OpenXcom Forum

Modding => Work In Progress => Topic started by: robin on February 03, 2015, 12:26:01 am

Title: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: robin on February 03, 2015, 12:26:01 am
DOWNLOAD LINK: From_the_Apocalypse_-_0.6.1_OpenXComMOD.7z (https://mega.nz/#!srY1GIjR!ff6bzhwzskBlfjo3RxW2OVKTozp6gHL8qYOnbnekmpA)


READ OR DIE:
*This mod REQUIRES OXCE+ (https://openxcom.org/forum/index.php/topic,4187.0.html) to work, get the latest version.
* Fixes and updates will come very slowly;
* Do not select "Ironman" when starting a new game, mod is WIP so you
  need to b able to save and load freely to dodge the bugs.
* Also it isn't really ready for a full campaign playthrough, do it at your own risk.
* No savegames compatibility until version 1.0;
* Set OXC language to "English (US)" or "English (UK)";
* Do not start translating things, all text is WIP;
* Expect severe incompatibility issues with any other mod;
* Highly Recommended OpenXcom "ADVANCED" options:
  Geoscape:
  - Psionic Training at any time.....YES
  Battlescape:
  - Explosion height......................2
  - UFO Extender accuracy............YES
  - TFTD Damage Formula.............NO
  - Alternate movement methods..NO
 
ART USE PERMISSION:
Read "LICENSE.txt" provided with the mod.
tl;dr: read the file, it is very short.

COMMENT/FEATURES:
X-Com Apocalypse is my most special game. This mod is my personal
re-imagination of that game and at the same time a tribute to it.
Some designs have been ripped straight from Apocalypse, some are stolen
elsewhere, but some others --such as: plasma weapons, laser
weapons, and Auto-Cannon-- are made entirely by me.

SPECIAL CREDITS:
* OXC dev team;
  - specially Warboy and SupSuper for always being available;
* People responsible of the *vital* modding tools: Falko (OCX tools);
  dashivas-pmprog-TheBigSot (MapView); volutar (MCDEdit);
* Other modders for pioneering the ruleset and overall being amazing;
  - especially Dioxine (X-Piratez), Hobbes (Terrain Pack/UFO Redux/Area 51/Terminator), Solarius Scorch (FMP/Xcom Files);
* Gifty for the sound effects! That alien wouldn't exist without him!
* Yankes + Meridian for OXCE/OXCE+;
 
KNOWN BUGS:
* Mod is not harmful but: I DO NOT TAKE ANY RESPONSIBILITIES IF YOUR COMPUTER EXPLODES;
* Researching alien medics, engineers of vanilla races (floater,
  ethereal) *might* crash the game;
* No ufopaedia imgs for Gigantopod, Aircar, and much more;
* Civilian (police) robosphere can be zombified (maybe not?);
* Human missions spawn retaliation with UFO, which is obviously wrong;
  need to switch to OXC-Extended to fix this. (should be fixed);
* ALIEN GATE battlescape is bugged and crashes with TRANSPORTER CRAFT;

CHANGELOG
0.6.1
* fixed EGGS maps
0.6.0
* added CRABBY alien
* added (shitty) BIGOBS for major alien living weapons
* added all portraits for men and women, still no fixed the skin/hair color of the units
* made compatible with latest OXCE
0.5.2
* moar fixes to research and ufopaedia
0.5.1
* fixes to reseach
0.5.0
* added turrets to TRANSPORTER craft
* ALIEN_GATE mission: no more 2-stages
* new icons for facilities
* non-weapon equipment for crafts
* office luxury terrain
* added SUBVERTED_HQ mission
0.4c
* redone illumination on luxury apartment and streamlined terrain; fixed ware_01 maps; uses OXCE 5.2
0.4b
* moar fixes to apartments and police terrain
0.4a
* fixed apartments terrain
0.4
* added Office terrain
0.3.9a
* fixed research tree mess (some of it at least), now compatible with OXCE 5.1
0.3.9
* added Liskoid soldier alien (ufopaedia art not done)
* added security station facility (advanced station still placeholder)
* fixed some stuff
0.3.8
* added mesmerizer gun
* brainsucker launcher fully functional
* changed stun net
* changed acid bolt
* better? smoke
* fixes i don't remember anymore
0.3.7
* fixed roboturret-minigun missing aimed shot
* fixed revealed floors for alien base entry map block
* more fixes I don't remember (strings, MCDs and so on)
* added Luxury Apartments terrain
* added brainsucker alien (actually called differently cause it's different).
* added human crafts... I think...
* some temporary changes
0.3.6
* added Skeletoid alien (ufopaedia not done)
* Mutons removed
* added Swarmids small
* fixed missing Exoskeleton ufopaedia article
* fixed flying Exoskeleton* fixed some missing strings
0.3.5c
* fixed missing STR_CULT_PRIEST_CORPSE item
0.3.5b
* fixed invs
0.3.5
* added X-Com EXOSKELETON, heaviest armor;
* tweaked some weapons;
* extraSprites/extraSounds in own file;
0.3.4b
* added missing bigobs for Psimorph
* tweaked some weapons
0.3.4
* added the Psimorph (ufopaedia img not done);
0.3.3
* added Apartment terrain & maps (tnx Hobbes);
* tweaked drill, vibro axe;
* alien egg changed;
0.3.2
* added new civilian CIV_SLUM_F2;
* added 2 new cult units CULT_POPE, CULT_MYSTIC;
0.3.1
* switched to OXCE+;
* added ROBOFLYER HWP;
* added Gigantopod alien;
0.3
* added alien base and alien dimension terrain+maps;
0.2
* UFOs added;
0.1
* initial testing release;
Title: Re: [TC] From the Apocalypse WIP
Post by: jackstraw2323 on February 03, 2015, 01:28:27 am
Great work. Really looking forward to your mod!
Title: Re: [TC] From the Apocalypse WIP
Post by: ThatDude on February 03, 2015, 01:40:38 am
Looks great! What is it really about, though?
Title: Re: [TC] From the Apocalypse WIP
Post by: MontyDrake on February 03, 2015, 04:57:11 am
This looks amazing... I'm without words.
Title: Re: [TC] From the Apocalypse WIP
Post by: volutar on February 03, 2015, 05:11:13 am
I think, robin, you should make some sort of master-class manual of making such an aesthetically and palette wise pictures for xcom. I can't name any style difference. It's the vanilla itself. Cheers.
(zombie picture can be used for the paperdoll, I guess).
Title: Re: [TC] From the Apocalypse WIP
Post by: jackstraw2323 on February 03, 2015, 05:50:04 am
I am interested in how you're getting your noise patterns to match up so well with original artwork, I'm assuming photoshop has something that does those, but haven't dug in yet as I've not touched ufopedia artwork yet.
Title: Re: [TC] From the Apocalypse WIP
Post by: robin on February 03, 2015, 11:25:09 am
It all really trivial and cheat-y:
- I paint conventionally with the brush (not pencil) tool, in an RGB image, picking colors from the ufopaedia.act palette so I know that, once I switch to indexed color, they won't stray much;
- I start with medium-dark colors (but not the darkest I plan to use), hard brush,  to draw the overall shapes (so IE in the Chrysalis image: a darkish purple, darkish red and darkish organe, for the three main shapes respectively: coocoon, coocon interior, humanoid);
- Then I start to use lighter shades of those colors with soft brushes, to give the shapes their volumes;
- Finally I draw highlights using the lightest shades, and mark darker shadow areas with light touch of the darkest shades of the original colors, using hard or soft brushes as needed;
- I eventually make the whole thing a little lighter or darker, or and apply a light sharpen filter (didn't do this step for those 2 image above);
- Once I'm done, I use the "save for web (and devices)" option, with "png-8" or "gif", with 256 colors, loading the ufopaedia.act palette and disabling "convert to sRGB" checkbox (this doesn't seem to make any difference, but better disabled).
Done.

Attached the Spitter .psd file.
Title: Re: [TC] From the Apocalypse WIP
Post by: jackstraw2323 on February 03, 2015, 03:31:34 pm
Based on your description, neither trivial nor cheat-y, just straight up talent and time :)
Title: Re: [TC] From the Apocalypse WIP
Post by: Hobbes on February 03, 2015, 04:19:56 pm
Looks great :)

Will this be an add-on like MiB?
Title: Re: [TC] From the Apocalypse WIP
Post by: robin on February 03, 2015, 04:47:29 pm
It's a total conversion, explicitly based on Apocalypse but not bound by faithfulness, so I can redesign and re-imagine things freely (this is a necessity too, because Apocalypse simply can't be replicated in OpenXcom). When everything will be finished it'll be like TFTD compared to UFO, so a standalone new thing based on the same gameplay foundation.
But it'll take a lot of time to get there.
Title: Re: [TC] From the Apocalypse WIP
Post by: jackstraw2323 on February 04, 2015, 06:25:12 pm
Looking forward to it. I'm working on a TC as well and it's definitely a large undertaking to generate all the art assets and code. I'm focusing on getting a playable skeleton in place and the fleshing out all the ufopedia artwork once the rest is set.
Title: Re: [TC] From the Apocalypse WIP
Post by: Hythlodaeus on February 06, 2015, 10:00:43 pm
It's a total conversion, explicitly based on Apocalypse but not bound by faithfulness, so I can redesign and re-imagine things freely (this is a necessity too, because Apocalypse simply can't be replicated in OpenXcom). When everything will be finished it'll be like TFTD compared to UFO, so a standalone new thing based on the same gameplay foundation.
But it'll take a lot of time to get there.
I have two questions:

A)Will the game be completely standalone, not requiring any graphical bit whatsoever from the original game?

B)Will you be willing to license all artwork under a creative commons license (with respective attribution clauses)?
Title: Re: [TC] From the Apocalypse WIP
Post by: robin on February 06, 2015, 11:05:50 pm
I have two questions:

A)Will the game be completely standalone, not requiring any graphical bit whatsoever from the original game?

B)Will you be willing to license all artwork under a creative commons license (with respective attribution clauses)?
A) No, "natural" terrain will likely stay (especially desert, since I love night missions in the desert); geoscape too will probably use vanilla textures; also because I can't mod 24/7 :_( .

B) I don't know how it works, and I'm ripping (look-wise) a bunch of items straight from Apocalypse. We'll see.

/

Screens from terror mission in warehouse. Missions here will be a bit longer than my ideal.. well, when you'll have the alien mine and alien rocket launcher you'll just demolish everything.
Title: Re: [TC] From the Apocalypse WIP
Post by: Ridаn on February 07, 2015, 11:55:07 am
Wow, that looks awesome.
I didnt play Apocalypse a lot, but this warehouse ramp sure brings back some memories.
Definitly a new thingie on my things-to-be-hype-about list.
Keep up the good work!
Title: Re: [TC] From the Apocalypse WIP
Post by: Hythlodaeus on February 07, 2015, 05:24:14 pm
A) No, "natural" terrain will likely stay (especially desert, since I love night missions in the desert); geoscape too will probably use vanilla textures; also because I can't mod 24/7 :_( .
That's alright. I'm mainly asking because someone inquired in another thread whether it would be possible to have a completely free version of OXC and your TC came to mind. I understand replacing most terrain is a bitch.

B) I don't know how it works, and I'm ripping (look-wise) a bunch of items straight from Apocalypse. We'll see.
As long as it is not a straight sprite rip, it counts as original artwork, as it has a distinctive style of its own. Technically you can license it under creative commons. The only issue would be named concepts belonging to Apocalypse ("X-COM", alien names, weapon names, etc)
Title: Re: [TC] From the Apocalypse WIP
Post by: Duke_Falcon on February 07, 2015, 08:03:27 pm
I really wonder if there is any win32 - XP compatible, non-VM or DosBox - application what enables watch, rip and alter the graphic files, sprites of X-com Apocalypse?
Title: Re: [TO] From the Apocalypse WIP
Post by: robin on February 07, 2015, 08:39:45 pm
There should be a command line tool from Bomb Bloke afaik. Never used it.

/

More screens, an enemy tank getting obliterated by and alien grenade, during a human warehouse assault.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Mr. Quiet on February 11, 2015, 03:27:29 am
Amazing job! Bravo, Robin! Would love to see more options from Apoc in OXC, unless you're not able to add anything outside of the X-COM nature. Like going after enemy faction bases in raiding parties, I loved that.
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on February 11, 2015, 10:26:56 am
Amazing job! Bravo, Robin! Would love to see more options from Apoc in OXC, unless you're not able to add anything outside of the X-COM nature. Like going after enemy faction bases in raiding parties, I loved that.
Raids are in. But currently they're implemented in a very limited way: since they're ufos, they score the player negatively as long as they're around. To preserve their optional nature, I had to make them temporary (while in Apocalypse the building is always there). The new TFTD mission options should enable me to set up customized terror sites, and so I should be able to make "corporate building sites", without expiration date (if I can also set that doing the mission scores the player negatively, the implementation should be complete; I have a backup plan in case this isn't possible).
Title: Re: [MOD] From the Apocalypse WIP
Post by: Mr. Quiet on February 14, 2015, 02:56:21 am
Nice, I hope you get that figured out. Love the screenshots!

How much longer? Don't answer that XD
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on February 16, 2015, 12:03:44 am
lalalalalalala

(text is WIP).
Title: Re: [MOD] From the Apocalypse WIP
Post by: Gifty on February 16, 2015, 12:27:17 am
I'm unspeakably excited about this.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Mr. Quiet on February 16, 2015, 12:37:58 am
Wow, this will really be a new experience.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Duke_Falcon on February 16, 2015, 10:52:38 am
There left only one imperative question:

When could we try this beauty?

I just can not wait! :)
Title: Re: [MOD] From the Apocalypse WIP
Post by: Angelus_EV on February 16, 2015, 02:45:41 pm
you are the man!
Title: Re: [MOD] From the Apocalypse WIP
Post by: Mr. Quiet on February 17, 2015, 10:03:22 am
I can wait, I can wait, I can wait. I gotta keep telling myself that. I know the final release will be the best experience ever and I gotta stop coming over to look at these spoiler pics ><!
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on February 17, 2015, 11:26:15 am
The final release.
The final release is faaar away, at least 1 year, likely more.
In fact the "problem" right know is that, despite all the new content, it doesn't make much sense from a player perspective, because off all the stuff still missing. And since the mod is foremost for players, I come to realize, with the playtesting I've been doing lately, that a I have to add a bit more stuff before I can make a meaningful initial release.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Neo23 on February 17, 2015, 06:20:39 pm
I've waited over 20 years for a real third sequel. Like TFTD was to EU.
Take your time. Your style is exact like the originals and this can
only be awesome. Keep it up!
Title: Re: [MOD] From the Apocalypse WIP
Post by: Mr. Quiet on February 17, 2015, 11:57:40 pm
Yep, you're the only one Robin. Our only hope for a nice TC today!!
Title: Re: [MOD] From the Apocalypse WIP
Post by: Ridаn on March 24, 2015, 07:08:12 pm
Robin, I noticed new cool smoke graphics on those screenshots. I`d like to ask if it is already implemented and functional?
Would you consider releasing it as a separate mod (or just sharing assets), pretty please?  ::)
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on March 24, 2015, 09:41:21 pm
Robin, I noticed new cool smoke graphics on those screenshots. I`d like to ask if it is already implemented and functional?
Would you consider releasing it as a separate mod (or just sharing assets), pretty please?  ::)
uploaded here:
https://openxcom.org/forum/index.php/topic,3350.msg41624.html#msg41624
Title: Re: [MOD] From the Apocalypse WIP
Post by: Ridаn on March 25, 2015, 10:37:12 am
Many thanks.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Dioxine on March 25, 2015, 05:48:42 pm
uploaded here:
https://openxcom.org/forum/index.php/topic,3350.msg41624.html#msg41624

Prompty stolen. :)
This smoke is just so much better, it looks soft, has better coverage and more volume while actually not obscuring player's vision that much. No wonder, you're probably the best pixel artist on this forum (even if this smoke is obv. based on Apocalypse) :)
Title: Re: [TC] From the Apocalypse WIP
Post by: niculinux on March 25, 2015, 07:41:26 pm
It's a total conversion, explicitly based on Apocalypse but not bound by faithfulness, so I can redesign and re-imagine things freely (this is a necessity too, because Apocalypse simply can't be replicated in OpenXcom). When everything will be finished it'll be like TFTD compared to UFO, so a standalone new thing based on the same gameplay foundation.
But it'll take a lot of time to get there.

S U P E R!!! We surely need more TC, sadly only  Dioxine's piratex is avaiable ;(
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on April 26, 2015, 11:31:39 am
so many new tiles, so little time.

(3-levels base, from top to bottom)
Title: Re: [MOD] From the Apocalypse WIP
Post by: Yankes on April 26, 2015, 12:10:51 pm
Quality of your work is mind blowing :D
It look better than original.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Gifty on April 26, 2015, 01:08:19 pm
HOLY MOLEY
Title: Re: [MOD] From the Apocalypse WIP
Post by: ivandogovich on April 26, 2015, 02:45:20 pm
Quality of your work is mind blowing :D
It look better than original.


this. in spades.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Meridian on April 26, 2015, 09:00:39 pm
HOLY GRENADE! I can't take it no more... I want to play this sooooo baaaaad.... aaaaaaah!
Title: Re: [MOD] From the Apocalypse WIP
Post by: jackstraw2323 on April 26, 2015, 10:26:23 pm
Great work, very polished. I like that you've got the scientist civilians present similar to base defense in APOC. Is there a mechanism for that or are you always spawning civs in base defense? I.E. if I have no scientists are they still actually present in base defense?
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on April 26, 2015, 10:53:30 pm
Great work, very polished. I like that you've got the scientist civilians present similar to base defense in APOC. Is there a mechanism for that or are you always spawning civs in base defense? I.E. if I have no scientists are they still actually present in base defense?
Yeah it's just reskinned civilians, so they're present regardless of whether you hired scientists/engineers or not; that's why I'm still not sold about having them appear.
I don't think there are other options (but I'm outdated on the ruleset new shinies, I've been doing nothing but tiles in the last 3 months).
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on April 27, 2015, 12:31:35 am
Great work robin :)

What I'm curious though is about the Geoscape/Storyline of this Total Conversion. Lately I've been also getting very interested in developing TCs but this is a sort of project that I'd like to do together with someone else because of the work involved.
Title: Re: [MOD] From the Apocalypse WIP
Post by: jackstraw2323 on April 27, 2015, 03:26:46 am
Yeah it's just reskinned civilians, so they're present regardless of whether you hired scientists/engineers or not; that's why I'm still not sold about having them appear.
I don't think there are other options (but I'm outdated on the ruleset new shinies, I've been doing nothing but tiles in the last 3 months).

I don't think anything in mapscript/mission script is yet fleshed out enough, but I'm hopeful that there will be some more options to do some interesting things with those once they are better documented. You can tie a race to a terrain now, so I wonder if there might be a way to hack that together with the civilians? I'd love to be able to do something like APOC defense stations, but there's just no way to do it right now.
Title: Re: [MOD] From the Apocalypse WIP
Post by: ivandogovich on April 27, 2015, 04:28:43 am
I'd love to be able to do something like APOC defense stations, but there's just no way to do it right now.

Zero movement Turret units? ;)  I think Solarious was thinking about them.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Solarius Scorch on April 27, 2015, 07:41:21 am
Zero movement Turret units? ;)  I think Solarious was thinking about them.

I wasn't the first one to think about this, it was probably Dioxine, but the idea is to give the unit 0 energy to disallow movement but allow rotation and firing.
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on April 27, 2015, 10:55:39 am
What I'm curious though is about the Geoscape/Storyline of this Total Conversion. Lately I've been also getting very interested in developing TCs but this is a sort of project that I'd like to do together with someone else because of the work involved.
Geoscape modification is too far away in the future to be detailed now; I only have a rough idea. Storyline will be quite lax, I don't want to lock the player into a narrative; also I'm mostly set on the idea that every research should give the player something, so no "story researches"** (with the only exception being the alien life cycle).

**Not that I think they're necessarily bad, they're probably needed if you're aiming for a more flashed out/rich narrative.

I don't think anything in mapscript/mission script is yet fleshed out enough, but I'm hopeful that there will be some more options to do some interesting things with those once they are better documented. You can tie a race to a terrain now, so I wonder if there might be a way to hack that together with the civilians? I'd love to be able to do something like APOC defense stations, but there's just no way to do it right now.
About turrets, I asked Warboy on 0-energy HWPs too (I removed the defense facilities). The problem with that solution is that there's little to no control about their spawning on the map, since there's no HWP-specific spawn points.
About civilians in base, I guess another way to try to do it would be to turn the engineer/scientist items into HWPs. Provided it works, it would be fun to see what happen when a base with 100 scientists and 250 engineers is invaded :P
Title: Re: [MOD] From the Apocalypse WIP
Post by: Solarius Scorch on April 27, 2015, 12:59:11 pm
About turrets, I asked Warboy on 0-energy HWPs too (I removed the defense facilities). The problem with that solution is that there's little to no control about their spawning on the map, since there's no HWP-specific spawn points.

You can set nodes for A;;/Large units, I would think it should be enough, though I haven't tested it and I sure Warboy knows better.

About civilians in base, I guess another way to try to do it would be to turn the engineer/scientist items into HWPs. Provided it works, it would be fun to see what happen when a base with 100 scientists and 250 engineers is invaded :P

X-Com: Total War. :P
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on April 27, 2015, 02:01:26 pm
You can set nodes for A;;/Large units, I would think it should be enough, though I haven't tested it and I sure Warboy knows better.
I know, I think it should work "decent enough" too; I'm definitely going to experiment with this solution.

Title: Re: [MOD] From the Apocalypse WIP
Post by: moriarty on April 27, 2015, 03:31:49 pm
civilians in base defenses should always be there (every installation needs non-combat-personnel, even something as small as x-com), but it would surely be nice if there were special civilians in appropriate settings onls:  lab-coat-civilians only when there are scientists, and blue-coverall-civilians only when there are engineers...
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on April 27, 2015, 03:40:19 pm
Geoscape modification is too far away in the future to be detailed now; I only have a rough idea. Storyline will be quite lax, I don't want to lock the player into a narrative; also I'm mostly set on the idea that every research should give the player something, so no "story researches"** (with the only exception being the alien life cycle).

Well, I'm currently considering creating a Mars globe since I'm pretty much tired of of looking at good old Earth, and I've got several ideas for Total Conversion storylines based on the timeframe between Interceptor, Apocalypse and even Genesis (which was never finished and published but the producer revealed aspects of its story a while ago in an interview).

I know, I think it should work "decent enough" too; I'm definitely going to experiment with this solution.

I remember the 'turrets' being discussed before and one way would be to design maps with locations for the 'turrets' (which would be HWPs) to be generated using nodes set for large units. This will not be perfect though, since any vanilla HWPs would also be generated in those locations, as you say on a post after this one.

Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on April 27, 2015, 06:39:07 pm
civilians in base defenses should always be there (every installation needs non-combat-personnel, even something as small as x-com), but it would surely be nice if there were special civilians in appropriate settings onls:  lab-coat-civilians only when there are scientists, and blue-coverall-civilians only when there are engineers...
Civilians are low on the priority list, I still have to finish the hostile humans and basically make all the aliens; I'll likely have placeholders borrowed from other mods, until then.
Civilian scientists exist because hostile scientists were made first, and thus the graphics was ready.

Well, I'm currently considering creating a Mars globe since I'm pretty much tired of of looking at good old Earth, and I've got several ideas for Total Conversion storylines based on the timeframe between Interceptor, Apocalypse and even Genesis (which was never finished and published but the producer revealed aspects of its story a while ago in an interview).

I remember the 'turrets' being discussed before and one way would be to design maps with locations for the 'turrets' (which would be HWPs) to be generated using nodes set for large units. This will not be perfect though, since any vanilla HWPs would also be generated in those locations, as you say on a post after this one.
Well my mod will surely take place on Earth. The story will be.. something in between UFO and Apocalypse (in terms of complexity and amount of exposition); generally I'm not a fan of complicated stories in videogames. The aliens life-cycle/hierarchy is the bit that's going to be flashed out, so that hopefully the extraterrestrial menace is as interesting as it should be; but I'm not interested in doing the same for human factions.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Dioxine on April 27, 2015, 06:45:54 pm
This is going to be epic. But, lack of sprites? That multiworm looks just so perfect!
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on June 02, 2015, 11:26:08 pm
I almost* completed the tileset for human crafts. This is probably the hardest tileset to do.
Here's an Airtaxi (still some stuff to fix).

*maybe, hopefully
Title: Re: [MOD] From the Apocalypse WIP
Post by: XOps on June 03, 2015, 12:07:13 am
I almost* completed the tileset for human crafts. This is probably the hardest tileset to do.
Here's an Airtaxi (still some stuff to fix).

*maybe, hopefully

Nice. Very smooth. Good job with the dithering. Good luck with finishing up the human craft tilesets. Be wary though. For some reason the last few tiles are always the worst. At least I find I always get stuck on designing the last few of anything.
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on June 14, 2015, 10:47:18 pm
Be wary though. For some reason the last few tiles are always the worst. At least I find I always get stuck on designing the last few of anything.
You were obviously right...
Now I should really be at the end of the tunnel though.
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on June 28, 2015, 02:59:04 am
Well it has been very hard but it's paying off I guess.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Dioxine on June 28, 2015, 01:50:54 pm
That feeling when I'm never going to be as good as Robin ;_;
Title: Re: [MOD] From the Apocalypse WIP
Post by: hellrazor on June 28, 2015, 08:08:54 pm
OMFG!!!! Those look awesome!
Title: Re: [MOD] From the Apocalypse WIP
Post by: davide on June 28, 2015, 11:43:11 pm
very impressive !!! :P
Title: Re: [MOD] From the Apocalypse WIP
Post by: XOps on June 29, 2015, 05:16:09 am
I'm rather curious robin. What are you going to use most of these vehicles for? I am assuming they are civilian vehicles? I'm interested in just how they are going to be integrated into your mod's ground missions.
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on June 29, 2015, 08:35:48 am
I'm rather curious robin. What are you going to use most of these vehicles for? I am assuming they are civilian vehicles? I'm interested in just how they are going to be integrated into your mod's ground missions.
In Apocalypse there are "illegal flyer" events.
I'm picking up and expanding the idea. All these civilian (you got it right) vehicles will be used in illegal flyer missions. I'd rather not spoil anything else (also because I'm still thinking about it :P).
Title: Re: [MOD] From the Apocalypse WIP
Post by: Zharkov on June 29, 2015, 10:20:09 am
Well it has been very hard but it's paying off I guess.

I must say, these look like something I'd like to shoot down and plunder, but I might have played piratez too much.
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 05, 2015, 02:15:18 am
The thing I hate about this is doing routes.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Zharkov on July 06, 2015, 11:18:24 pm
Say, Robin, may I use your Spitter resources for a little addon for piratez?
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on July 07, 2015, 02:04:46 am
The thing I hate about this is doing routes.

Good that Map View has been updated to make it a lot easier.

One tip: it is useless to add a lot of nodes to try to force the AI to move as you want when patrolling or create a lot of alternative patrolling routes. Keep the patrol routes simple as possible.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Solarius Scorch on July 07, 2015, 12:46:19 pm
Good that Map View has been updated to make it a lot easier.

One tip: it is useless to add a lot of nodes to try to force the AI to move as you want when patrolling or create a lot of alternative patrolling routes. Keep the patrol routes simple as possible.

I personally think there is an added value in more complicated node maps (as long as they're done sensibly, and not just about adding more nodes), because I think the AI tends to fare better thanks to more useful attack vectors being created. For example, I like to place high-priority node near windows, because it makes the aliens look outside periodically and therefore have better detection.

It's all a bit fuzzy/susceptible to attribution errors and therefore I won't be defending this position to the death, but I think it's at least worth considering.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Dioxine on July 07, 2015, 02:40:23 pm
Or placing nodes to the side of a door instead of in the front of it, or otherwise in cover, makes the AI a bit less likely to get easily killed.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on July 07, 2015, 06:38:45 pm
I personally think there is an added value in more complicated node maps (as long as they're done sensibly, and not just about adding more nodes), because I think the AI tends to fare better thanks to more useful attack vectors being created.

The AI doesn't use the nodes to determine attack vectors. I think there might be a misunderstanding how the AI/nodes works.

At the beginning of a mission all the aliens are set for Patrol mode and spawned in the nodes. While on Patrol mode they will use the nodes to move around and look for XCom units.

When an alien unit spots an XCom one, then the AI will switch the mode from Patrol to Attack/Ambush/Retreat, depending on its aggression, etc., and it will stop using the nodes for movement. Instead it will move the alien to where there is cover, etc., and completely ignore the nodes.

If the alien stops seeing XCom units for X turns (X = intelligence stat) then it will revert back to Patrol mode and use again the nodes.

Now, you can place nodes in locations where you think it may be more advantageous for the aliens to reaction fire your soldiers (to the side of the door instead of in front of it, etc.) but this can be a rather useless effort for a number of reasons:
* You can't control the direction that the alien will be facing. If you place a node like Dioxine said, then it will be likely that the alien will be facing the wall next to the door rather than the door. Then XCom unit enters, turns around and shoots alien on its side.
* You can't control how much an alien moves during its turn, thus the alien might not have TUs to reach a certain node during its turn or have enough TUs for go through several nodes during its turn.

So, when you are designing nodes you need to take into account all of these factors. And it is really better and easier to keep the patrol routes simple. And the best example comes from TFTD - if you compare its maps with UFO's you'll see that its nodes are much more simplified.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Arthanor on July 07, 2015, 07:48:35 pm
But wouldn't it make sense for aliens to take a look through the window when in patrol mode instead of just walking through a room?

I think that's what Solarius was meaning. When the alien doesn't know of any XCom soldiers, having a node next to a window will make it walk to the window and hopefully take a peak, which might allow it to see an XCom soldier and enter "fighting" mode from its previous patrol mode.

The side/front of door one is more difficult, but there still should be an advantage. If the alien is right in front of the door, it opens and, at worst, you get mutual surprise, at best the alien is not facing you. Either way, you are free to engage with either an autoshot or a melee swing. If it's next to the door, melee might still work, but shooting will be hampered by the wall, forcing you to take a step into the other room and potentially triggering reactions.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Dioxine on July 07, 2015, 08:27:18 pm
Yeah, pretty much that. Not that much, but sometimes nasty. I was never suggesting that these nodes will allow me to control the AI, but might, maybe in 10% of cases, cause more 'bastardly' behaviour on the part of the AI.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Solarius Scorch on July 07, 2015, 10:05:49 pm
Hobbes, I do know how nodes work. I think you've explained it to me several times already. :P

Okay, what I meant was that AI units walk between nodes when not aware of any enemy units. Which means they are very often in Patrol mode when they are discovered, which means the nodes determine pretty strongly where aliens will be found.

If an important, high-priority node is strategically located, it is a boon to the AI, because it gives an average alien a better position to spot the enemy as well as start shooting them. But it means there should be more nodes per map block, because you often have several such places, also need to make connecting nodes etc.

Also, more nodes mean less predictable alien spawning and movements.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on July 07, 2015, 10:13:30 pm
But wouldn't it make sense for aliens to take a look through the window when in patrol mode instead of just walking through a room?

I think that's what Solarius was meaning. When the alien doesn't know of any XCom soldiers, having a node next to a window will make it walk to the window and hopefully take a peak, which might allow it to see an XCom soldier and enter "fighting" mode from its previous patrol mode.

Yeah, this makes sense: you have a room with 4 windows, you set nodes where the alien can spot XCom units upon reaching that node (and they don't have to be right by the window, in fact it can better to place them 1 or 2 tiles away from the window since you'll make it harder to be spotted).

Quote
The side/front of door one is more difficult, but there still should be an advantage. If the alien is right in front of the door, it opens and, at worst, you get mutual surprise, at best the alien is not facing you. Either way, you are free to engage with either an autoshot or a melee swing. If it's next to the door, melee might still work, but shooting will be hampered by the wall, forcing you to take a step into the other room and potentially triggering reactions.

Even better: place the node a couple of tiles away from the UFO door. This forces the player to move its units to try a melee attack, and it makes it harder for shots coming from the side.

Yeah, pretty much that. Not that much, but sometimes nasty. I was never suggesting that these nodes will allow me to control the AI, but might, maybe in 10% of cases, cause more 'bastardly' behaviour on the part of the AI.

The other required part for 'bastardly' behavior is map design. Specially designing maps that prevent the player of leveling down several walls to target an alien. But that's another issue :)

I have also been guilty of trying to manipulate the AI: place one node there and another one there and another there, so that the alien will make this really complex movement and surprise the player... until I realized that all of this was happening only in my head, not the actual game :)
Title: Re: [MOD] From the Apocalypse WIP
Post by: Dioxine on July 07, 2015, 10:42:31 pm
The other required part for 'bastardly' behavior is map design. Specially designing maps that prevent the player of leveling down several walls to target an alien. But that's another issue :)

I consider this to be low. Indestructible walls are uncool if they're unrealistically so. I'm rather trying to reduce the explosives spam in my mod :)
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on July 08, 2015, 04:56:53 am
Hobbes, I do know how nodes work. I think you've explained it to me several times already. :P

Okay, what I meant was that AI units walk between nodes when not aware of any enemy units. Which means they are very often in Patrol mode when they are discovered, which means the nodes determine pretty strongly where aliens will be found.

If an important, high-priority node is strategically located, it is a boon to the AI, because it gives an average alien a better position to spot the enemy as well as start shooting them. But it means there should be more nodes per map block, because you often have several such places, also need to make connecting nodes etc.

Also, more nodes mean less predictable alien spawning and movements.

When you mentioned 'attack vectors' before it just made me worry. :)

Well placed nodes on strategic locations are important but if you want to ensure that there will be an alien on that location to spot XCom units then the best way is not connect those nodes with the rest to ensure that the alien doesn't wander off to some other less important node, like some TFTD maps.

I consider this to be low. Indestructible walls are uncool if they're unrealistically so. I'm rather trying to reduce the explosives spam in my mod :)

Discussions about 'realism' are almost irrelevant IMHO regarding games. To me it is completely unrealistic to expect that a laser or plasma beam would completely wreck a wall rather than simply carving a small hole through it. Even a grenade or a HE shell from a handheld cannon busting a wall made of masonry, metal or stone is highly 'unrealistic': you'd need a rocket launcher like a Carl Gustav or and AT-4 or an artillery/tank round to do the trick, or some well placed high explosive.

But I'm playing a game for fun so I don't really think much about if it's realistic or not. And maps that can be leveled down with explosives or long range sniping are too much of an advantage for the human player, since the AI can't do either mass explosions or scout/snipe. So I really prefer to go the TFTD route and increase the armor values of terrain - it's not just Lobstermen & Co. that make TFTD more challenging - it's also that its map design limits both explosives and sniping.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Solarius Scorch on July 08, 2015, 03:30:54 pm
When you mentioned 'attack vectors' before it just made me worry. :)

:)

Well placed nodes on strategic locations are important but if you want to ensure that there will be an alien on that location to spot XCom units then the best way is not connect those nodes with the rest to ensure that the alien doesn't wander off to some other less important node, like some TFTD maps.

Yes, certainly. But I think it would be too extreme in most cases, unless we specifically talk about a guarding post of sorts. Playing with probabilities should suffice, probably.

Discussions about 'realism' are almost irrelevant IMHO regarding games. To me it is completely unrealistic to expect that a laser or plasma beam would completely wreck a wall rather than simply carving a small hole through it. Even a grenade or a HE shell from a handheld cannon busting a wall made of masonry, metal or stone is highly 'unrealistic': you'd need a rocket launcher like a Carl Gustav or and AT-4 or an artillery/tank round to do the trick, or some well placed high explosive.

But I'm playing a game for fun so I don't really think much about if it's realistic or not. And maps that can be leveled down with explosives or long range sniping are too much of an advantage for the human player, since the AI can't do either mass explosions or scout/snipe. So I really prefer to go the TFTD route and increase the armor values of terrain - it's not just Lobstermen & Co. that make TFTD more challenging - it's also that its map design limits both explosives and sniping.

While the word "realism" was maybe a bit unfortunate, I too find certain aspects of your decisions... well, jarring. Particularly walls that are perfectly ordinary, yet put up almost as much resistance as Alien Alloys. It's simply misleading and inconsistent to have a type of brick wall with armour, say, 50 and another type of brick wall with armour 100. (These numbers are completely made up.) Even if you learn which is which, it hurts the immersion.

I do appreciate your objective of making maps that are more challenging, or different to play on, but I also think these superwalls (and particularly superceilings!) have more downsides than upsides. A map that is sufficiently claustrophobic will limit sniping (and explosives too, to a degree) much less viable in many places. Your maps are mostly quite complex and I don't think they need such drastic measures to do their job.

Of course one could go all the way and edit all walls in the game to the same high-durability standard, which in my opinion would be better than the schizophrenic present. :) But I'm not sure it would make the game more fun to play, and it certainly would be controversial to do so. Or we could edit all weapons to make them less effective against terrain, but I think it's only possible in OpenXCom Extended (and is also controversial).
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 08, 2015, 04:36:15 pm
The AI [...]
Oh interesting; thanks.
It's funny that I'm making a ton of stuff and yet I'm always ignorant about all the technicalities. My plan basically is: "Hopefully everything will be alright!"
Title: Re: [MOD] From the Apocalypse WIP
Post by: Angelus_EV on July 08, 2015, 06:24:03 pm
will you change the Ui color scheme to silver? like the original apoc?
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 08, 2015, 06:31:57 pm
will you change the Ui color scheme to silver? like the original apoc?
I'd like to, but the grey in the palette doesn't "work well"; I don't know how to explain- I don't even remember actually, only that when I tried it it was bad.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Angelus_EV on July 08, 2015, 06:36:45 pm
I'd like to, but the grey in the palette doesn't "work well"; I don't know how to explain- I don't even remember actually, only that when I tried it it was bad.
maybe this color?
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 08, 2015, 06:48:06 pm
The palette for the UI is different- no wait, you're talking about the Battlescape UI? I didn't think you could change the color of those buttons.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Angelus_EV on July 08, 2015, 06:52:41 pm
The palette for the UI is different- no wait, you're talking about the Battlescape UI? I didn't think you could change the color of those buttons.
i don't know where this comes from but look...
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 11, 2015, 01:17:55 am
This is likely the biggest human craft.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on July 11, 2015, 01:57:39 am
This is likely the biggest human craft.

Are you going to use the Transtellar logo from Apocalypse?

(https://www.ufopaedia.org/images/4/41/Apoc_ts_icon.png)
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 11, 2015, 10:05:05 am
Apocalypse's logs are really cool. I don't have Transtellar in my mod; the only corporation straight from Apocalypse is Megapol, which is still "to do" though.
I wanted to have an external wall with a logo, but I think I'm done with crafts for now, I hit the MCDs limit (also logos on curved walls are difficult, since you have so few pixels). The whole craft tileset is very modular now, so I squeezed out some room for more MCDs, but I'm waiting in case the playtesting tells that some tiles are needed (I suspect I'll need an external stair-ramp for example).
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on July 11, 2015, 12:51:25 pm
Apocalypse's logs are really cool. I don't have Transtellar in my mod; the only corporation straight from Apocalypse is Megapol, which is still "to do" though.
I wanted to have an external wall with a logo, but I think I'm done with crafts for now, I hit the MCDs limit (also logos on curved walls are difficult, since you have so few pixels). The whole craft tileset is very modular now, so I squeezed out some room for more MCDs, but I'm waiting in case the playtesting tells that some tiles are needed (I suspect I'll need an external stair-ramp for example).

Hmmm, the MCD limit for each craft/UFO is actually 253 entries, so I'd think you'd have more than enough for those extra tiles with the logo but I have no idea of how you are using right now.
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 11, 2015, 02:42:27 pm
Hmmm, the MCD limit for each craft/UFO is actually 253 entries, so I'd think you'd have more than enough for those extra tiles with the logo but I have no idea of how you are using right now.
I was at 270~280 (and I added more since then). I don't know how many entries I use now because the number depends on what libraries the craft uses, I just check that the map saves correctly and I'm good. Hence the policy is to add only absolutely essential tiles; Logo is cool but not essential.
Title: Re: [MOD] From the Apocalypse WIP
Post by: liberation on July 11, 2015, 02:52:20 pm
Your work robin, is nothing short of amazing  :)
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on July 11, 2015, 05:31:56 pm
Logo is cool but not essential.

To me cool is means essential, so I hope that you find space on the libraries to add those logos. If you need any help/advice with the MCD files let me know :)

Or you could design your own logo to be your personal signature on this mod ;)
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 12, 2015, 12:40:27 am
This is likely the biggest human craft.
Interiors
Title: Re: [MOD] From the Apocalypse WIP
Post by: DracoGriffin on July 12, 2015, 12:54:18 am
Wow. Those are gorgeous.
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 12, 2015, 03:02:28 pm
After 7 months back to the ruleset.
I don't remember anything. Everything is different.
Time to panic.
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 15, 2015, 12:37:07 am
Couple of screens.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Angelus_EV on July 15, 2015, 04:20:17 am
i hope you can make a "all city planet" like coruscant in star wars and then all the maps can be apoc stylized  :) :) :)
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on July 15, 2015, 04:59:30 am
i hope you can make a "all city planet" like coruscant in star wars and then all the maps can be apoc stylized  :) :) :)

Technically I'd say that the detail would be a challenge and it would be impossible to get the city lights to go off during the daytime. In any case, the premise on Apocalypse was that Earth had about half a dozen megacities, so it would never be completely covered in urban sprawl like the image aboe.
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on July 15, 2015, 10:12:44 am
It absolutely won't be a "city planet"; it' wouldn't even make sense because the time span since the first alien war wouldn't be wide enough to have the continents covered by buildings.
I'm planning to have a "city texture", to place around the big metropolis markers. The rest of the world themes will likely be desert and jungle (some natural, but the majority engineered-agricultural).
But work on the globe is so far away in the future that there's no point thinking too much about it.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Angelus_EV on July 15, 2015, 02:45:11 pm
It absolutely won't be a "city planet"; it' wouldn't even make sense because the time span since the first alien war wouldn't be wide enough to have the continents covered by buildings.
I'm planning to have a "city texture", to place around the big metropolis markers. The rest of the world themes will likely be desert and jungle (some natural, but the majority engineered-agricultural).
But work on the globe is so far away in the future that there's no point thinking too much about it.

your answer is more than satisfactory  ;D ;D ;D
Title: Re: [MOD] From the Apocalypse WIP
Post by: Yankes on July 15, 2015, 06:46:56 pm
Technically I'd say that the detail would be a challenge and it would be impossible to get the city lights to go off during the daytime. In any case, the premise on Apocalypse was that Earth had about half a dozen megacities, so it would never be completely covered in urban sprawl like the image aboe.
doable, one simpler way is palette have inverted shades for some colors. Then after "darking" it will be more bright than at day.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Solarius Scorch on July 15, 2015, 07:49:58 pm
Dude... This is so awesome. I'd hit it so hard that it'd turn into a Zombie and make another me!
Title: Re: [MOD] From the Apocalypse WIP
Post by: Mr. Quiet on July 16, 2015, 03:22:58 am
Robin, damn damn damn. I wish you had a clone to help you finish it up. I'm am so tempted to click those screenshots. I have to cover my eyes, but I took a small peek at what you're up to. I did it to get some hype fuel in me heheh.

I made a promise to myself after watching Super Bunnyhop's Post-E3 report on YT, that I'll never watch a trailer or review of anything before playing the game. I miss those kid days when I went into a game blind, because I just liked the box art, knowing nothing else about it. UD was one of them. Makes a huge difference in enjoying a discovery or figuring something out yourself before your favorite let's player does it for you. People these days wanting everything done for them. Btw, my first experiment with playing games blind was with System Shock 2. Well I did play Bioshock 1, and noticed the resemblance.
Title: Re: [MOD] From the Apocalypse WIP
Post by: nadir on July 16, 2015, 12:08:55 pm
This is gonna be AWESOME  ;D
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on August 30, 2015, 11:54:33 pm
aliens aliening around
Title: Re: [MOD] From the Apocalypse WIP
Post by: Solarius Scorch on August 31, 2015, 12:27:46 am
Skeletoids, I presume? :)
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on August 31, 2015, 09:52:43 am
Skeletoids, I presume? :)
Aside from spitter, anthropod, multimegaworm, all the other aliens will be different-new.
(But I'm secretly still debating over the psimorph).
Title: Re: [MOD] From the Apocalypse WIP
Post by: Dioxine on August 31, 2015, 02:36:14 pm
As usual, the highest pixel art quality out there :) While the design of that gun is... very original, I guess It's Apocalypse, Baby! I might not like the design, but, oh boy, the bigob AND handob are so well-made :) The alien is really cool. AND really new. I guess Solar will love how its thin arms and legs would be perfect for the Chaser :)

Can't wait till you post some beta-version of the mod - it'd be a great loss for the whole community if, God forbids, you had an accident and all these awesome resources were never published :)
Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on August 31, 2015, 03:02:40 pm
God forbids
NoooOOOooo, you can't write these things, you are jinxing it! I'm touching my balls* like there's no tomorrow.

* superstitious gesture to make ill-luck go away.
Title: Re: [MOD] From the Apocalypse WIP
Post by: Solarius Scorch on August 31, 2015, 06:28:29 pm
* superstitious gesture to make ill-luck go away.

Well it didn't save Michael Jackson.

Anyway, yeah, some partial release would be awesome for the sheer spritegazing value. :)
Title: Re: [MOD] From the Apocalypse WIP
Post by: Hobbes on August 31, 2015, 07:31:24 pm
I'm touching my balls* like there's no tomorrow.

* superstitious gesture to make ill-luck go away.

I'd only wish this worked :(
Title: Re: [MOD] From the Apocalypse WIP
Post by: davide on September 02, 2015, 02:32:34 pm
- it'd be a great loss for the whole community if, God forbids, you had an accident and all these awesome resources were never published :)

 ;D ;D ;D

I written something like, a little polite, to XOps, about future update of his mod ::)

It is better get a full package of lucky charm:

Title: Re: [MOD] From the Apocalypse WIP
Post by: ivandogovich on December 29, 2015, 03:16:44 pm
Robin, have you worked out anything for Poppers yet??  Any idea how they might work?

Maybe  a powerful range 2 Explosive shot that will kill them because they are low health?
Does there seem like a way to make the smoke trail they leave.... something along the lines of the silacoid's scorch trail?

Title: Re: [MOD] From the Apocalypse WIP
Post by: robin on December 29, 2015, 06:22:05 pm
Robin, have you worked out anything for Poppers yet??  Any idea how they might work?

Maybe  a powerful range 2 Explosive shot that will kill them because they are low health?
Does there seem like a way to make the smoke trail they leave.... something along the lines of the silacoid's scorch trail?
currently impossible to do properly.
you can't make an explosive melee weapon. and afaik the ai isn't aware of the range limitation to ranged weapon, so a ranged-2 weapon won't be used properly (even if it is an autoshot, which is used more likely within 3-4 tiles, it's not exclusively used at that short distance).

i think the most sensible way to do something like that, is how i did the cybermite terror unit of the waspite: simply a melee-only unit that explodes when killed (cyberdisk style).
Title: Re: [MOD] From the Apocalypse WIP
Post by: ivandogovich on December 29, 2015, 06:34:21 pm
Great feedback!  Thanks, Robin!  I hadn't considered that the AI would attack from beyond range (though I believe I've seen them doing exactly that with sawed off shotguns in PirateZ).
Title: Re: [MOD] From the Apocalypse WIP
Post by: DracoGriffin on December 30, 2015, 07:13:46 am
Isn't there something in OXCE that can reduce HP when used? So couldn't the Popper have its main weapon cost X HP (whatever it's HP is) to use, thus exploding itself in melee range?

Essentially, a Chryssalid with a OXCE melee weapon that self-inflicts health damage proportionate to the user's health, and then on death (like a Zombie), produce an explosion?
Title: Re: [MOD] From the Apocalypse WIP
Post by: ivandogovich on December 30, 2015, 07:20:46 am
Isn't there something in OXCE that can reduce HP when used? So couldn't the Popper have its main weapon cost X HP (whatever it's HP is) to use, thus exploding itself in melee range?

Essentially, a Chryssalid with a OXCE melee weapon that self-inflicts health damage proportionate to the user's health, and then on death (like a Zombie), produce an explosion?

You devious son of a gun.  :)  That sounds awesome. :)
Title: Re: [MOD] From the Apocalypse WIP
Post by: Dioxine on December 30, 2015, 08:43:57 am
Won't work, OXCE doesn't allow an unit to kill itself with this function.
Title: Re: [WIP][MOD] From the Apocalypse 0.1
Post by: robin on March 07, 2016, 01:28:09 am
wanted at least finish the ufo/alien tiles before releasing something, but currently my progress is too slow and precarious.
oh well, if someone is brave enough to face a jungle of bugs and unfinished content...
Title: Re: [WIP][MOD] From the Apocalypse 0.1
Post by: harre on March 07, 2016, 02:28:50 am
Downloaded and tried the mod, it was fun getting slaughtered by new alien types :)
Title: Re: [WIP][MOD] From the Apocalypse 0.1a
Post by: davide on March 08, 2016, 01:14:05 am
Thank you very much for your efforts.

Your project is very ambitius for only one modder and the real life consume all free time

XOps have the same doubts when published his mod, but now Xeno Op. it is full playable

Anyway your incomplete mods could be a paragon for other mods and a lot of resources could be reused if you will agree

I wish I play temple terrain from a lot of months ... :P
Warehouse is interesting too
The human crafts could be reused as a full collection of cultist/MIB ufos

Base defence is the mission more ripetitive in this moment
Your new map dataset could be an interesting alternative too




Title: Re: [WIP][MOD] From the Apocalypse 0.1a
Post by: robin on March 08, 2016, 09:52:31 am
Thanks.
temple terrain plays a lot like vanilla's alien base, there's just (much) more flammable floor (all that red/purple carpets).
new x-com base is very vanilla too, outside the look.
warehouse is (for now) the different one, being so tall and with two floors; i really like it (i did since apocalypse, that's why i made it first).
Title: Re: [WIP][MOD] From the Apocalypse 0.1a
Post by: Orz on March 12, 2016, 05:40:30 pm
Downloaded just to take a sneak peek and it just looks so absolutely gorgeous! I could never get into X-Com: Apoc due to the clunky interface and "ugly" graphics (much like other 3rd-in-the-series games of the time: Star Control 3 and Master of Orion 3).

I especially like the "interdimensional" and more "biological/organic" aspect of Apoc's aliens.

Hope this comes out fully fledged in the not too distant future!
Title: Re: [WIP][MOD] From the Apocalypse 0.1a
Post by: Hythlodaeus on March 12, 2016, 05:58:14 pm
Robin, I would like to ask you if it would be possible to re-license your art for this mod under something like creative commons, chiefly because, assuming this will run with 100% original artwork in the future, this would mean OXC could be automatically bundled with something ready to be played in FLOSS linux distros that already have OXC in their repos.
Title: Re: [WIP][MOD] From the Apocalypse 0.1a
Post by: robin on March 12, 2016, 09:51:03 pm
Hope this comes out fully fledged in the not too distant future!
I'm afraid it will come out fully fledged only in the very distant future: years. I assure you I'm the most impatient, but it just takes time to mod.

Robin, I would like to ask you if it would be possible to re-license your art for this mod under something like creative commons, chiefly because, assuming this will run with 100% original artwork in the future, this would mean OXC could be automatically bundled with something ready to be played in FLOSS linux distros that already have OXC in their repos.
i won't re-do natural terrains (desert, jungle, forest), so it won't be 100% original artwork. also i've used bits and pieces form vanilla and tftd tiles (and other stuff, like the cult armors copied from gundam), apocalypse tiles (even if re-drawn from scratch you can see it's copied from them).
Title: Re: [WIP][MOD] From the Apocalypse 0.1d
Post by: robin on March 22, 2016, 10:01:30 pm
Added the maps for red version ('Factory') of the industrial terrain.
Red battlescapes are simpler compared to the yellow version ('Warehouse'), which is good, the yellow battlescapes can be exacting.
Title: Re: [WIP][MOD] From the Apocalypse 0.1d
Post by: NebulaM78 on March 23, 2016, 10:06:40 am
As expected, there are quite a few issues, but for version 0.1, it is exceptional work. I can't wait for the first full release.
Title: Re: [WIP][MOD] From the Apocalypse 0.1d
Post by: robin on March 23, 2016, 01:39:07 pm
As expected, there are quite a few issues, but for version 0.1, it is exceptional work. I can't wait for the first full release.
If you encountered any specific issues, note them here.
Title: Re: [WIP][MOD] From the Apocalypse 0.1d
Post by: liberation on March 23, 2016, 04:48:58 pm
Robin your art work is an inspiration, keep up the good work  :)
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: new_civilian on March 25, 2016, 04:57:14 pm
robin, this mod is really something, the graphics look so clean and nice and well done.  wow. The cult temple/warehouse missions are hair-raisingly difficult, there are hundreds of corners, hiding places, it's basically like the alien base layout of TFTD where you have to learn completely new tactics to survive. The old Xcom 1 tactics no longer work. Really impressive work (just like most bigger mods lately, the quality level of Openxcom mods has surely increased a lot!)

Some (really minor) issues I encountered:
-"Contractctct" spelling error in one case
-energy on earöy soldiers runs out to easily when wearing the personal armor, not sure if this was just a bad range of soldiers i had or if it was a issue, though...

Anyway, really good work, I especially like the completely new feeling, this is really a TC, not a mod. Also a pleasant surprise: You stayed focused on a certain number/selection of weapons and did not add too many stuff just because you can.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: robin on March 25, 2016, 05:34:50 pm
robin, this mod is really something, the graphics look so clean and nice and well done.  wow. The cult temple/warehouse missions are hair-raisingly difficult, there are hundreds of corners, hiding places, it's basically like the alien base layout of TFTD where you have to learn completely new tactics to survive. The old Xcom 1 tactics no longer work. Really impressive work (just like most bigger mods lately, the quality level of Openxcom mods has surely increased a lot!)

Some (really minor) issues I encountered:
-"Contractctct" spelling error in one case
-energy on earöy soldiers runs out to easily when wearing the personal armor, not sure if this was just a bad range of soldiers i had or if it was a issue, though...

Anyway, really good work, I especially like the completely new feeling, this is really a TC, not a mod. Also a pleasant surprise: You stayed focused on a certain number/selection of weapons and did not add too many stuff just because you can.

thanks.
spelling error will be fixed.
the personal armor does not modify the energy (power suit does), but it has --all the armors do-- weight (iirc 8 for personal); so you can more easily overencumber your soldiers.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: robin on March 30, 2016, 12:48:13 am
well the alien flora looks really good, i'm super happy.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Arthanor on March 30, 2016, 02:00:06 am
This is looking grand! Nice work there! And all with the UFO palette? it's amazing what some here can do compared to what the original had!
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: ivandogovich on March 30, 2016, 02:09:52 am
This is looking grand! Nice work there! And all with the UFO palette? it's amazing what some here can do compared to what the original had!

Robin is just scary with this stuff, man.  I love his work!
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Xeno Wiper on March 30, 2016, 05:43:57 am
thanks.
spelling error will be fixed.
the personal armor does not modify the energy (power suit does), but it has --all the armors do-- weight (iirc 8 for personal); so you can more easily overencumber your soldiers.


Thought I would see Megapol/Marsec/Disruptor stuff... but at least the apoc armor logic is the same.
Always pleasant to see the wonders you've been doing with the UFO palette. The flora....... :o

Speaking of armor weight, are hybrids/androids in it?
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: new_civilian on March 31, 2016, 12:02:57 pm
I just realized that the Piratez mod has some cool looking Police units, they would look good as Megapol units.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: robin on April 01, 2016, 11:48:27 am
I just realized that the Piratez mod has some cool looking Police units, they would look good as Megapol units.
i was going to make them myself. i already have a cool police bot.
problem is civilian units don't attack, so it doesn't make sense to add them.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Xeno Wiper on April 02, 2016, 01:30:41 am
i was going to make them myself. i already have a cool police bot.
problem is civilian units don't attack, so it doesn't make sense to add them.


You could turn them into alien allies....when you upset some org.


Idk if you'll implement some orgs structure though.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: robin on April 03, 2016, 12:33:54 am
the door looks a little silly.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: new_civilian on April 03, 2016, 03:48:40 pm

You could turn them into alien allies....when you upset some org.


Idk if you'll implement some orgs structure though.

Exactly, I was thinking of another enemy as well, not an ally  ;D

^That small scout looks nice!
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Cooper on April 04, 2016, 02:22:58 pm
the door looks a little silly.
That's probably the coolest graphics I've seen for this game ever  :o
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: ivandogovich on April 04, 2016, 05:38:29 pm
That's probably the coolest graphics I've seen for this game ever  :o

I'm just stunned, Robin.  Freaking Excellent!
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Bloax on April 04, 2016, 09:25:59 pm
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/buhhh.gif)
well it could be clearer
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Arthanor on April 05, 2016, 12:29:51 am
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/buhhh.gif)
well it could be clearer
Yeah, I wasn't sure what the door was. The "scar tissue" looking addon makes it more obviously standing out.

It looks great as a "huge single cell biological craft", although I'm not 100% sure about the orange things on the right side. The left edge of them looks odd, like some of the "skin" is covering to much of it and going over the.. whatever the glowy orange thing is.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Solarius Scorch on April 12, 2016, 01:57:42 pm
Robin, sorry if it's already been reported but it appear to me that these Swarmid and Swarmid autopsy articles are mismatched:

Code: [Select]
      STR_SWARMIDS_UFOPAEDIA: The body of this insect creature is comprised of a slightly armored torso, and a flexible tail. The torso hosts a slot containing multiple articulated eyes and is surmounted by three pairs of wings. The tail is whole muscle similar to the human tongue, it culminates with a fearsome sting, it is evident that the creature attacks stinging the preys with it.
      STR_SWARMIDS_AUTOPSY_UFOPAEDIA: Swarmids are clearly a biological weapon of artificial origin. They aggressively search for preys, spotting them using their well developed multi-ocular structure. The eyes can work independently so the creature can see unless all of them are damaged. Their stinger is very robust; it has difficulties penetrating heavy armor directly, but they instinctively seek the weak spots, leaving pheromones to signal them to the rest of the swarm. Conventional projectile-based weapon are useless, only explosions and especially fire can damage them consistently.

EDIT:
I'm so stealing them :q Failed to make the big ones spawn the small ones, but everything else is peachy.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: robin on April 12, 2016, 05:23:17 pm
Robin, sorry if *cut*
yes they seem swapped.

i tired to make the big one spawn the small one mysefl, to simulate the fact that you kill it "gradually" (after all it's strange to always kill a swarm of bugs with one blow); but spawning units from big units crashes the game (i was also trying to spawn from the big worm at the time, and the result was the same).
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Solarius Scorch on April 12, 2016, 06:24:53 pm
yes they seem swapped.

i tired to make the big one spawn the small one mysefl, to simulate the fact that you kill it "gradually" (after all it's strange to always kill a swarm of bugs with one blow); but spawning units from big units crashes the game (i was also trying to spawn from the big worm at the time, and the result was the same).

I've tried too, but it caused funky battlescape bugs with illusory, invisible, unkillable, but also very much unwalkable swarms, which I'm sure you've encountered too.

I wonder if we could request this feature... Would be very useful for the Multiworm and the like.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: robin on April 16, 2016, 09:19:14 pm
Houston we have a problem: no more available MCDs.
actually there's still a handful of empty ones, so i'm at 248-ish (instead of 254), but I sort of know already what to put in those.
and i can still make my shit a more modular, so i should be fine in the end.

more sorting, splitting (and recoloring), before i can start making alien maps.
(also i'm not completely happy with floor and main interior wall --always the hardest tiles to do. fuck them!--).
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Solarius Scorch on April 16, 2016, 10:13:48 pm
My first thought after seeing this, "nobody has ever made a game this beautiful".
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: hellrazor on April 17, 2016, 12:00:45 am
My first thought after seeing this, "nobody has ever made a game this beautiful".

Indeed! That looks totally awesome.
Is that a Harvester Map?
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Hobbes on April 18, 2016, 09:46:00 pm
Houston we have a problem: no more available MCDs.
actually there's still a handful of empty ones, so i'm at 248-ish (instead of 254), but I sort of know already what to put in those.
and i can still make my shit a more modular, so i should be fine in the end.

You can stretch the limit by some 20-30 MCD entries if the last MCD file used on the maps is the largest one in number of MCD entries.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: luke83 on April 25, 2016, 05:53:19 am
WOW very nice work :)
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Solarius Scorch on May 04, 2016, 12:19:42 am
Robin, I had a crash. Got the vulnerable facility alert, went there. I met a Corporate Security guy, stunned him, dragged him to the lift and pressed "abort". Bam, crash to desktop.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: robin on May 04, 2016, 10:20:43 am
Robin, I had a crash. Got the vulnerable facility alert, went there. I met a Corporate Security guy, stunned him, dragged him to the lift and pressed "abort". Bam, crash to desktop.
Thanks, will look into it this weekend.
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: Solarius Scorch on May 10, 2016, 02:32:17 am
Thanks, will look into it this weekend.

Well, any luck? :)
I could have a look myself, but I don't want spoilers...
Title: Re: [WIP][MOD] From the Apocalypse 0.1e
Post by: robin on May 10, 2016, 09:22:46 am
Well, any luck? :)
I could have a look myself, but I don't want spoilers...
Sorry. I fixed some stuff in the terrain+mapscript. But I was never able to reproduce your specific crash, so I'm not sure it is fixed. (Do you have a save?)

Aside from that, the problem is right now my mod folder+ruleset is flooded with the half-unfinished alien stuff. I didn't make in time* to clean it for a release. (I never duplicated the mod folder, to always have a release-ready version; I guess I have to do it).

* because dark souls 3  :-[
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: robin on May 11, 2016, 12:15:10 am
dunno, try 0.1g version.
but if your crash was related to the terrain/mapscript problem (that I fixed here), I fear you have to re-generate the map to avoid it.

by the way, in theory the security guys are not recoverable (their corpse has 'recover: false')... yet I have a corpse in my game... hum this too should be fixed in 0.1g, hopefully.

(what nightly are you using?)
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Solarius Scorch on May 11, 2016, 12:36:36 am
(what nightly are you using?)

Not sure, played it on Dioxine's machine. :)
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: robin on May 11, 2016, 09:44:03 am
meanwhile, in the alien dimension..

..alien engineers are still arguing about ufo construction
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Solarius Scorch on May 11, 2016, 10:19:31 am
I think the yellow ones are too bright... Yes, the colours make sense, but in my opinion reds look better in the given palette.
On the other hand, it probably looks different in actual game.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Hobbes on May 11, 2016, 03:13:21 pm
meanwhile, in the alien dimension..

..alien engineers are still arguing about ufo construction

Alien engineer 1: If we can get those purple veins to go over the side of the UFO instead of only being on the top, our craft will have increased resistance to atmospheric conditions
Alien engineer 2: Here you go again! Stop inhaling the mushroom fumes! We need more colored bubbles instead to increase the sillyness factor!
Alien engineer 3: Once this is finished I'm going to use the UFO to travel to a new dimension and leave these idiots...
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: ivandogovich on May 11, 2016, 06:20:10 pm
meanwhile, in the alien dimension..

..alien engineers are still arguing about ufo construction

I like them both so much! I can't decide!
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Cooper on May 12, 2016, 01:10:22 am
meanwhile, in the alien dimension..

..alien engineers are still arguing about ufo construction
Both are very nice, but I like the first one better.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Solarius Scorch on May 12, 2016, 01:22:41 am
Can't we just have both somehow?
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Dioxine on May 12, 2016, 02:31:47 pm
Top class stuff, as always :)

Hey Robin, I made a few buildings and crafts using your tilesets. If you're interested, they're for the taking (well they'll be, once I release new version of my mod!). Thanks for the tilesets again. It's like LEGO! Building from them is so much fun!

(https://i.imgur.com/xwzids1.gif)

(https://i.imgur.com/b7hE2Ne.gif)

(https://i.imgur.com/KrylkjU.gif)

(https://i.imgur.com/aFFlUkz.gif)

(https://i.imgur.com/9SMM04c.gif)
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: robin on June 03, 2016, 10:37:07 am
alien engineer 4: d-dear queen, i present you the last prototype.
alien queen: humpf, it looks ok.
alien engineer 4: the door finally looks good. oh, and it also has a beam weapon now!
alien queen: the queen is also pleased with the new penis-looking console.. *cough*
alien queen: what about the extra components for the bases?
alien engineer 4: ..errr the.. is still not.. completed...
alien queen: finish them at once! or you'll be fed to the megaworms like the others.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Meridian on June 03, 2016, 10:45:44 am
10 LET TEMP = ""
20 LET TEMP = TEMP + "!"
30 PRINT "AWESOME" + TEMP
40 GOTO 20
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: robin on August 11, 2016, 12:17:29 am
after billions of months the alien tileset has come together (only some trivial fixes to do).
of course now i have to remake all the maps, then all the ruleset... oh god.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Solarius Scorch on August 11, 2016, 12:46:12 am
(https://i.imgur.com/IXeLLOd.jpg?2)
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: new_civilian on August 31, 2016, 12:18:50 pm
Just have to say: Your Plasma weapons are nice. They look realistic, futuristic and plausible. Good work.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: robin on August 31, 2016, 12:34:59 pm
Just have to say: Your Plasma weapons are nice. They look realistic, futuristic and plausible. Good work.
Thanks! I'm proud to say that I haven't copied them from anywhere (at least consciously), they're 100% "made in Robin".
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: robin on September 11, 2016, 10:03:46 am
alien engineer #255: ufos almost done. i really like them. fuck the alien queen!
alien queen: what?!
alien engineer #255: shut up and lay eggs.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Solarius Scorch on September 11, 2016, 11:25:55 am
What a beautiful thing to see on a Sunday morning!
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Wolfstarr on October 04, 2016, 02:29:14 am
Holy crap this looks awesome!

I truly am in awe of you sprite artists, Mr Gollop would be proud I think! Funnt that Microprose Games studio in the U.K. was literally down the road from me back in the day
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: robin on December 08, 2016, 12:20:13 am
soon*


* sort of
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Solarius Scorch on December 08, 2016, 12:40:38 am
Awesome looking terrain! I was about to try pretty much the same thing, but yours will obviously be so much better.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Hobbes on December 08, 2016, 12:58:23 am
soon*


* sort of


I'm wondering about what the image doesn't show... specifically the hidden upper levels ;)
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Slaughter on December 12, 2016, 04:29:41 am
Query: Is the mod playavle?

Enviado de meu SM-G3502T usando Tapatalk

Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: robin on December 12, 2016, 08:52:45 pm
Query: Is the mod playavle?

Enviado de meu SM-G3502T usando Tapatalk
it is playable but you can't finish the campaign (the first part of cydonia crashes the game).
the next version, that i want to release ASAP (actually i wanted to release it last weekend, but didn't manage to), should be completely playable to the end.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Nord on December 12, 2016, 09:47:07 pm
Pleasw, xhek the download link. I cannot get this file. Thanka.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Meridian on December 12, 2016, 09:54:50 pm
Pleasw, xhek the download link. I cannot get this file. Thanka.

Tiny mobile phone or fat fingers? :)
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: robin on December 12, 2016, 09:58:25 pm
Pleasw, xhek the download link. I cannot get this file. Thanka.
?
Download link is in the first post. Works alright for me.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Nord on December 13, 2016, 05:15:15 am
Tiny mobile phone or fat fingers? :)
Yup, phone with dull sensor.

Upd: Sorry, my fault. All works fine.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: Paddywhacker on December 14, 2016, 12:37:48 am
?
Download link is in the first post. Works alright for me.

Please include a text file detailing exactly how to install.  There doesn't seem to be an executable, so I guess that there are some requirements.
Title: Re: [WIP][MOD] From the Apocalypse 0.1g
Post by: ohartenstein23 on December 14, 2016, 12:45:46 am
This section of an article covers installing pretty much all mods for OXC. (https://www.ufopaedia.org/index.php/Mods_(OpenXcom)#Installing_Mods_for_the_Nightly_Version)  The video at the end of it is a helpful tutorial too.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: robin on December 18, 2016, 04:57:59 pm
0.3a uploaded.

It is mostly aesthetic stuff, so from the player perspective it is not a huge update.
But from my perspective it is a gigantic update, because of the enormous amount of work needed to make all those new tiles (and maps). I'm happy.

It is likely full of bugs.

Edit: Many thanks to Meridian for helping me fix some last-minute craziness.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: scyt4l3 on December 26, 2016, 02:25:56 pm
thank you for doing this
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: robin on December 26, 2016, 05:43:07 pm
thank you for doing this
you're welcome.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: davide on December 30, 2016, 11:34:36 am
I found this good "Let's Play Apocalypse"

https://lparchive.org/X-COM-Apocalypse/ (https://lparchive.org/X-COM-Apocalypse/)

I hope that could be inspired you
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: Solarius Scorch on December 30, 2016, 05:11:12 pm
I found this good "Let's Play Apocalypse"

https://lparchive.org/X-COM-Apocalypse/ (https://lparchive.org/X-COM-Apocalypse/)

I hope that could be inspired you

Yes, it's a great LP series, I recommend starting from X-Com 1 as there is continuity between them...

But I've been hoping you have a "From the Apocalypse" LP, that's something I'd certainly watch.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: robin on December 30, 2016, 08:47:16 pm
I found this good "Let's Play Apocalypse"

https://lparchive.org/X-COM-Apocalypse/ (https://lparchive.org/X-COM-Apocalypse/)

I hope that could be inspired you
i know about that LP. there is also a UFO LP from the same dude, as Solarius said.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: robin on January 03, 2017, 11:11:55 pm
i should be migrating to oxc extended but instead i'm spawning an alien.
the alien queen is pleased.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: robin on February 03, 2017, 12:42:39 am
also adding a human-made flying hwp.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: chaosshade on February 03, 2017, 01:07:12 am
I know this is a very... silly request, but is there a chance you might give the Megaspawn a top hat and monocle as an optional file?
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: mrbiasha on March 29, 2017, 07:54:50 pm
Solarius Scorch advised me to play this mod and I must say I was not disappointed! For early WIP mod it's quite playable and I was very pleased to see an Apocalypse-themed modification for UFO. I will surely try to explore it more.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: robin on March 29, 2017, 10:33:10 pm
Solarius Scorch advised me to play this mod and I must say I was not disappointed! For early WIP mod it's quite playable and I was very pleased to see an Apocalypse-themed modification for UFO. I will surely try to explore it more.
thanks!
it sure is quite incomplete, i should actually release a new version soon (not much new content though).
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: mrbiasha on April 01, 2017, 12:15:40 am
While playing I experienced some problems so far:
1.When I started game I had two laser rifles on my craft which counted as alien artifacts and could not be used or removed from craft
2.Also I experienced strange equip glitch while loading medkits into craft. Suddenly the number became -100 on craft and I was able to unload 100 medkits into the base.
3.In workshop there is a "Stun Rod" which causes game to crash when I try to start it.
4.I finished Oculant autopsy project in R&D and got a game crash with missing string error
5.Stun net causes explosive damage
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: robin on April 01, 2017, 12:28:55 am
While playing I experienced some problems so far:
1.When I started game I had two laser rifles on my craft which counted as alien artifacts and could not be used or removed from craft
2.Also I experienced strange equip glitch while loading medkits into craft. Suddenly the number became -100 on craft and I was able to unload 100 medkits into the base.
3.In workshop there is a "Stun Rod" which causes game to crash when I try to start it.
4.I finished Oculant autopsy project in R&D and got a game crash with missing string error
5.Stun net causes explosive damage
What OXC version are you using?
4.fixed
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: mrbiasha on April 01, 2017, 12:46:17 am
What OXC version are you using?

OpenXcomExPlus 3.7 executable I suppose
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: robin on April 01, 2017, 01:09:26 am
OpenXcomExPlus 3.7 executable I suppose
Version 0.3a is made for vanilla OXC; OXCEPlus should still be compatible in theory but I'm not sure.
Anyway I will look into them.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: mrbiasha on April 01, 2017, 01:19:00 am
Version 0.3a is made for vanilla OXC

It could be the real reason behind some of my bugs I figure, so I will try to play on vanilla executable, thanks.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: mrbiasha on April 01, 2017, 05:22:11 pm
Tried out vanilla version. Still getting "segmentation" crash on Stun Rod crafting. Also after researching first dead alien got an Alien Biology research, which in turn gave me Dart Rifle and Alien Containment. Is that right considering that there is already alien containment unit in the base and separate Dart Thrower research? On the topic of stun net explosive damage I suppose it was related to OXCE explosive earth bug.
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: robin on April 01, 2017, 05:43:42 pm
Are you sure you haven't activated other mods other than mine? There's no Dart Rifle in my mod...
Title: Re: [WIP][MOD] From the Apocalypse 0.3a
Post by: mrbiasha on April 01, 2017, 06:14:12 pm
other mods other than mine?

Good God, I'm such a dummy! There was FMP activated in between those advanced options... Sorry, I should have looked better! Also there are  something like missing names in form of STR_... for Cult Base, Alien Gate and Alien Control Console.

I've started a new clean walkthrough  and will try to bother you only with real problems with your own modification if I encounter any!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: robin on April 16, 2017, 01:46:49 am
new version up.
biggest change is that now i'm using OXCE+.
i also added one new alien, one new facility (medical bay), one new craft (the aircar, for when you are low on money),  a new flying hwp, a new cult of sirius outfit for the leaders.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: The Think Tank on April 16, 2017, 05:17:44 am
Yay! Updates for the update God!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: mrbiasha on April 17, 2017, 07:42:39 pm
Oh! The time for celebrations has come! Numerous anthropods and sirius cultists will be sacrificed to the God of Fun!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: Solarius Scorch on August 24, 2017, 07:21:23 pm
Robin, can we expect an update? It's a really great mod, not just because it looks good. I really think it deserves to live and grow.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: robin on August 24, 2017, 10:47:26 pm
In late spring/summer I become very outdoor-ish so I didn't do anything at all in the past handful of months! Only swimming, biking and fishing (and also playing Prey, to be honest).
And there is always my job which is quite intense lately (only 1 week of holiday this summer).
Mod is ofc still alive, I will go back to it as autumn sets in.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: Solarius Scorch on August 24, 2017, 10:56:02 pm
That's good news, oh liver your life, modder of mods. ;)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: Mr. Quiet on August 28, 2017, 10:40:21 am
Great to hear from you Robin. I'm glad you're enjoying life!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: tkzv on December 20, 2017, 02:30:00 am
Robin, do you know there's a new OXCE+ feature that allows to see the portrait of any unit by middle-clicking it?

Thus, all units now need inventory pictures. I'm trying to make ones for the X-COM Files mod, which uses some of your units, namely robosphere and roboturret. Do you have any larger pictures of them? Maybe 3D models? If you do, I can quickly make inventory pictures for both mods.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: robin on December 21, 2017, 11:26:07 pm
Robin, do you know there's a new OXCE+ feature that allows to see the portrait of any unit by middle-clicking it?

Thus, all units now need inventory pictures. I'm trying to make ones for the X-COM Files mod, which uses some of your units, namely robosphere and roboturret. Do you have any larger pictures of them? Maybe 3D models? If you do, I can quickly make inventory pictures for both mods.
I don't, I have to draw them.
But this is honestly a very low priority asset in my book, because the amount of time the player actually looks at that graphics is very small. I prefer, for now, to focus on things that are displayed on screen more frequently-constantly, such as sprites and tiles; so it will take some time before I'll make them.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: tkzv on December 22, 2017, 01:19:42 am
If I make anything, I'll post a link here, then.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: The Reaver of Darkness on December 23, 2017, 10:26:18 pm
How have I not seen this mod all this time? This looks great!! Also somewhere in there, I'm in it!



I was playing it and got through my first corporate assault mission. But at the end, I always get a segmentation fault. I don't understand why. I tried to take video of it but despite recording several seconds of the error message on the desktop, the video ends immediately as the segmentation fault occurs.

You can see the video here, anyway:

I tried reloading and finishing the map several times, I seem to get the segmentation fault every time.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: robin on December 24, 2017, 12:27:22 pm
fuuuuck the segmentation fault error, it's impossible to understand what is going on.
What version of OXCE+ are you using? I said to use the latest in the initial post but maybe the newer versions of OXCE+ added requirements that my mod doesn't meet anymore (since my last release is so old). I should have specified a specific version of OXCE+ to use.
Anyway in the following days I'll look into it.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: The Reaver of Darkness on December 24, 2017, 12:32:49 pm
OpenXcomExPlus39

I got it just 2 days ago to play your mod.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: robin on December 26, 2017, 11:44:58 am
I'm using OXCE+ 3.7.0.0; I've tried playing some corporate assault missions but everything went fine. This does not mean everything actually IS fine. Will try to use version 3.9 and see what happens.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: robin on January 04, 2018, 10:40:27 am
OpenXcomExPlus39

I got it just 2 days ago to play your mod.
Alright I reproduced the bug, there's something wrong when capturing the scientist alive.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: bulletdesigner on January 04, 2018, 09:30:17 pm
Alright I reproduced the bug, there's something wrong when capturing the scientist alive.

i haved the same prob with 40k turn out i didn´t created the live capture items for the new races i created causing seg. fault at end of mission
items:
#--------------------------------------------------------------- LIVE CAPTURE--------------------------------
  - type: STR_SECTOID_COMMANDER
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 60000
  - type: STR_new
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 60000
etc.
so can be the same error
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
Post by: robin on January 04, 2018, 09:36:15 pm
Indeed it was that!
It's already fixed; I still haven't released the update because I'm trying to finish some new content.
Thanks.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1b
Post by: robin on January 08, 2018, 12:00:58 am
Releasing a new version 0.3.1b mainly to fix the bug reported by @The Reaver of Darkness.
Also the warehouse terrain has been streamlined, should be a bit easier now.
I added a couple of civilians too (more to come).
Finally added avatars for the agents (more to come, and also I want to improve them, sort of too samey right now).

Overall this release is a mess, I didn't make in time to finish everything I had in mind; but still I wanted to put something out since tomorrow I'm back at work.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1b
Post by: robin on January 14, 2018, 04:15:35 pm
New version up 0.3.1c
* Fixed a bug about x-com tanks;
* Added 1 civilian;
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: robin on January 27, 2018, 11:26:55 pm
New version up 0.3.2
* added new civilian CIV_SLUM_F2
* added 2 new cult units CULT_POPE, CULT_MYSTIC
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: The Think Tank on March 15, 2018, 07:42:00 pm
Wonderful to see!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: robin on March 20, 2018, 01:07:43 am
so many tiles, so little time.
still have to tweak the contrast between colors, but looking good
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: The Reaver of Darkness on March 20, 2018, 04:23:03 am
Are you going to do any modding work on Open Apocalypse?
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: robin on March 20, 2018, 09:43:04 pm
Are you going to do any modding work on Open Apocalypse?
Probably not.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: MontyDrake on March 21, 2018, 12:02:32 am
Dude, everytime you post an update about graphics you blow my mind. I'm looking forward to see much more. Amazing work.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: The Reaver of Darkness on March 21, 2018, 02:45:41 am
Yes! This mod is truly wonderful! It really gets that Apocalypse feel across. I particularly like how you have re-shaped the tiles into the Apocalypse dimensions. How did you do it?
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: chaosshade on March 21, 2018, 01:27:15 pm
I like the new aliens, I was able to cobble together some new alien races (and tailor to my unique brand of humour)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: robin on March 25, 2018, 09:48:27 pm
almost done; i still need to finish some 2*2 maps and do all the routes.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: davide on March 27, 2018, 01:22:52 am
+10  :D
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: Hobbes on March 27, 2018, 07:03:02 am
+10  :D

+100 ;)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: jgatkinsn on March 27, 2018, 08:02:31 am
+100 ;)
+1000 :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: Yataka Shimaoka on March 27, 2018, 12:49:09 pm
+10000


Next number pls
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: The Reaver of Darkness on March 27, 2018, 01:59:55 pm
+8
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: Meridian on March 27, 2018, 02:15:57 pm
+42

Anyway, I wanted to ask you something Robin.
Do you accept requests?
Your graphics are 7 orders of magnitude better than anything else... and some modding resources (used by multiple mods) would deserve some more love.

Talking mostly about Ufopaedia art (autopsy and live aliens), e.g. for Thin Man and other races floating around here.

Even more specifically, would you be willing to help with Ufopedia art for Area 51?
...as described here: https://openxcom.org/forum/index.php/topic,5527.0.html

I don't have much to offer in exchange :) what I could offer is implement features from your wishlist (if you have one) in OXCE+ with high priority... of course only if they are feasible.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: robin on March 28, 2018, 10:44:46 pm
+42
That's cheating.

Anyway, I don't take requests because I don't have enough time to do them. In the past year I made a terrain and a couple of units..  if I'd have to fit something else my mod would basically become frozen.
I once thought (after openapoc project was started) about dropping the mod and just doing smaller self-contained things that could be more manageable for me and more useful to the community, but afterall I want to continue. I'm selfish.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: Hobbes on March 29, 2018, 07:43:06 pm
Anyway, I don't take requests because I don't have enough time to do them. In the past year I made a terrain and a couple of units..  if I'd have to fit something else my mod would basically become frozen.
I once thought (after openapoc project was started) about dropping the mod and just doing smaller self-contained things that could be more manageable for me and more useful to the community, but afterall I want to continue. I'm selfish.

This is a characteristic of all the major modders: we all have our own pet projects :D

It would be really nice if someday the most active/creative people around here all worked in the same project: someone responsible for Geoscape, another for terrains, another for art, another for features/coding etc. Then I believe that something really amazing could be born. ;)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: CampDragon on March 29, 2018, 08:00:33 pm
 This is true. The talent around here is immense, with enough focus all could even create an Indie game ( well made X-com clone) from scratch IMHO. Sell on Steam split the proceeds... lol. 
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: jgatkinsn on March 29, 2018, 09:40:41 pm
This is a characteristic of all the major modders: we all have our own pet projects :D

It would be really nice if someday the most active/creative people around here all worked in the same project: someone responsible for Geoscape, another for terrains, another for art, another for features/coding etc. Then I believe that something really amazing could be born. ;)

Yes, that would be awesome.  Call it "Epic X-COM" or "Awesome COM" :)

Seriously, it really would be a sight to behold to have all these talented people come together in a unified version of enhanced X-COM.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: davide on March 29, 2018, 11:27:44 pm
 :o...The dawn of OpenxCom 3.0... :'(
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: anonynamja on March 30, 2018, 07:57:59 am
the robot vacuum cleaners are a nice touch, kinda like rosie from the jetsons
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
Post by: michal on March 30, 2018, 11:19:50 am
That's beautiful. Robin, you should start Patreon for your project. Then quit your job ! ;)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.3
Post by: robin on April 02, 2018, 10:42:07 pm
Version 0.3.3 up!
* added Apartment terrain & maps (tnx Hobbes)
* tweaked drill, vibro axe
* alien egg changed
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.3
Post by: SIMON on April 02, 2018, 11:24:36 pm
I wanted to test out this mod but upon using OXCE+ of 21/03/18 and no other mods, I get the following message:

ERROR: Resources/apoc/UNITS_HUMAN/CIV_SLUM_3.png:Couldn't open Resources/apoc/UNITS_HUMAN/CIV_SLUM_3.png.

No save available as I can't even start the game. Using v0.3.3 of From the Apocalypse.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.3
Post by: robin on April 03, 2018, 12:09:38 am
I wanted to test out this mod but upon using OXCE+ of 21/03/18 and no other mods, I get the following message:

ERROR: Resources/apoc/UNITS_HUMAN/CIV_SLUM_3.png:Couldn't open Resources/apoc/UNITS_HUMAN/CIV_SLUM_3.png.

No save available as I can't even start the game. Using v0.3.3 of From the Apocalypse.
fixed

0.3.3b up.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.3b
Post by: SIMON on April 03, 2018, 12:54:30 am
Thanks, that did it. From what I took a look at, your mod looks very intense graphically speaking so hopefully I'll give it a go soon.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.4
Post by: robin on April 19, 2018, 11:03:23 pm
version 0.3.4 up
* added one new alien; still no ufopaedia art though..
too many green aliens now, need to remove the mutons.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.4
Post by: Meridian on April 19, 2018, 11:08:14 pm
swamp ogres when? :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.4
Post by: robin on April 19, 2018, 11:09:24 pm
after the space goblins! :P
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.4b
Post by: robin on April 21, 2018, 10:15:19 pm
new version up 0.3.4b
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.4
Post by: davide on April 22, 2018, 11:34:18 am
version 0.3.4 up
* added one new alien; still no ufopaedia art though..
too many green aliens now, need to remove the mutons.

I remember a red muton in some mod...
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.4b
Post by: Yankes on April 22, 2018, 01:31:52 pm
And there is always option for topless mutons :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.4b
Post by: Solarius Scorch on April 22, 2018, 02:25:43 pm
Recoloured Mutons are popular too! :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.4
Post by: robin on April 22, 2018, 08:36:58 pm
I remember a red muton in some mod...
actually the replacement will probably be reddish.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5
Post by: robin on May 20, 2018, 10:54:58 pm
new version up 0.3.5
* added X-Com EXOSKELETON, heaviest armor;
* tweaked some weapons;
* extraSprites/extraSounds in own file;
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5b
Post by: robin on May 21, 2018, 10:38:32 pm
new version up 0.3.5b
* fixed invs
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5b
Post by: BlackStaff on May 22, 2018, 10:56:40 am
I just found your pack!
That's wonderful! I love it!  :D
Bravo and thank you for your (enormous) work!  :)   ;)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5b
Post by: robin on May 22, 2018, 09:34:14 pm
I just found your pack!
That's wonderful! I love it!  :D
Bravo and thank you for your (enormous) work!  :)   ;)
Thanks, glad you like it.  :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5b
Post by: BlackStaff on May 24, 2018, 11:31:46 am
Sorry, just a quick question!
Can "PEGASUS" and "GRIFFON" vehicles be purchased or must they be manufactured?
Why do you ask?
I find "costBuy:" lines for them in the "crafts:" tab and I also find lines in the "manufacture:" tab!  8)

I disabled the lines in the "manufacture:" tab to match the tests in the ufopedia.

Tks !

Translated by https://www.deepl.com/translator
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5b
Post by: robin on May 24, 2018, 10:04:02 pm
Sorry, just a quick question!
Can "PEGASUS" and "GRIFFON" vehicles be purchased or must they be manufactured?
Why do you ask?
I find "costBuy:" lines for them in the "crafts:" tab and I also find lines in the "manufacture:" tab!  8)
Tks !
The idea was that if you obtained it by CONTRACT you could buy it, while if you obtained it by kidnap+research an enemy (human) scientist, you could manufacture it.
But everything is still "work in progress" so for now you can do whatever (I don't even know if it can be done; you can do that for items but idk for crafts).


Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5b
Post by: BlackStaff on May 25, 2018, 11:15:42 am
A suggestion...
Create two identical vehicles (identical characteristics and the same name) but with a different variable name: STR_PEGASUS and STR_PEGASUS2.
If the contract is signed: purchase of STR_PEGASUS.
If capture of a scientist+research: manufacture of STR_PEGASUS2.

That's one possibility.  ;)   :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5b
Post by: robin on May 25, 2018, 10:06:45 pm
A suggestion...
Create two identical vehicles (identical characteristics and the same name) but with a different variable name: STR_PEGASUS and STR_PEGASUS2.
If the contract is signed: purchase of STR_PEGASUS.
If capture of a scientist+research: manufacture of STR_PEGASUS2.

That's one possibility.  ;)   :)
That's an idea indeed.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5b
Post by: BlackStaff on May 25, 2018, 10:12:10 pm
Big crash in mission on ground (cult Sirius) !
STR_CULT_PRIEST_CORPSE not found !

Suggestion : add in items tab ...
  - type: STR_CULT_PRIEST_CORPSE
    size: 0.4
    costSell: 500
    weight: 24
    bigSprite: 167
    floorSprite: 167
    invWidth: 2
    invHeight: 3
    recoveryPoints: 1
    battleType: 11
    armor: 30
    recover: false
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5b
Post by: robin on May 25, 2018, 11:00:59 pm
Big crash in mission on ground (cult Sirius) !
STR_CULT_PRIEST_CORPSE not found !

Suggestion : add in items tab ...
  - type: STR_CULT_PRIEST_CORPSE
    size: 0.4
    costSell: 500
    weight: 24
    bigSprite: 167
    floorSprite: 167
    invWidth: 2
    invHeight: 3
    recoveryPoints: 1
    battleType: 11
    armor: 30
    recover: false

thanks. will fix as soon as i can.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5c
Post by: robin on May 28, 2018, 12:19:11 am
new version up 0.3.5c
* fixed missing STR_CULT_PRIEST_CORPSE item
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5c
Post by: BlackStaff on May 29, 2018, 06:47:10 pm
Constant missing in language rul :
      STR_BEHEMOTH_TERRORIST: Gigantopode

and when using the unit viewer (middle mouse button) :
      STR_ROBOSPHERE: Robosphere
      STR_ROBOTANK: Robotank

************************************
In from_apocalypse.rul
- units tab :
  - type: STR_ROBOTURRET_XCOM_CANNON
stamina: 5

With this value the robot advances 2 squares then it stops!  ;)

************************************
Sorry but I suppose you've noticed the display problems for the Exo-skeleton armor :

- no leg when the unit is in the air
(https://preview.ibb.co/mufsSd/Exo_000.png)


- black frame in the air
(https://preview.ibb.co/b9UxtJ/Exo_001.png)


Suggestion: none !  :-[

Nota : Work fine on ground !

Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5c
Post by: robin on May 29, 2018, 10:22:50 pm
Constant missing in language rul :
      STR_BEHEMOTH_TERRORIST: Gigantopode
fixed, will be in next release.

Quote
and when using the unit viewer (middle mouse button) :
      STR_ROBOSPHERE: Robosphere
      STR_ROBOTANK: Robotank
there shouldn't be units named like that.
they're like this:
STR_ROBOSPHERE_SOMETHING
STR_ROBOTANK_SOMETHING
will look into it.

Quote
In from_apocalypse.rul
- units tab :
  - type: STR_ROBOTURRET_XCOM_CANNON
stamina: 5

With this value the robot advances 2 squares then it stops!  ;)
works as intended, the roboturret, as the name suggests, is a static unit

Quote
Sorry but I suppose you've noticed the display problems for the Exo-skeleton armor :
fixed! the exoskeleton is not supposed to fly, it's ground-only
will be in next release.


thanks for the valuable feedback!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5c
Post by: ohartenstein23 on May 29, 2018, 10:29:05 pm
The "unit viewer" (middle-clicking a unit in the battlescape) only shows an enemy's race by default - this was changed somewhat recently from showing the full unit name, here's the documentation on the change (https://openxcom.org/forum/index.php/topic,6129.msg94191.html#msg94191).
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5c
Post by: robin on May 29, 2018, 11:06:05 pm
The "unit viewer" (middle-clicking a unit in the battlescape) only shows an enemy's race by default - this was changed somewhat recently from showing the full unit name, here's the documentation on the change (https://openxcom.org/forum/index.php/topic,6129.msg94191.html#msg94191).
i see, thanks. will (try to) take this behavior into account when defining extraStrings.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5c
Post by: BlackStaff on May 30, 2018, 02:11:29 am
works as intended, the roboturret, as the name suggests, is a static unit
Sorry !

there shouldn't be units named like that.
they're like this:
STR_ROBOSPHERE_SOMETHING
STR_ROBOTANK_SOMETHING
In the 'unit viewer' for robot 'Xcom' you are right and work fine !

But for enemy robots (Sirius in my test) these constants are missing.
      STR_ROBOSPHERE:
      STR_ROBOTANK:
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.5c
Post by: robin on May 30, 2018, 09:37:08 pm
Sorry !
no problem at all!
i'll try to make its description in ufopaedia more explicit about its limited mobility.
Quote
In the 'unit viewer' for robot 'Xcom' you are right and work fine !

But for enemy robots (Sirius in my test) these constants are missing.
      STR_ROBOSPHERE:
      STR_ROBOTANK:
ohartenstein23 explained the "issue" it his post above; i will fix the missing strings in the next version .
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.6
Post by: robin on June 02, 2018, 10:43:05 pm
new version up 0.3.6
* added Skeletoid alien (ufopaedia not done)
* Mutons removed
* added Swarmids small alien
* fixed missing Exoskeleton ufopaedia article
* fixed flying Exoskeleton* fixed some missing strings

hopefully everything is alright because i put it together very quickly.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.6
Post by: BlackStaff on June 03, 2018, 02:56:49 pm
Thank you very much !

But one little question please !
I'm surprised that autopsies of "spitter" and "skeletoid" have the same sentence !  :-[
Normal ?

Translated by https://www.deepl.com/translator
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.6
Post by: robin on June 03, 2018, 05:39:17 pm
Thank you very much !

But one little question please !
I'm surprised that autopsies of "spitter" and "skeletoid" have the same sentence !  :-[
Normal ?

Translated by https://www.deepl.com/translator
ooops.
 it's obviously not normal. will fix as soon as i can.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.6
Post by: FeruEnzeru[RETIRED/I QUIT] on June 22, 2018, 10:07:15 pm
Hi, robin. I've played your mod (i do OXCE+ instead of regular OXC) after downloading a few days ago (i know some four advanced options including explosion height: 3 are not allowed, but that's okay for you), but i liked it.
I liked XCOM Apocalypse, i played X-COM Apoc in 2014 when i was 17.
I mostly stopped playing XCOM Apoc97 (not the OXCE+ mod version), Interecptor98 and Enforcer2001 since i can't do Steam because it's on Steam (Steam features require money/dollars). :(
I've read the "LICENSE.txt" about it, problem is, i don't think i or someone can have "X-COM Apocalypse" aliens in my own TC mods or someone else's TC mods (Can be a bad idea actually for adding or stealing it at least, along with the UFOD/TFTD styled Apoc sprites).
I've read your whole thread, like 19 pages of the mod thread.

Before i play more of it later (I know the mod is WIP, but it will be good enough in 2019 or 2020s i believe), like some nicer feedback to your mod if you chances to ban me from the OXC forums (I'm not trying to rush you or force you).
It all really trivial and cheat-y:
- I paint conventionally with the brush (not pencil) tool, in an RGB image, picking colors from the ufopaedia.act palette so I know that, once I switch to indexed color, they won't stray much;
- I start with medium-dark colors (but not the darkest I plan to use), hard brush,  to draw the overall shapes (so IE in the Chrysalis image: a darkish purple, darkish red and darkish organe, for the three main shapes respectively: coocoon, coocon interior, humanoid);
- Then I start to use lighter shades of those colors with soft brushes, to give the shapes their volumes;
- Finally I draw highlights using the lightest shades, and mark darker shadow areas with light touch of the darkest shades of the original colors, using hard or soft brushes as needed;
- I eventually make the whole thing a little lighter or darker, or and apply a light sharpen filter (didn't do this step for those 2 image above);
- Once I'm done, I use the "save for web (and devices)" option, with "png-8" or "gif", with 256 colors, loading the ufopaedia.act palette and disabling "convert to sRGB" checkbox (this doesn't seem to make any difference, but better disabled).
Done.

Attached the Spitter .psd file.
Yeah, Photoshop. I like Photoshop, but i don't like versions that still do not like XCOM sprite, pixel, image and palette handling.
I was trying to do that with PNG (still works properly) and GIF, but Photoshop does not open GIF files.

I was middle of trying out Falko's OXC tools, but the palette colors are messed up which won't work (I have some recolored UFO94 Rifle and Pistol Clip PNGs, tried testing on Falko, and the colors are messed up on there.  :-\).

I am learning the UFO-Battlescape, along with other palettes, but the tools or the mods i'm making makes the palette won't work.
About turrets, I asked Warboy on 0-energy HWPs too (I removed the defense facilities). The problem with that solution is that there's little to no control about their spawning on the map, since there's no HWP-specific spawn points.
Turrets are nice, but there's no "?: Turret" rank for nodes in MV because MV limits ranks from 0-10, which sucks for me and others who make mods. :(
I almost* completed the tileset for human crafts. This is probably the hardest tileset to do.
Here's an Airtaxi (still some stuff to fix).

*maybe, hopefully
You know, tilesets can be hard to draw and make, unless you're an expert pixel artist. :)

I was trying to make stairs and ramps for UFOs (Not Apoc UFOs), but i'm having difficulty drawing these.
The thing I hate about this is doing routes.
Routes are kinda hard, but i'm trying to learn to do those secretly.
But they're easy for me to do with maps. :)
It's funny that I'm making a ton of stuff and yet I'm always ignorant about all the technicalities. My plan basically is: "Hopefully everything will be alright!"
Also, don't be ignorant like you said 3 years ago.
But it's okay.
I'd like to, but the grey in the palette doesn't "work well"; I don't know how to explain- I don't even remember actually, only that when I tried it it was bad.
Yeah, that's the problem with the UFO94 palettes.
Grey and silver is nice, but you can't do that in the UI, it won't work.
Apocalypse's logs are really cool. I don't have Transtellar in my mod; the only corporation straight from Apocalypse is Megapol, which is still "to do" though.
I wanted to have an external wall with a logo, but I think I'm done with crafts for now, I hit the MCDs limit (also logos on curved walls are difficult, since you have so few pixels). The whole craft tileset is very modular now, so I squeezed out some room for more MCDs, but I'm waiting in case the playtesting tells that some tiles are needed (I suspect I'll need an external stair-ramp for example).
I was at 270~280 (and I added more since then). I don't know how many entries I use now because the number depends on what libraries the craft uses, I just check that the map saves correctly and I'm good. Hence the policy is to add only absolutely essential tiles; Logo is cool but not essential.
Houston we have a problem: no more available MCDs.
actually there's still a handful of empty ones, so i'm at 248-ish (instead of 254), but I sort of know already what to put in those.
and i can still make my shit a more modular, so i should be fine in the end.

more sorting, splitting (and recoloring), before i can start making alien maps.
(also i'm not completely happy with floor and main interior wall --always the hardest tiles to do. fuck them!--).
Yeah, MCDs have their limit to 270-280. It sucks to have it unless you want to make bigger tilesets for your own, especially Apoc, EU2012 and XCOM2 themed ones. :)
currently impossible to do properly.
you can't make an explosive melee weapon. and afaik the ai isn't aware of the range limitation to ranged weapon, so a ranged-2 weapon won't be used properly (even if it is an autoshot, which is used more likely within 3-4 tiles, it's not exclusively used at that short distance).

i think the most sensible way to do something like that, is how i did the cybermite terror unit of the waspite: simply a melee-only unit that explodes when killed (cyberdisk style).
That's kinda like a big technical problem and issue with range.
A range 1 weapon similar to Dioxine's Piratez Hammer weapon could be nice, but with a HE dmg type with a blast radius.
I'm afraid it will come out fully fledged only in the very distant future: years. I assure you I'm the most impatient, but it just takes time to mod.
i won't re-do natural terrains (desert, jungle, forest), so it won't be 100% original artwork. also i've used bits and pieces form vanilla and tftd tiles (and other stuff, like the cult armors copied from gundam), apocalypse tiles (even if re-drawn from scratch you can see it's copied from them).
Re-doing natural terrain could be good idea, but a bad idea about it... is probably %100 original artwork, could be infringing at least.
i was going to make them myself. i already have a cool police bot.
problem is civilian units don't attack, so it doesn't make sense to add them.
Yeah, Hobbes' Area 51 Mod has soldier themed civilians attacking/shooting units you know.
Maybe in the future, you will make it where different civilian types like police and military troopers attack/shoot, unless they have a weapon. :)
it is playable but you can't finish the campaign (the first part of cydonia crashes the game).
the next version, that i want to release ASAP (actually i wanted to release it last weekend, but didn't manage to), should be completely playable to the end.
Also, you/i/anyone can't do Cydonia in this mod. I hope you'll work more 6-12 months slowly on the final mission for that mod, probably in the future i guess. :)
But from my perspective it is a gigantic update, because of the enormous amount of work needed to make all those new tiles (and maps). I'm happy.
A gigantic update would be nice. But it will take like 1-2 years i think in order to add more cool stuff to this mod, mostly from all of X-COM Apocalypse. Like more aliens, well, no turrets and egg ranks because MVI/MVII won't allow Turret Ranks and Egg/Larva/Chrysalises ranks in spawn nodes because they don't have it.

We have to wait for MVE+ and MCDEdit Extended+ versions for those programs so that we can have turrets, eggs/larvae/chrysalises, teleporters and others to make some OXCE+ fans really happy to see how to make OXCE+ mods with new stuff from MV and MCDEdit with E+ addition.
i should be migrating to oxc extended but instead i'm spawning an alien.
the alien queen is pleased.
If you're saying the two words "alien queen" years and months ago.
You'll definitely make a 2x2 alien queen unit for the aliens.
Quote
@robin
I hope you'll do more of the mod every 2 or 3 months of work since it's WIP..
All we need is (including optionals and nice ideas in the future, if you refuse and if you say no to those which are kinda okay for me to listen):
1: UFOpaedia images for everything, except UFOs (Probably for future releases).
2: More weapons and stuff from Human Factions.
3(OPITONAL): Probably Gauss (Magnetic, Coilgun, Mass Driver and Railgun), Ion and Sonic Technology Weapons and Craft Weapons made by Energyion, NeuTek, Omnisynth and other human factions who made the weapons from Second Alien War Tech, or similar to TFTD stuff or other mods someone or i've made for days and years (It would nicer to have Gauss and Sonic weapons to this mod and X-COM Apocalypse mods because XC Apoc was made after TFTD and UFO Defense 20 years ago. :D e.g Gauss Pistol, Gauss Rifle, Personal Gauss Cannon, Railgun, Ion Blaster, Heavy Ion Blaster, Sonic Blaster, etc.).
4: All of the stuff including aliens from Apocalypse (Aliens like Brainsucker, Hyperworm, Micronoid Aggregate, Queenspawn, Overspawn, etc) (Meaning more than 1-2 years to work on those, depends on the colors, the pixels and the palettes).
5: Making it where the Popper alien has it own ruleset rules and info (Nicer enough)
6: Entropy Launcher weapon for the aliens (Adds like a shot that makes more wounds for a soldier to have)
7: Personal Energy Shields (perfect for blocking incoming hits/shots)
8(OPTIONAL): Genetics and Genetic Modifications for soldiers made by MedCantieri (or any human factions), with Otto's Soldier Tranformations OXCE+ EXE (Man i would like some Gene-Modded Soldiers in Apoc. Would been nice and fun to have it, or not)
9(OPTIONAL): Cybernetics and Mechanized Soldiers/Tech via Otto's Soldier Tranformations OXCE+ EXE until it his thing is released and out (Because Apocalypse and this mod takes place in the 2080s, is where it has Androids, Exoskeletons and other robotic/cybernetic technology in Apoc)
10(OPTIONAL): Fix some text and string errors on UFOpedia stuff (Very important for things).
11: Fix Change Avatar Issues on OXCE+ and the Mod (I like to change avatars after renaming soldiers, in F.T.A, it won't let me)
12(TEMPORARILY OPTIONAL): More fixes on everything, might take months and years to fix it.

I will be playing more of your Apoc themed mod unless i read the entire thread again if i liked, since loved the 90s XCOM games if i have some disrespect in you (I've played Interecptor and Enforcer in 2011 when i was 14).

Thanks in advance, and have a nice day and great week on the OpenXCOM forums, robin. :)
I won't forget about sending you screenshots about crashes on my game and campaign as attachments on your thread.

Cheers! ;)
~J-Kun FeruEnzeru
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.6
Post by: robin on June 23, 2018, 07:04:11 pm
@FeruEnzeru

First of all, the current version has bugs that result in a crash (missing research stuff and so on), so play the campaign at your own risk!
I can't release a hotfix at this point and the next version will take some time before it'll be ready.

Quote
Yeah, Hobbes' Area 51 Mod has soldier themed civilians attacking/shooting units you know.
The police robosphere now DO attack aliens (at least it seems so).
Quote
2: More weapons and stuff from Human Factions.
I don't plan to make many more weapons over the current ones. Just and handful and that will be it.
Quote
4: All of the stuff including aliens from Apocalypse (Aliens like Brainsucker, Hyperworm, Micronoid Aggregate, Queenspawn, Overspawn, etc) (Meaning more than 1-2 years
About the aliens I'd say I'm about halfway done.
Quote
6: Entropy Launcher weapon for the aliens (Adds like a shot that makes more wounds for a soldier to have)
I did some testing and controlling the wounding is tricky. I still don't know about a kind of weapon like that.
Quote
7: Personal Energy Shields (perfect for blocking incoming hits/shots)
I plan to have them, if they work in a way I like.
Quote
8(OPTIONAL): Genetics and Genetic Modifications for soldiers
No "genetic mutation" for soldiers but something similar in effect. Still unsure though.
Quote
9(OPTIONAL): Cybernetics and Mechanized Soldiers/Tech
There wont' be mechanized soldiers... but maybe there will be full androids like in Apocalypse. Maybe.
Quote
10(OPTIONAL): Fix some text and string errors on UFOpedia stuff (Very important for things).
12(TEMPORARILY OPTIONAL): More fixes on everything, might take months and years to fix it.
I know, it's a mess currently.







Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.6
Post by: Solarius Scorch on June 24, 2018, 04:40:30 pm
I don't plan to make many more weapons over the current ones. Just and handful and that will be it.

Well... Modders assemble! :D

I did some testing and controlling the wounding is tricky. I still don't know about a kind of weapon like that.I plan to have them, if they work in a way I like.

Here's what the Plasma Rifle does in X-Com Files:
Code: [Select]
    damageAlter:
      RandomType: 6
      IgnoreOverKill: false
      ToArmorPre: 0.05
      ToStun: 0.75
      RandomWound: false
      ToWound: 0.12
      FireThreshold: 25.0

RandomWound: false means that a linear value is chosen to determine the number of wounds, generated as per ToWound value (instead of the usual 1-3).
No, I don't understand it either. :P
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.6
Post by: robin on June 24, 2018, 08:34:39 pm
Well... Modders assemble! :D

Here's what the Plasma Rifle does in X-Com Files:
Code: [Select]
    damageAlter:
      RandomType: 6
      IgnoreOverKill: false
      ToArmorPre: 0.05
      ToStun: 0.75
      RandomWound: false
      ToWound: 0.12
      FireThreshold: 25.0

RandomWound: false means that a linear value is chosen to determine the number of wounds, generated as per ToWound value (instead of the usual 1-3).
No, I don't understand it either. :P
yeah I used "RandomWound: false" too; my problem about it is that i found (during my bit of testing) that the "weapon that inflicts many wounds" idea wasn't much interesting when put in practice.
(this is not a criticism about the feature itself, which works exactly as it should; just my taste about the gameplay).
will definitely try again though.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: robin on August 18, 2018, 11:27:58 am
new version up, 0.3.7a.
unfinished mess and billions of new bugs; but at least aliens can now dine at luxurious restaurants.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7
Post by: Solarius Scorch on August 18, 2018, 11:43:01 am
Oh dear.
I really hope we get these terrain improvements in OpenApoc. ;)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: new_civilian on August 20, 2018, 12:44:18 pm
Man, those terrains are just awesome :o
You are not Terry Greer by any accident?
http://www.terrygreer.com/xcomalliance.html

Anyway. Thanks a lot for your hard work, i just had one of my most memorable Xcom Missions ever on a Temple-of-Sirius terrain.... :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: robin on August 20, 2018, 01:12:05 pm
Man, those terrains are just awesome :o
You are not Terry Greer by any accident?
http://www.terrygreer.com/xcomalliance.html

Anyway. Thanks a lot for your hard work, i just had one of my most memorable Xcom Missions ever on a Temple-of-Sirius terrain.... :)
Thanks.
And no, I'm not him. ;D
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: The Reaver of Darkness on August 20, 2018, 09:47:16 pm
robin, you really have an eye for the attractive tiles and combinations. You're doing amazing work!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: robin on August 20, 2018, 10:13:49 pm
robin, you really have an eye for the attractive tiles and combinations. You're doing amazing work!
I'm only reproducing/imitating the excellent work that was already done by others for X-Com Apocalypse.
The attractiveness of the tiles and combinations is to their credit.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: The Reaver of Darkness on August 21, 2018, 08:38:36 am
Aren't those tables from TFTD? I don't remember seeing them in Apocalypse.

I was thinking it was the tables from the hotel in the island attack.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: Solarius Scorch on August 21, 2018, 09:54:22 am
These tables look nothing like the TFTD ones. They aren't even of the same shape! (TFTD tables were round.)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: The Reaver of Darkness on August 21, 2018, 11:51:54 am
These tables look nothing like the TFTD ones. They aren't even of the same shape! (TFTD tables were round.)
You are right I guess. Looking closely, they do look very different. But zoomed out, to me, they look a lot alike.


Robin, is that micro-megaspawns!?
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: robin on August 21, 2018, 08:55:26 pm
original attached below for comparison.

Robin, is that micro-megaspawns!?
yep
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: The Reaver of Darkness on August 21, 2018, 10:02:10 pm
(https://i.imgur.com/359YOYZ.png)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.7a
Post by: FeruEnzeru[RETIRED/I QUIT] on August 21, 2018, 11:56:21 pm
(https://i.imgur.com/359YOYZ.png)
Aw... nice! :D
Megaspawn with a lolipop, an mobile phone and a skateboard too.

I missed XCOM Apoc 97 since i played it on an old laptop in 2014, and now i've played robin's OXC UFO94 version on my Alienware 2 months ago. X"D


Way to go Reaver! ;)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.8
Post by: robin on August 26, 2018, 06:24:20 pm
new version up, 0.3.8
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.8
Post by: makus on October 15, 2018, 10:47:45 pm
(https://i.imgur.com/c8N1FKA.jpg)
in honor of OpenApoc =] (for this pic we get our custom URL https://www.youtube.com/c/OpenApoc)
and great mod Robin =]
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.9
Post by: robin on October 20, 2018, 12:49:56 pm
new version up, 0.3.9
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.9
Post by: davide on October 20, 2018, 01:27:38 pm
Hi Robin, thanks!

Today I read that Dioxine update Piratez mod too, and I notice that  its release list shows :
Fixes to Robin's Apocalypse ship tilesets (Airbus, Aircar etc etc), ...

are you sync about that ?

Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.9
Post by: robin on October 20, 2018, 01:46:49 pm
No we're not synced; I shoudl ask him what he fixed. Thanks for the info.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.9
Post by: Solarius Scorch on October 20, 2018, 07:10:20 pm
Robin, I stole your sprites for the threaded roboturrets, but couldn't finds the inventory pic. Do they exist?
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.9
Post by: robin on October 20, 2018, 07:58:10 pm
They don't. I don't enable inventory for robot units in my mod.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.9
Post by: Solarius Scorch on October 20, 2018, 08:03:38 pm
They don't. I don't enable inventory for robot units in my mod.

I understand, but OXCE allows you to middle-click units to check their inventory (just the hands, and the paperdoll). This applies to any mod played on OXCE, and a significant number of players use this fork to play mods (or even vanilla) for a number of improvements it offers.
Just saying, since not seeing a picture where you expect it is kinda jarring.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.9
Post by: robin on October 21, 2018, 12:41:43 pm
new version up, 0.3.9a
sort of chopped up but at least it works.

I understand, but OXCE allows you to middle-click units to check their inventory (just the hands, and the paperdoll). This applies to any mod played on OXCE, and a significant number of players use this fork to play mods (or even vanilla) for a number of improvements it offers.
Just saying, since not seeing a picture where you expect it is kinda jarring.
I know but I have to focus on the core stuff for now.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.9a
Post by: MFive on November 09, 2018, 03:31:34 am
Hey Robin, just wanted to say thanks for all of your hard work, this mod is shaping up to be something truly amazing. I could never get into X-Com Apocolypse due to the difference in the engines, but your mod has given me a taste, and it is exquisite. Keep up the good work!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.9a
Post by: BlackStaff on November 09, 2018, 07:45:52 pm
Hey Robin, just wanted to say thanks for all of your hard work, this mod is shaping up to be something truly amazing. I could never get into X-Com Apocolypse due to the difference in the engines, but your mod has given me a taste, and it is exquisite. Keep up the good work!
I agree!  ;)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.9a
Post by: robin on November 10, 2018, 12:08:35 am
Hey Robin, just wanted to say thanks for all of your hard work, this mod is shaping up to be something truly amazing. I could never get into X-Com Apocolypse due to the difference in the engines, but your mod has given me a taste, and it is exquisite. Keep up the good work!
I agree!  ;)

Thank you guys.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4
Post by: robin on January 01, 2019, 06:40:04 pm
New version up, 0.4.
Added the office (police) terrain.
I think I changed the missionScripts too, but so much time passed I'm not sure anymore.

I really need to rework the Apartments terrain, make it simpler so I can also use a much simpler mapScript (currently the map can have "errors", which is ugly as fuck); the result will be less flexible/random but it will work correctly.
I'd also like to tweak the Luxury Apartments terrain, too many 2-storey buildings: as Hobbes said in another thread, players don't really go there.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4
Post by: BlackStaff on January 02, 2019, 12:08:52 am
Thank you very much for new version !  :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4
Post by: luke83 on January 02, 2019, 12:25:46 am
wow, very nice work Robin, i have not been following this mod but i will now as it looks great.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4
Post by: Dioxine on January 02, 2019, 01:50:16 pm
I'd also like to tweak the Luxury Apartments terrain, too many 2-storey buildings: as Hobbes said in another thread, players don't really go there.

I'll just say that Hobbes himself is a master of multi-story buildings, with everything having 3 stories on average and tons of spots for alien snipers and ambushers; so take his advice with a grain of salt :)

Also congrats on the release, the police station is as masterful as any of your terrains!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
Post by: robin on January 10, 2019, 09:53:43 pm
new version up, 0.4a.
fixed apartments terrain... but i just realized it needs one more little fix, so there is going to be another version soon-ish.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
Post by: Hythlodaeus on January 11, 2019, 12:25:15 am
Hi Robin,

One question, how do you to plan handle Mega-primus gameplay compared to the classic x-com geoscape? Additionally, are you planning to add any of the so-called features that were scrapped from the original game?
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
Post by: robin on January 11, 2019, 01:05:16 am
Hi Robin,

One question, how do you to plan handle Mega-primus gameplay compared to the classic x-com geoscape? Additionally, are you planning to add any of the so-called features that were scrapped from the original game?
I'm not sure I got what you're asking but:
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
Post by: Hythlodaeus on January 11, 2019, 01:32:01 pm
So the geoscape gameplay will essentially have players oversee the globe and its many mega-cities, instead of city districts on a flat map?
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
Post by: robin on January 11, 2019, 09:19:20 pm
So the geoscape gameplay will essentially have players oversee the globe and its many mega-cities, instead of city districts on a flat map?
Yes.
I don't know if a flat geoscape can be done; but even if I manage to make a flat-looking geoscape it would still lack the dynamics/mechanics of Apocalypse (like different buildings having different sensitivity to infiltration, and so on), so in the end it wouldn't be worth it in my opinion.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
Post by: robin on January 13, 2019, 01:58:00 pm
Geoscape related: long time ago I actually asked Warboy if it was possible to define a series of globe textures acting like "sea" (meaning: no crash site generation on them), so I could draw a spacescape out of the geoscape.
He told me that I was insane. :'(

Indeed it would probably be near impossible to make it look decent.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
Post by: Solarius Scorch on January 13, 2019, 03:12:24 pm
I've been in this X-Com modding business for 5 years now, and in my opinion, only insane ideas make truly outstanding mods.
This does not make such projects any easier, though.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
Post by: Meridian on January 13, 2019, 03:21:51 pm
I've been in this X-Com modding business for 5 years now, and in my opinion, only insane ideas make truly outstanding mods.

I politely disagree.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
Post by: Solarius Scorch on January 13, 2019, 06:53:04 pm
I meant that memorable mods always introduce something new... New concepts, new mechanics... Otherwise it's reskinned vanilla. Mods without it can be good of course, but they won't break any new grounds.

I am not that great with insane ideas myself, but I steal from insane projects. :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4b
Post by: robin on January 13, 2019, 10:59:00 pm
new version, 0.4b.
moar fixes to police+apartments terrains.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4a
Post by: The Reaver of Darkness on January 14, 2019, 02:47:59 pm
only insane ideas make truly outstanding mods.
From the Apocalypse is a wonderful example of this
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4b
Post by: Duke_Falcon on January 24, 2019, 08:45:42 pm
Hi!

Well, I have some minor troubles with this mod. I started it on OXCE 3.7x not on "conventional" OXC.
1.: Since the very beginning I have research options for "Floater medic", "Sectoid medic" and Snakeman. All got researched almost instantly (5-8 hours in game time) and either give me a free "live alien report" or crash to desktop (STR_WHATEVER not defined, last time it was the Megaworm\Multiworm)...
2.: When I try to launch one of my crafts the game crashes and say interface elements are missing. I could not got any ground combat or air combat as it just crash when I click on the "Interception" menu.

I downloaded the last valid 7z file from this mod and overwritten the old game folder with it. I not think it is a ruleset error as I always delete old rulesets before override a mod's folder just for sure...
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4b
Post by: robin on January 24, 2019, 09:47:51 pm
Hi!

Well, I have some minor troubles with this mod. I started it on OXCE 3.7x not on "conventional" OXC.
1.: Since the very beginning I have research options for "Floater medic", "Sectoid medic" and Snakeman. All got researched almost instantly (5-8 hours in game time) and either give me a free "live alien report" or crash to desktop (STR_WHATEVER not defined, last time it was the Megaworm\Multiworm)...
2.: When I try to launch one of my crafts the game crashes and say interface elements are missing. I could not got any ground combat or air combat as it just crash when I click on the "Interception" menu.

I downloaded the last valid 7z file from this mod and overwritten the old game folder with it. I not think it is a ruleset error as I always delete old rulesets before override a mod's folder just for sure...
Strange. I will look into it this weekend.
I'm currently using OXCE 5.1 (v2018-10-14) on my pc to test the mod, so in the meantime you can try to update to that version (or a newer one), because the version 3.7 is probably obsolete for the current release (0.4) of the mod.
Also the mod never used "OXCE" but it used "OXCE+"; they now have merged into one single project, so the difference does not exist anymore, but for your version 3.7 the difference still existed.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
Post by: robin on January 27, 2019, 04:13:27 pm
new version 0.4c up
* redone illumination on luxury apartment and streamlined terrain; fixed ware_01 maps; uses OXCE 5.2
not satisfied with the version numbering thing, from next i'll use x.x.x format where each x is a digit.

@Duke_Falcon
I only tested a little but i don't have the issue you describe. so my suggestion is:
 - update to OXCE latest version (5.2 iirc);
 - double check you don't have other mods (aside from OXCE stuff) active, because my mod is incompatible with (almost) anything else.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
Post by: predator1286 on February 02, 2019, 07:03:26 pm
Dear robin how do you do it just another great Creator ) how do you do it all how ?
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
Post by: Abyss on March 01, 2019, 06:35:01 am
new version 0.4c up

Wait... Is this a headcrab over there?
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
Post by: robin on March 05, 2019, 09:24:42 pm
Wait... Is this a headcrab over there?
It's a brainsucker-wannabe.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
Post by: chaosshade on March 10, 2019, 04:58:42 pm
Robin, the amount of work you've put into this mod is absolutely astonishing... I really can't begin to explain my appreciation of your art assets.  Thank you so much for sharing this with us.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
Post by: Solarius Scorch on April 05, 2019, 12:48:20 am
An X-Com Files player Voidavatar was kind enough to make a paperdoll for the drone. I hope you will find it useful, Robin. (Voidavatar allowed using it in your mod, if you like.)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
Post by: robin on April 05, 2019, 09:44:22 pm
Woah! Will definitely use it.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
Post by: davide on April 23, 2019, 03:54:45 am
Into OpenApoc website I found this link:
http://www.terrygreer.com/xcomapocalyse.html (http://www.terrygreer.com/xcomapocalyse.html)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
Post by: robin on April 23, 2019, 12:05:41 pm
I had already seen that page. I personally don't hate the worm sprite as much as he does, but I the issue he describes is evident.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
Post by: The Reaver of Darkness on April 30, 2019, 10:03:10 pm
I think the only thing wrong with the multiworm sprite in XCA is it not living up to the standards of the rest of the game. It's a fine sprite; the others are just better is all. It's like hating on silver because it's surrounded by gold.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.0
Post by: robin on May 19, 2019, 06:12:24 pm
New version up.. but beware it is extremely broken. But well some new content is there:
 - new shiny terrain
 - craft non-weapon equipment
 - new icons for facilities
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.1
Post by: robin on May 19, 2019, 07:28:47 pm
Uploaded 0.5.1 with some fixing. Still quite a mess though.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.1
Post by: luke83 on May 19, 2019, 11:37:29 pm
Very nice work mate :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.1
Post by: BlackStaff on May 20, 2019, 04:50:40 pm
Thank you very much ! :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
Post by: robin on May 21, 2019, 11:53:19 pm
new version up, moar fixes
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
Post by: BlackStaff on August 26, 2019, 02:43:00 pm
Any news, please ?  :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
Post by: robin on August 29, 2019, 11:46:04 pm
Any news, please ?  :)
Aah missed your post.
There no news because in summer I put on a cape and become Super Outdoorsman, the superhero that doesn't do any modding at all!
(Having no A/C helps the transformation).

I actually did a bunch of sprites and started the concept for a new terror unit, but nothing really substantial.
I also think my mod is currently bugged on latest OXCE releases because the indexes for the weapon sprites changed (no more negative values iirc/afaik).
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
Post by: BlackStaff on August 30, 2019, 12:55:30 am
Thank you for your answer!
Enjoy the sun and cold drinks!  ;)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
Post by: TheCurse on August 30, 2019, 08:20:45 pm
Wow, this is insanely good  ;D
Apoc was always my favorite and just seeing this totally brings back the memories...
You´ve captured the spirit extremely well!
Also i didn't know this quality of pixel art was even possible o_O
How many souls did you sell to gain that skill?  ;D
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
Post by: new_civilian on September 14, 2019, 01:14:48 pm
Sorry to bother you, but can you upload the mod to a mirror, my library PC can not access the one in post 1  :-\
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
Post by: Dr.Crowley on October 27, 2019, 08:38:53 am
Sorry to bother you, but can you upload the mod to a mirror, my library PC can not access the one in post 1  :-\

Mirrored in the name of the Machine Spirit (https://www.dropbox.com/s/440mf9usz8p7q2m/From_the_Apocalypse_-_0.5.2_OpenXcomMOD.7z?dl=0).
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
Post by: new_civilian on October 29, 2019, 12:48:33 pm
Many many thanks, Dr. Crowley!  :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
Post by: robin on November 01, 2019, 04:47:43 pm
crabby crabby

Sorry to bother you, but can you upload the mod to a mirror, my library PC can not access the one in post 1  :-\
i read you replay at work but then i forgot to reply.
thanks Dr.Crowely for helping.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
Post by: Solarius Scorch on November 01, 2019, 05:25:23 pm
That crab is cute.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: robin on November 10, 2019, 07:50:14 pm
new version up.
messier than usual, but i still wanted to push it out because earlier version was broken for latest OXCE releases.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: Dr.Crowley on November 11, 2019, 10:13:55 am
In the name of the Omnissia there are mirrors:
Mirror#1 (https://www.dropbox.com/s/ncdhqze7vha5w3y/From_the_Apocalypse_-_0.6.1_OpenXcomMOD.7z?dl=0)
Mirror#2 (https://drive.google.com/open?id=13csnbWmZPi7XRHR3mWc8_S9V26VujLBX)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: luke83 on November 11, 2019, 11:52:55 am
I love the crab, i may borrow it and use as a base for a robotic creature myself  :P I was after a Robotic Spider but a Crab could work.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: BlackStaff on November 11, 2019, 03:52:22 pm
new version up.
Thank you very much !  :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: Solarius Scorch on November 11, 2019, 04:59:51 pm
Thanks, Robin! I keep recommending your mod to people, it's great to see you're still going strong!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: robin on November 11, 2019, 09:40:50 pm
Thank y'all. The cold weather has taken over and so modding resumes.
Next release will focus on taming the mess, so I can upload it on the official mod portal too, so it can be downloaded from two different locations.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: new_civilian on November 14, 2019, 02:04:10 pm
Thanks robin! Your terrains are just awesome!

And thanks again Dr. Crowley!

p.s. that's not the apoc-mod in those screens, it's my own personal mod-soup  ::)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: robin on November 14, 2019, 10:44:02 pm
Thanks.
Whenever I look at my new UFOs I can't help to think they don't look that good after all.
BUT the alien "base" on the other hand looks really great so I'm still happy 8)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: new_civilian on November 15, 2019, 12:23:09 pm
Thanks.
Whenever I look at my new UFOs I can't help to think they don't look that good after all.
BUT the alien "base" on the other hand looks really great so I'm still happy 8)

whuwhat?  :o

Those UFOs are fantastic! And so are those Bigobs you said look shitty.
I would give a lot to be able to draw that good. All I can do is to edit other's work slightly and even then I have to spend days to acchieve anything...

Really, relax, your work is way up there, robin.  8)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: luke83 on November 15, 2019, 01:24:24 pm
Have to agree, Robin, the quality of your work is second to none,  i can only Imagine what i could do if i had your skills mate, my skills are limited to copy/paste/recolour. On  that topic, if you have any unused sprite work just sitting around feel free to pass it my way as im sure i could build some maps from it :P right niw, im holding off from raiding your. Mod for assets as im thinking I will incorporate laege chunks of it in the future, so for now, o have only borrowed a handful of sprites like the glass panels :P
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: ohartenstein23 on November 20, 2019, 04:42:07 am
Enjoying the mod immensely robin! Found a bug though - STR_OCULANT_NAVIGATOR doesn't have a live alien item, so it causes a crash whenever you try to capture one. I'm attaching a save just before I finish an Alien Gate mission where I capture one and it crashes. Just have the selected soldier shoot the spitter to kill it and end the mission. Minor related bug - the oculant navigator is also missing an extraStrings entry.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: BlackStaff on November 20, 2019, 08:36:37 pm
Little bug in "ufopaedia_apoc.rul" !  ;)

  - id: STR_ROBOFLYER_XCOM_ROCKET
    type_id: 3
    section: STR_WEAPONS_AND_EQUIPMENT
    weapon: STR_GUIDED_LANUCHER

Instead of : STR_GUIDED_LAUNCHER

Tks !

Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: robin on November 20, 2019, 09:49:02 pm
Thank you both!
Enjoying the mod immensely robin! Found a bug though - STR_OCULANT_NAVIGATOR doesn't have a live alien item, so it causes a crash whenever you try to capture one. I'm attaching a save just before I finish an Alien Gate mission where I capture one and it crashes. Just have the selected soldier shoot the spitter to kill it and end the mission. Minor related bug - the oculant navigator is also missing an extraStrings entry.
Will fix. You might encounter a problem also with STR_ANTHROPOD_SQUAD_LEADER, and STR_OCULANT_TECHNICIAN.
In general the campaign is broken.
I'm currently working on making it all better in that department, and making missions a little more meaningful to the context of the setting.

Little bug in "ufopaedia_apoc.rul" !  ;) [...]
Tks !
Will fix!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: BlackStaff on November 21, 2019, 10:33:05 am
Thanks !

Sorry, there's one thing I don't understand....  :-[
In the file "language_apoc.rul" I see:
STR_GRIFFON_UFOPAEDIA: Multirole; made by Uni-Dynamics; CONTRACT-only


But in the "research_apoc.rul" file I see:
  - name: STR_GRIFFON_ASP
    lookup: STR_GRIFFON
    cost: 10
    points: 0
    dependencies:
      - STR_CONTRACT_MEGAPOL


I think there's a little-little very little bug in the "language_apoc.rul" file ... or in "research_apoc.rul" file !  :-[