

It would be much more user friendly if everything were organized. Then I'd be happy to give it a try!
Title: Re: Altoid aliens
Post by: Duke_Falcon on November 19, 2014, 06:18:35 pm
Attached the zipfile contains
- All graphics
- The latest ruleset shared here
- organised in Resources and Ruleset folders

Hope it help. I not dare to touch the ruleset, it always mess up something :(
Title: Re: Altoid aliens
Post by: Duke_Falcon on December 03, 2014, 10:10:14 am
How does it work?
Still unable to try or test it :(

I especially anxious about Aerials and their lapdogs. Those shall be not perfect I think as I experimenting with their codes - mostly Belcher's to give it organic flamethrower...
Title: Re: Altoid aliens
Post by: Duke_Falcon on December 21, 2014, 09:12:09 am
How does it work?
Still unable to try or test it :(

I especially anxious about Aerials and their lapdogs. Those shall be not perfect I think as I experimenting with their codes - mostly Belcher's to give it organic flamethrower...
Got my OXC compatible techboard back. Tested the mod... How may I say?
Altoids works OK, although they not really used the disruptors so far (met them in a small scout and a terror site, mayhaps none of these were the suitable alien mission to carry disruptors). Aerials on the other hand always cause my game crash and the game not give me any log what the hell just happened.

Anyone else tried it? And have the same results?
Title: Re: Altoid aliens
Post by: NoelBuddy on December 28, 2014, 08:50:33 pm
Been swamped with seasonal work, finally got around to doing some testing... after going though and fixing a bunch of stuff that might have been a problem but wasn't THE problem and some quality time spent banging my head on the wall I figured out that it was a problem with the hanObs part of the extraSprites: So that's fixed and I got both the alternate missions and default to work with all races in the new battle mode, haven't had a chance to try it out in campaign..

As for development notes: There are still some UFOpaedia articles w/o pics(Exploration, Demoralization). I don't know how to do hit animation so the Crystal Sword doesn't have any. The sprite sheets for the Probe and the Belcher look funny, kind of static, perhaps change them to match the silacoid spritesheet(just a 6 frame loop and 3 death frames) making the Probe blink and bob and the Belcher pulsate?
Title: Re: Altoid aliens
Post by: Duke_Falcon on December 31, 2014, 09:37:05 am
Been swamped with seasonal work, finally got around to doing some testing... after going though and fixing a bunch of stuff that might have been a problem but wasn't THE problem and some quality time spent banging my head on the wall I figured out that it was a problem with the hanObs part of the extraSprites: So that's fixed and I got both the alternate missions and default to work with all races in the new battle mode, haven't had a chance to try it out in campaign..

As for development notes: There are still some UFOpaedia articles w/o pics(Exploration, Demoralization). I don't know how to do hit animation so the Crystal Sword doesn't have any. The sprite sheets for the Probe and the Belcher look funny, kind of static, perhaps change them to match the silacoid spritesheet(just a 6 frame loop and 3 death frames) making the Probe blink and bob and the Belcher pulsate?

Thanks for all your help!
I tested a bit this with FMP and without FMP to see what works and what needs some more work. I found these things so far - not know what may cause them in most times only suppose the reason:
- SNAKEMAN_MEDIC is available from the beginning untill all the new races not researched through that entry (12-24 hours of research). I am not sure what is wrong there, for me the code of the ruleset seems OK, of course I am hard-noob with YAML...
- Belchers cause crash when they do "something" (they do move I see that but then the game crash, maybe their attack cause the problem?) otherwise the Aerial bunch seems OK.
- Altoids tend to land on oceans (that is an FMP related thing!) otherwise they seems OK...
- Underwater operations have only string lines and not matter how do I rewrite them in the ruleset the lines remain... I think I messed that up myself again or basicly...

As for the rest. I work on more pedia pictures - that shall need to edit the ruleset further - but most pictures I made so far I was really unsatisfied. The Drone spritesheet remain static. I planned that way but maybe I chosen the wrong spritesheet reference for that. For the Belcher I want that thing drool when moves but it always looked terrible so far. I am not quite sure about them and I think I want some stripes on the Crabman's back. I shall see how does may looks like, white or orange stripes upon their brown carapace... For the chrys-sword I recolour a XenoOps melee sprite and edit a bit. How could that be implement in the ruleset? That is another question.
Title: Re: Altoid aliens
Post by: NoelBuddy on December 31, 2014, 07:32:03 pm
Thanks for all your help!
I tested a bit this with FMP and without FMP to see what works and what needs some more work. I found these things so far - not know what may cause them in most times only suppose the reason:
- SNAKEMAN_MEDIC is available from the beginning untill all the new races not researched through that entry (12-24 hours of research). I am not sure what is wrong there, for me the code of the ruleset seems OK, of course I am hard-noob with YAML...
- Belchers cause crash when they do "something" (they do move I see that but then the game crash, maybe their attack cause the problem?) otherwise the Aerial bunch seems OK.
- Altoids tend to land on oceans (that is an FMP related thing!) otherwise they seems OK...
- Underwater operations have only string lines and not matter how do I rewrite them in the ruleset the lines remain... I think I messed that up myself again or basicly...

As for the rest. I work on more pedia pictures - that shall need to edit the ruleset further - but most pictures I made so far I was really unsatisfied. The Drone spritesheet remain static. I planned that way but maybe I chosen the wrong spritesheet reference for that. For the Belcher I want that thing drool when moves but it always looked terrible so far. I am not quite sure about them and I think I want some stripes on the Crabman's back. I shall see how does may looks like, white or orange stripes upon their brown carapace... For the chrys-sword I recolour a XenoOps melee sprite and edit a bit. How could that be implement in the ruleset? That is another question.

Snakeman_medic... shouldn't exist. [FIXED]

Belcher crash... Not sure, I had 'em lobbing fireballs no problem. [INVESTIGATING]

Water Landings... only trajectories used here are from default so don't think it's related, tho it is somewhat fitting [UNKNOWN BUT I'M OKAY WITH IT]

Underwater operations... Underwater operations =\= Underwater operatons ; Inconsistent typo issue[FIXED]

For the probe you used the Etheral sprite sheet, right? If you wanted static than it's fine, tho using the Celatid may make for a smaller graphic file it's not much of an issue.

Belcher and crabman ideas: sound good, I'm still thinking silacoid sprite sheet for the Belcher, have it drool constantly instead of just while moving.

For the chrys-sword... How could that be implement in the ruleset? That is another question. And not one I've answered before, but hey how hard could it be  :-\
Title: Re: Altoid aliens
Post by: Duke_Falcon on January 01, 2015, 11:56:15 am
Maybe Belchers crash the game since I have an old nighlty build. But recent ones cause house-crashed crafts I heard.
I may ask about the XOps's creator about how to implement melee damage if people need visual melee damage so badly. But somehow must indicate hit... Maybe assign basic X-com melee sprite (stun, chryssalid, etc...)?

And made some pedia pictures. Not the best but adequate for the respective topics. The last two is for fun\infiltration\placeholding\looks awesome...
Title: Re: Altoid aliens
Post by: NoelBuddy on January 01, 2015, 07:59:44 pm
Maybe Belchers crash the game since I have an old nighlty build. But recent ones cause house-crashed crafts I heard.
I may ask about the XOps's creator about how to implement melee damage if people need visual melee damage so badly. But somehow must indicate hit... Maybe assign basic X-com melee sprite (stun, chryssalid, etc...)?

There's still the sparky circle thingy to indicate a melee hit like chryssalid, just no nifty swinging the sword animation.  Still testing the Belchers, no crash... when it happened to you what turn was it on the battlescape? Their weapon is an explosive so they won't shoot until the third turn, if it's crashing before that the problem is something else.

And made some pedia pictures. Not the best but adequate for the respective topics. The last two is for fun\infiltration\placeholding\looks awesome...

Cool, new pics added to .zip(all of 'em) and ruleset(just the first two).
Title: Re: Altoid aliens
Post by: Duke_Falcon on January 03, 2015, 10:31:52 am
I tinkered around with the Probe and Crabman a bit and made two new spritesheets. Crabman got white stripes and Probe is pulse and change colour - what needs special drawing method I suppose - and have anti-grav tracks and shadow now.

Belchers usually cause crash in the very first turn if they are on a map. If only Aerials are involved without terror units everything is fine. I tested it both in-game terrors\crashed terror vessel and in instant action. Problem occured with\without FMP but I need to test if AliensPickUpWeapons may influence them or not.

And I had the wild idea to have a craft-level disruptor weapon what may needs chrystal swords as raw material... Is this possible - apart the obvious question that is this sane?
Title: Re: Altoid aliens
Post by: NoelBuddy on January 06, 2015, 05:58:33 pm
New Crabman and Probe added, had to cut 2 frames out of the probe to match the silicoid... unless there is an 8 frame animation that I just can't think of ATM. Tried to make a pulsating drooling belcher, but put too much change between frames and it just lookd bad so for now that's unchanged.

Quote
Belchers usually cause crash in the very first turn if they are on a map. If only Aerials are involved without terror units everything is fine. I tested it both in-game terrors\crashed terror vessel and in instant action. Problem occured with\without FMP but I need to test if AliensPickUpWeapons may influence them or not.

Hmmmmm.. try running with just this mod, not even any of the default mods, then add in the one you use one at a time and see when the problem shows back up, it could be some weird interaction problem. Also are you running any mods that change the maps or map files?
Title: Re: Altoid aliens
Post by: Duke_Falcon on January 07, 2015, 11:09:37 am
Here comes only ideas. These may not impleneted in Alien Navy mod just raw ideas so far. Not just because they need ruleset code but also spritesheet and corpse sprites aswell... Not to mention mission assignments.
So pictures are mostly promos of ideas what may voted later if good or bad - I say: very bad...
Title: Re: Altoid aliens
Post by: Warboy1982 on January 07, 2015, 06:15:58 pm
makes me think of this...
Title: Re: Altoid aliens
Post by: Duke_Falcon on January 24, 2015, 11:03:38 am
Some interceptor sprites I just made for fun. The top row shows the original sprites and below them are the ones I made from the originals. Finally I used only for the Interdictor what works well so far in-game but the new craft weapons cause crash immediately when they fire... Maybe because I gave them strings for the vanilla sounds and those sounds not included in the ruleset as defined?
Title: Re: Altoid aliens
Post by: Hollow_Fang on January 25, 2015, 04:25:49 am
These all look fantastic
Title: Re: Altoid aliens
Post by: Duke_Falcon on January 30, 2015, 08:56:16 pm
Quote
These all look fantastic
Also free to use.
I wanted to use the copter as a transport craft but I am unable to make battlescape map for it. I can not edit the Skyranger properly so I abandoned that idea. Still, I have a pedia picture for that.
I planned a slow transport the heli. 1 weapon pod (basic install is a cannon) and 6 soldiers to transports +1 dog. It could have 60% of the speed of the Skyranger and 50% cheaper than the Skyranger. But these were plans what never makes come true... or not by me...
Title: Re: Altoid aliens
Post by: Duke_Falcon on March 08, 2015, 11:36:33 am
Took much time testing my mod when the latest nightly sh!t in the middle of everything. New alien missions what were set up for the new races not work and I have no clue how the hell could that be fixed?
I can not even figured out why cause the new craft weapons crash as soon as they fire and now I must find out how to fix missions? Not work, just plainly not work.
The new races - more or less - worked well, the researches rarely caused problems (still not know why starting gears not showed automatically in UfoPaedia when they could be buy and sell, I mean craft weapons) and the whole thing just started to work together well with FMP.

?

For Mantismen here is the second terror unit, the Muton sniper (why not use it weapons I can not understand as it use the MiB as base of code):
Title: Re: Altoid aliens
Post by: Solarius Scorch on March 08, 2015, 11:47:40 am
Wow, a squishy Muton egghead! Kawaii~!!! :)
Title: Re: Altoid aliens
Post by: Duke_Falcon on March 21, 2015, 10:01:35 pm
Some "gunned" tiles for assault alien crafts. I wonder if someone could add these to the original file what contains UFO hulls?
Yes, I forgot to rename the tiles, sorry!
Title: Re: Altoid aliens
Post by: Solarius Scorch on March 21, 2015, 10:50:52 pm
Some "gunned" tiles for assault alien crafts. I wonder if someone could add these to the original file what contains UFO hulls?
Yes, I forgot to rename the tiles, sorry!

It's possible, but it would be best to make a new mcd to avoid corruption of tiles (basically, terrain gets broken if you enter something in the middle and you'd have to fix it manually).
Title: Re: Altoid aliens
Post by: Duke_Falcon on March 22, 2015, 07:25:03 pm
OK

Here are all the new tiles I made so far. These are raw PNGs! These need to palette-conversion I think even though I tried to use only those colours what originally used by the sprites. If someone could use them, let us go, it is free!
The zip contains two version of gun-attached outer ufo hulls and some TFTD-imported computers as internal targeting units for the outer parts with guns.

Also, can someone check a ruleset if I attach it? It mostly works but not fully and I have no clue why.
It is about craft weapons. They can be equip, arm but the game crash as soon as they shot. And although they could be available from the beginning their pedia entry not showed in the pedia without research\debug mode.

Furthermore I fear my mod's alien missions shall not work with the latest versions. Can someone fix them? I am not even sure how did they worked originally. As far as I fared with "Alien navy" mod most parts of code is thanks for NoelBuddy as my codes were a mass of whats?!... After merging some rulesets together (crafts and their weapons are solved) the mod shall be ready to release for testing.
Title: Re: Altoid aliens
Post by: Duke_Falcon on July 10, 2015, 06:52:58 pm
Here is some more graphics. I call this a "Strider" as it is a pre-Floater.
All graphics need palette conversion!

Feel free to use them if you want!
Title: Re: Altoid aliens
Post by: Arthanor on July 10, 2015, 07:41:23 pm
Very cool work! I am starting to think about alien races and that certainly should fit somewhere.

Any idea of where they belong compared to floaters?

Less poweful since they didn't get their upgrade or raw natural brutal version of their civilized/enslaved brethren?

I'm thinking they could be used as a "higher end" floater, sort of "raw" folaters who are naturally aggressive and faster, albeit without the ability to fly. Add a few "overseers" which did get the upgrade as higher rank ones, and some kind of beasty as a terror unit.. hum.. :D
Title: Re: Altoid aliens
Post by: Solarius Scorch on July 10, 2015, 09:34:28 pm
Awesome! Can I use it at some point? :)
Title: Re: Altoid aliens
Post by: Duke_Falcon on July 11, 2015, 09:45:12 am
Feel free to use them.

Anyway I thought they could be stronger but slower than Floaters. Maybe the Floaters auxiliary\2.nd terror unit. Free to decide what should their role be by those whome want to use them.
Maybe equip them with Close-combat tools shall make them more badass?
Title: Re: Altoid aliens
Post by: Arthanor on July 11, 2015, 04:33:15 pm
In XCom:EU, Floaters always struck me as a slow race. Their floating apparatus seems like they are just floating along. Can't run with no legs and it doesn't give much of an impression of flight. In the remake that's entirely different though. The Striders could well be faster, but maybe have less stamina since it's more exausting to run around than to float.

I'm thinking Floaters overseers with rifles/sniper rifles + Striders grunts with Alloy Sword and pistol/plasma caster/grenades would make an interesting if nasty combo.

Spawn the floaters outside where the long range high accuracy weapon works well, spawn the striders inside where the melee in tight quarters will be nasty. Hum..
Title: Re: Altoid aliens
Post by: Solarius Scorch on July 11, 2015, 04:57:43 pm
I'd say they should have more HP (more body mass) but less armour (no, you know, metal parts), except at the front (breastplate). In addition to other changes of course.
Title: Re: Altoid aliens
Post by: Duke_Falcon on July 31, 2015, 12:01:17 pm
Some new raw stuffs (I call it Xenophant) - mayhaps terror units for the Strider?
Check and convert palettes (if) before use these sprites!

Free stuff, needs no credit...
Title: Re: Altoid aliens
Post by: Solarius Scorch on July 31, 2015, 01:13:26 pm
OK, I admit, these are fun. :)

I think they're too reminding on Robin's original Spitter graphics, but they could work in some total conversion mod. Maybe something like Half-Life?
Title: Re: Altoid aliens
Post by: new_civilian on August 01, 2015, 11:22:07 am
Some really good stuff in this thread!  8)
Title: Re: Altoid aliens
Post by: Dioxine on September 22, 2015, 04:07:29 pm
Some good stuff here. Seems like your own project got stuck, but your ideas will live on - I'd like to use some of this for X-Piratez - my sights are on the Muton Female, Strider, and those fine Interceptor pictures :)
Title: Re: Altoid aliens
Post by: Duke_Falcon on September 22, 2015, 09:17:51 pm
All sprite stuffs are free to use. Just check the palettes just for sure!
Title: Re: Altoid aliens
Post by: Duke_Falcon on October 15, 2015, 09:20:57 am
I forgot to attach the spritesheet of Muton sniper. Now I share all the sniper related graphics.
Title: Re: Altoid aliens
Post by: Duke_Falcon on October 15, 2015, 09:24:03 am
And some Pedia stuff for whatever use you want...
Title: Re: Altoid aliens
Post by: Duke_Falcon on December 17, 2015, 06:15:04 pm
Created or re-edited some tiles for UFOs. Nothing fancy, some gun stuffs for the vessels, computers to expand variety and some food stores and sleeping chambers. If I will have time shall do some animated pieces.
Title: Re: Altoid aliens
Post by: Cooper on December 17, 2015, 08:53:38 pm
Thats a lot of awesome stuff!  :o

And some Pedia stuff for whatever use you want...
Does that apply for all graphics in this thread?
Title: Re: Altoid aliens
Post by: Duke_Falcon on December 17, 2015, 09:42:37 pm
Thats a lot of awesome stuff!  :o
Does that apply for all graphics in this thread?
Yes

Also, Armoured floater (corpses still need to be done and the pedia version needs palette-conversion)
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Solarius Scorch on December 19, 2015, 10:08:49 am
very nice stuff, I'll consider this for the X-Com Files.
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on January 07, 2016, 09:33:24 pm
Some WiP thing. I plan to add weapon sprites for the different ranks' sprites so footman will carry a pistol, officer a rifle and so on. If someone may want to use them consider they will need in-built weapons like cyberdiscs.

I created these things from my "Starwolf" alien race sketches I created long ago for an RPG. Only raw alien "template" is done, see attached image.
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on July 24, 2016, 09:09:37 am
Hi!

I created an unarmoured Snakeman version for early-game or whatever purpose. Death animation is not redrawed yet and no pedia picture so far. The bottom of the spritesheet contains two preview images without weapon.
Feel free to use it!
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Cooper on July 24, 2016, 05:02:09 pm
Nice! Im using almost all your stuff in my mod now. Keep it coming :D
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on July 25, 2016, 07:36:28 pm
OK.
Unarmoured snakeman with proper death animation. Ufopaedia picture for living specimen. And a palette fixed pedia version for armoured floater...
Corpses could the original as I have no time yet to convert those as well (+inventory floorobjects).

Quote
Nice! Im using almost all your stuff in my mod now.
Is there a downloadable version for trying?
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Cooper on July 26, 2016, 06:47:42 am
Quote
Is there a downloadable version for trying?

Not yet. However, i found and fixed a few bugs in the AlienNavy ruleset. Its mixed together with 1 mb of other stuff, but I could try to dig out something if you are interested.
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Drokkath on July 31, 2016, 03:38:11 am
Ohh. That first set of alternate Sectoids/Aquatoid beings plus Striders and Armored Floater? Yes please!

A question: Can one make a new X-Com alien soldier? I've already tried it but I'm missing something as upon going into viewing the soldier from the soldier list the game crashes (I already know what causes inventory crash as it seems to want all human genders and their variations specified with the same inventory image which I can do without when it comes to playable alien units).

Also since Striders seem to use the same legs as Gazers from the Gazer Alien mod. I really wish they had a kneeling set of legs.
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on September 28, 2016, 10:27:08 pm
Some more things: Tigran alien
Spritesheet's bottom right sprite is the floorobj sprite, all pictures theoretically palette converted (some colours sometimes tend to mess up, so carefully with them!)... Yes, autopsy may need some corrections, mayhaps later...
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on October 02, 2016, 10:08:41 pm
Well...
You know I once see a Secto-lee, a grey with a headband in a mod. It looked a bit odd as Sectoids are not those Bruce Lee type I-will-kick-yer-ass creatures... And today - just for fun - watched some Dragon ball anime (not a bad anime if you are a child I suppose otherwise... meh...) and something revealed from the dust of C-category animes...

After Muten Roshi, the big turtle master of the universe (kame-hame-haaaaaaa!!!) here comes Muton Roshi!
(laugh and funny applause comes here)
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Solarius Scorch on November 27, 2016, 07:24:07 pm
I think this should be in Piratez.

EDIT:
How about Doomtoid?

(https://i.imgur.com/qg2Y0f8.png)

I'm thinking of giving him maybe a helmet, maybe some accessories, maybe even... some pants!
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Drasnighta on November 27, 2016, 08:16:02 pm

(https://i.imgur.com/qg2Y0f8.png)

 maybe even... some pants!

Blasphemy!
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on February 13, 2017, 09:15:35 pm
Hi!

Currently working on some wall stuffs. Graphics are done just need to palette-convert (I think I make some fitting floor once).
What is the issue with MCD editor? I can open MCD files but trying to edit or save them (TFTD converted into EU palette) the editor freeze or simply crashes. I got no report what the hell happened...

I am on XP with SP3 and latest Java what were able to be installed...
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on August 24, 2017, 09:00:28 pm
After a while I played some OXcom again. Set up FMP and my alien mods to run together just for testing purposes. Altoids worked fine alone just but terrors always crash. Both for Altoids and Aerials. And pedia is also tend to crash because .SPK missing...
What is an SPK? Does it unavoidable necessary? And how can such files created?

Also I think it would be better to create separate rulesets for my alien groups rather thank keep everything in a single rule-file. Or not? I not even know what and how changed lately as I am pretty sure my nightly version is not the latest...
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Solarius Scorch on August 24, 2017, 09:46:26 pm
Welcome back! It's always good to see you on the forums.

After a while I played some OXcom again. Set up FMP and my alien mods to run together just for testing purposes. Altoids worked fine alone just but terrors always crash. Both for Altoids and Aerials. And pedia is also tend to crash because .SPK missing...
What is an SPK? Does it unavoidable necessary? And how can such files created?

It's a graphic item. Like paperdolls or backgrounds.

Also I think it would be better to create separate rulesets for my alien groups rather thank keep everything in a single rule-file. Or not? I not even know what and how changed lately as I am pretty sure my nightly version is not the latest...

It doesn't really matter.
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on August 25, 2017, 10:55:41 am
It's a graphic item. Like paperdolls or backgrounds.

So I need to create somehow these SPK-files? How? Just rename a GIF or PNG? And the ruleset not even contain any SPK at all! Mayhaps that is the problem? And the image_id SPK (as I saw in other rulesets) must be the same name what the sprite itself?

I am sorry for such dumb questions but seemingly I just can't go with rulesets of OXcom :S I could write and use pretty scripts for NWN back those old days but this ymal language is weird for me...

And my laptop is still allergic to MCD and map tools. Just can not figure out why those always crash whenever I try to create something with them. Loading vanilla contents work fine but nothing else is seemingly works.

And is this a serious problem if no sound files are marked in a ruleset? Could that possible cause crashes for units\weapons?
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Solarius Scorch on August 25, 2017, 11:42:45 am
How can we respond to that without seeing your mod? How do I know what you've done in your mod? Can you at least give us some pointers as to how to hack into your PC to check? :P
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on August 25, 2017, 09:02:51 pm
Sorry, I usually on Wi-fi :S For upload things I need cable connection as wi-fi tend to be laggy or dismiss frequently...
Here's what I failed so far:
http://www.mediafire.com/file/eu8s7he7ht4wq76/AlienNavy2017.zip (http://www.mediafire.com/file/eu8s7he7ht4wq76/AlienNavy2017.zip)

It also contains not-implemented-so-far contents. And crafts add-on is also tend to crash the game frequently when used, beware!
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Solarius Scorch on August 26, 2017, 07:06:31 pm
Code: [Select]
[26-08-2017_18-05-44] [WARN] disabling mod with invalid ruleset: AlienNavy2017
[26-08-2017_18-05-44] [ERROR] failed to load 'AlienNavy2017'; mod disabled for next startup
Research topic STR_DISRUPTOR_WEAPONS has requirements, but the cost is not zero. Sorry, this is not allowed!

Use dependencies instead of requires.
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on August 30, 2017, 10:45:44 pm
Dependencies, OK.

Is there any templates for alien races, crafts, weapons? I used other rulesets as reference but bunch of things not really works. That's mayhaps nightly inconsistencies or such. Or I were a fool and fail. Probably the later...

Still f**ks me the game with .SPK. No way to evade it. Deleted all .SPK from all used rulesets. Tried .GIF, .PNG still says the ruleset not contain\missing .SPK. If I rewrite .SPKs still the same.

And played two month in-game time with a clean FMP. Terror site, yes, hell do it! Rail weapons exterminate everything!
...
Game crashed because no STR_MANTISMAN?! Man, I checked off my alien navy mod! Where the hell wants the game that alien then? And always tell me area51 urban maps missing. Did my OXcom gone mad? I really think about exterminate it and make a clear reinstall...

Just a minor little wee thing about FMP: Could it be add some armour instead of suits for those pesky little lizards? I find them hilarious as they fight against my armoured soldiers. And Muton Obliterator rules! Insane and mad, nightmare on it's purest!
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on September 03, 2017, 08:27:38 pm
May I ask a bit help? Could someone create 2x2 unit spritesheet from the attached graphics?
Not palette converted as my PhotoShop palettes gone. I need to regain those X-com palettes again...
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on September 12, 2017, 12:05:46 pm
So, I finally achieved 2x2 units with Falko's tool. It was my bad that I not checked what scripts are enabled on the tool's page and what are not...
Also organised all sprites and other graphics I made so far (no rulesets as I still study some of the latest rulesets to learn a bit from those) and I put those into a zip for those whom interested:

https://www.mediafire.com/file/g6hc530nlbheh45/AlienNavyResources.zip (https://www.mediafire.com/file/g6hc530nlbheh45/AlienNavyResources.zip)

Of course some borrowed content are also implemented, namely:
Armoured muton => Xeno operations
Cyber floater => Xeno operations
Muton berserker => Hardmode

Also the zip contains some BigObs for alien attacks (bite, claw, slam) as optional features for modders. Also I attach you a few pictures just for fun!
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on September 27, 2017, 10:49:57 am
Again a few stuffs what dusted since a while on my HDD. Now put them into pictures as mayhaps someone may use them.
Floater envoy is something what always bothered me. Savage terror agents on infiltration\diplomatic mission way to frequently... Really? So why not have a special trained, well-mannered, courteous envoy? There he is...
Blaster disc were a heavy support idea long ago. Now redraw the tower so if I will finish I may share that to. If someone see any potential in it... Obliterators are far better though...
The third is just for anything alien-related. Want a cool topic in the pedia? I doubt you shall use this picture for that but who knows?
And the last two is for Solarius. Wanna upgrade the Chtonites to bad boyz? Here they are! Troopaboyz!
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Solarius Scorch on September 27, 2017, 11:26:06 am
I like the envoy idea, but the gems need a bit more work.

Love the chtonite trooper! The generic alien looks useful too.
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on October 01, 2017, 09:14:36 pm
The gems are just sh!tly converted to palette colours. Not even liked the idea to use them but I thought: Why not? More things may make the picture better... Or ruin it as we see in this case...

Anyway, finished the blasterdisc redesign. Not put it to templates so far so some parts may need resize but...
Here it is:
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on May 27, 2019, 09:01:23 pm
It seems most of my links timed out and became obsolate.
Therefore I shall re-upload everything (what I could still find on my HDDs) as soon as possible!
Thanks for Luke to noticed me!
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on May 27, 2019, 09:51:24 pm
https://www.mediafire.com/file/4jdp1dlz7as14dr/DF%27s_OXC_stuffs.zip/file (https://www.mediafire.com/file/4jdp1dlz7as14dr/DF%27s_OXC_stuffs.zip/file)

Here it is. Everything I created for OXC (and found)!
Please to a mod: merge this with the previous post! Thanks!
Title: Re: Altoid aliens - All sprites are free to use!
Post by: efrenespartano on June 02, 2019, 06:13:09 pm
Wow, such quality sprites! I like them, thanks for making and share them!
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Duke_Falcon on August 23, 2019, 06:22:45 pm
Some recent stuff I just trashing around: Wraith leader from SG:A (Call him Todd if you feel that authentic)
The sheet also contains the floorobj sprite and NOT palette converted (this applies only for the background as the sprites not contain such colours you may not find on other sprites.
Title: Re: Altoid aliens - All sprites are free to use!
Post by: Solarius Scorch on August 24, 2019, 09:42:57 pm
That red background is quite radical :q
Here's the same sheet converted from RGB to the standard battlescape palette.