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 0.25.6
Post by: robin on February 03, 2015, 12:26:01 am
Download (v0.25.6): link (https://mega.nz/file/R6QxFDDZ#R5E1hpBeDp7XurFUdHeqj_i-XhvJQWG2eTpfMb_WnOA)

=======================================================================
READ OR DIE:
* Fixes and updates will come very slowly.
* Use latest OXCE nightly.
* 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.
* 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 incompatibility issues with any other mod.

=======================================================================
ART USE PERMISSION:
See "LICENSE.txt"

=======================================================================
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.

=======================================================================
CREDITS:
See "credits.txt"
Code: [Select]
Who.................What

SupSuper            OXC
Warboy1982          OXC
Yankes              OXCE
Meridian            OCXE
ohartenstein23      OXCE
..and all the rest of OCX and OXCE contributors

volutar             MCDEdit, OXC
dashivas            MapView
pmprog              MapView
kevL                MapView2
TheBigSot           MapView2
???                 PCKView
bohemond            HandOb maker https://openxcom.org/forum/index.php/topic,8160.0.html
Falko               OXC, author of the *vital* OXC-Mod-Tools
                    http://falkooxc2.pythonanywhere.com/
Buscher             Resurrecting Falko's tool that was offline.

Gifty               Buzzing sound fx
Hobbes              Terrain Pack, Area51, Tech-Com
Dioxine             Piratez, X-Piratez
Solarius Scorch     FMP, XcomFiles
XOps                Xeno Operations
Nord                TWoTS, Chronicles
Ryskeliini          Armored vest, and lots of great artworks
bulletdesigner      40K
Finnik              sonic weapon sound
NOTE: I'm not necessarily using work from the listed modders,
in fact almost the entirety of this mod has been made by me. But
still, their work provided inspiration, help and desire to do
more and better.


=======================================================================
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) will likely crash the game.
* Ufopaedia art incomplete.
* 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;... still true?
* ALIEN GATE battlescape, some corridors for the underground part are not generated;
* Cultist don't get zombiefied, very strange.
* Unsure if psi weapons work correctly.
* final missing cannot be completed by destroying MCD objective, so kill all the aliens.

=======================================================================
CHANGELOG:

0.25.6
* bullet hit animation.
* laser hit animation.
* added inventory paperdolls: ACUSTIC, LISKOID F+M, HYPERWORM, MEGAWORM, BEHEMOTH.
* added updated ru-RU translation by wolwerin. thanks!
* plasma hit animation.
* acid hit animation.
* fixed transparent corporate personal armor.
0.25.5
* toxic hit animation.
0.25.4
* redesigned FARMU terrain and maps.
0.25.3
* all interwin graphic.
* tweaked crafts, craft terrains.
0.25.2
* redesigned EXPLOR, AIRTAXI.
* Interwin for UFOs.
CHANGELOG:
0.25.1
* fixed missing counter for base mission (terror mission need it too).
0.25.0
* added updated ru-RU translation by wolwerin.
* ufopaedia art: MEGAWORM, VALKYR2, SPITTER_QUEEN, SPITTER_QUEEN_AUTOPSY, PROBE, PROBE_AUTOPSY
* ULAIR terrain a maps tweak.
* FINAL map, terrain, mission.
* new explosion anim for SMOKE and HE.
* icons for base and armors.
* fiddled with research tree.
0.24.1
* fixed Russian lang translation.
0.24.0
* added NEO FOREST terrain and maps.
0.23.3
* reduced height of most maps from 6 to 5.
0.23.2
* added civilians to WARE terrain, fixed terrains definition.
0.23.1
* redesigned WARE.. maps and added WAREMTL variant.
0.22.2
* added initial messages from Government, Megapol, Corporations.
* added custom icons for mission sites/bases.
0.22.1
* added bigob for sonic beam.
* added sonic beam fire sound and hit sound (sound by Finnik + Solarius Scorch).
* removed X-Com trademark from everywhere.
* initial armors added by event.
0.22.0
* added prison facility for live humans.
* added wings to OMNISYNTH FLYING.
* redesigned NEUTEK PERSONAL.
* added POLICEMEN.
* added ACUSTIC alien.
* added alienMission and alienDeployment targeting Slums and Industrial sites.
* Russian translation by wolwerin.
0.21.1:
* added energy shield to SKELETOID_ARMOR1 (multi-eyed).
* added HYBRID armor variants: w/ wings, w/ shield, w/ shield+wings.
* added wings to FLYING armor.
* update UFO_AGGRESSOR map with CLOAK MCD.
0.21.0:
* added CULT research tree.
* some fixes to the research tree.
* added DIMENSIONAL PROBE fake craft-research.
* added/changed menu backgrounds.
* added some missing text strings.
* fixed human enemy tank sprites.
* added CLOAK craftWeapon.
* added FORCE WEB weapon.
0.20.1:
* updated startingTime to 1st of March.
0.20.0
* redesigned ROBOTANK.
* streamlined ROBOFLYER, no more variants.
* updated graphics for ROBOTURRET FIXED DISRUPTOR.
* added HOVERTANK.
* redesigned motion scanner and motion scanner screen.
* removed large rocket because it was redundant.
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-1648 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: DoxaLogos (JG) 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: DoxaLogos (JG) 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 BAILIE 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 BAILIE 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: 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 0.3.8
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 !  :-[
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: robin on November 21, 2019, 10:27:34 pm
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 !  :-[
yep that's another issue! thanks
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: ohartenstein23 on November 22, 2019, 03:12:51 pm
Got another one for you - the Valkyrie is deploying only 12 of its 14 soldiers into battle due to having some spawn points in the deployment in the walls of the craft. Switching to this fixed it for me:

Code: [Select]
    deployment:
      - [4, 9, 1, 0]
      - [5, 9, 1, 0]
      - [4, 10, 1, 0]
      - [5, 10, 1, 0]
      - [4, 11, 1, 0]
      - [5, 11, 1, 0]
      - [4, 12, 1, 0]
      - [5, 12, 1, 0]
      - [4, 13, 1, 0]
      - [5, 13, 1, 0]
      - [4, 14, 1, 0]
      - [5, 14, 1, 0]
      - [4, 15, 1, 0]
      - [5, 15, 1, 0]
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
Post by: robin on November 22, 2019, 09:06:27 pm
thanks will fix
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.7.0
Post by: robin on November 30, 2019, 07:32:33 pm
new version up, 0.7.0
started cleaning up a bit, hopefully.
as of this version, the mod has the same amount of aliens that X-Com Apocalypse has. but in battlescape the amount of aliens of the mod is already higher (since one of Apocalypse's aliens is citiscape-only). i still plan to add some more though.
also, i struggle to understand how to define psi-weapons properly, so the current ones are put together without really knowing what i was doing.
sorry still haven't had time to setup a mirror.

Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.7.0
Post by: R1dO on November 30, 2019, 08:18:37 pm
Regarding that mirror statement.

Is the https://openxcom.mod.io/ route not suitable for you?
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.7.0
Post by: BlackStaff on November 30, 2019, 09:59:22 pm
Very small and unimportant errors!
During a mission against a alien gate:
-    STR_OCULANT_NAVIGATOR not found
-   STR_ALIEN_GATE_CONTROL_DESTROYED not found

Thanks !

Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.7.0
Post by: robin on December 01, 2019, 10:57:08 am
Is the https://openxcom.mod.io/ route not suitable for you?
yes, i subscribed to that but the mod is still too incomplete.

Very small and unimportant errors!
[...]
fixing
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
Post by: robin on December 02, 2019, 11:21:25 pm
new version up, 0.8.1
added toxigun; still don't know what to do with the toxins, i don't like the idea that the new one makes the predecessor completely redundant-useless, like in X-Com Apoc.
for now the first one is weak but equally effective both on humans and aliens, the second stuns (hopefully), the last one kills very effectively aliens but is very weak vs humans. i still have to balance the resistances though, all very-thick armored aliens will have some resistance to the toxins.

edit: i also removed most resistances from enemies. since i added 4 new damage types, i want to redo them starting from scratch without being influenced by old values.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
Post by: ohartenstein23 on December 02, 2019, 11:30:10 pm
... all very-thick armored aliens will have some resistance to the toxins.

Depending on how you feel about using OXCE's damageAlter options, you could make the toxins ignore armor:

Code: [Select]
items:
  - type: STR_TOXIN_THAT_IGNORES_ARMOR
    damageAlter:
      ArmorEffectiveness: 0.5 # armor is only 50% as effective to this toxin, 0.0 means armor values don't matter at all, only resistances
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
Post by: robin on December 02, 2019, 11:36:19 pm
Depending on how you feel about using OXCE's damageAlter options, you could make the toxins ignore armor:

Code: [Select]
items:
  - type: STR_TOXIN_THAT_IGNORES_ARMOR
    damageAlter:
      ArmorEffectiveness: 0.5 # armor is only 50% as effective to this toxin, 0.0 means armor values don't matter at all, only resistances
yeah that's an option. i'm definitely not going to do anything complicated.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
Post by: Yankes on December 04, 2019, 09:37:01 pm
Make some toxins working better on some other alien types. We have 3 alien types A, B and C.
Code: [Select]
          A    B   C
Toxin1:   5    1   2
Toxin2:   2    4   1
Toxin3:   3    3   3
Toxin1 need research corpse of alien from group A and Toxin2 from B.
When both are researched and you grab alien C then you can create universal toxin.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
Post by: robin on December 04, 2019, 10:14:44 pm
That's another good idea; the problem is I don't have different "groups" of aliens and the difference in potency could feel farfetched.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
Post by: new_civilian on December 05, 2019, 01:34:11 pm
There's also a Poisoning script available, which allows you to damage enemys over a certain amount of turns with an adjustable strength. It also adds a nice greenish look to the unit.
https://openxcom.org/forum/index.php/topic,5245.msg78321.html#msg78321

Oh and please, would it be possible to provide a mirror, Mega is blocked by my library...  :-\
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
Post by: robin on December 08, 2019, 08:51:44 pm
new version up 0.8.3
resized the megaworm because it was too big and looked weird. now it still looks weird but not as much.
also added the flying version of the liskoid.

@new_civilian
i noticed the forum increased the attachment size limit, so i attached the mod archive to the first post, no more MEGA.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
Post by: BlackStaff on December 08, 2019, 09:49:36 pm
Thank you very much !

Euuuhhh  0.73 or 0.83 ?  ;)
Readme = 0.73 !
metadata.yml = 0.83 !  ???
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
Post by: robin on December 08, 2019, 09:56:49 pm
yeah readme is wrong. already fixed but i'll wait the next release at this point
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
Post by: misterx on December 09, 2019, 03:11:24 pm
Great job robin, that is eligible to be next big mod with its subforum!

I've played one month in the game and here some concern:

1) missions are spawned only in north and south america, no other continents whatsoever

2) player is given with hipertransmission decoder for balance purposes i think, but ufos and landing site are visible for a very shor time, they disappear after a while, i hardly managed to ground assoul one, got only an alien infiltration mission, no air fights despite lots of interceprions

3) vessel speed need to be more balanced for both player and enemy

4) game uses sounds and music from vaniila; an introduciotn and some more ufopedia entries a la xpiratez, alound with new sounds and music should be also planned i hope

5) some screenshots :)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
Post by: misterx on December 09, 2019, 03:12:06 pm
..and a couple of saves
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
Post by: robin on December 09, 2019, 09:55:49 pm
Great job robin, that is eligible to be next big mod with its subforum!

I've played one month in the game and here some concern:

1) missions are spawned only in north and south america, no other continents whatsoever

2) player is given with hipertransmission decoder for balance purposes i think, but ufos and landing site are visible for a very shor time, they disappear after a while, i hardly managed to ground assoul one, got only an alien infiltration mission, no air fights despite lots of interceprions

3) vessel speed need to be more balanced for both player and enemy

4) game uses sounds and music from vaniila; an introduciotn and some more ufopedia entries a la xpiratez, alound with new sounds and music should be also planned i hope

5) some screenshots :)
Thanks.
1) This is strange, I never noticed this before. I will check.
2) I noticed this too. It started happening after I upgraded to OXCE 6.2 (from 5.9 iirc) and / or I started using randomDelay in the missionScripts. I didn't run for help to the OXCE subforum because I wanted to test it more before doing that.
3) Balance is still WIP. But overall it shouldn't be that bad. There's craft equipment to play with, and the mod expect you to use multiple crafts at once (maybe I should make it more clear with an ufopaedia entry).
4) I can't into music. But I plan to add a better introduction when all the rest is done.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
Post by: new_civilian on December 11, 2019, 11:54:43 am
Gee, thanks robin for your excellent work, and thanks to the forum admins for allowing the attachments!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.5
Post by: robin on December 15, 2019, 12:27:55 am
new version up, 0.8.5
fuck i noticed the Liskoid text is too long, it goes out of the ufopaedia window.
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.5
Post by: Solarius Scorch on December 15, 2019, 02:54:10 am
Wow, it looks pretty stunning!
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.5
Post by: Nord on December 15, 2019, 07:02:49 am
new version up, 0.8.5
fuck i noticed the Liskoid text is too long, it goes out of the ufopaedia window.
You can use multi-paged articles here.
Also a question: can i borrow your tile sprites (nice-looking alien pods) for my mod?
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.5
Post by: BlackStaff on December 15, 2019, 10:37:17 pm
Thanks for new version !

fuck i noticed the Liskoid text is too long, it goes out of the ufopaedia window.
+ Brainsucker Hibernated    ;)
Title: Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.5
Post by: robin on December 17, 2019, 12:59:31 am
new version up, 0.8.6
Moar ufopaedia art

Also a question: can i borrow your tile sprites (nice-looking alien pods) for my mod?
I never forbidden borrowing my stuff, if it's for openxcom modding. What I ask is to try to add some tweaks to the borrowed parts, so the mods won't look too similar in the end.
Of course if it's just one single tile, you can use it as it is.

+ Brainsucker Hibernated    ;)
Should be fixed
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.8.6
Post by: Nord on December 17, 2019, 04:35:36 am
Thanks.
And i agree with you. I always tweak what i borrow.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.8.6
Post by: new_civilian on December 20, 2019, 12:23:05 pm
Those ufopedia pictures..... wow. :o
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.8.7
Post by: robin on December 22, 2019, 01:59:49 pm
new version up, 0.8.7
even more ufopaedia art (still more to go)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.8.7
Post by: BlackStaff on December 24, 2019, 04:37:31 am
new version up, 0.8.7
even more ufopaedia art (still more to go)
Very nice ! Thanks !
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.0
Post by: robin on December 24, 2019, 11:34:02 am
new version up, 0.9.0
Always wanted to add a small HWP medic unit. Thanks to the features added by OXCE I could devise it in a much more advanced way than its original concept.
Was burning midnight oil to finish this before the Christmas deluge of food, friends and parents. Will fix the bugs when I'll resurface from all that.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.0
Post by: Solarius Scorch on December 24, 2019, 02:11:38 pm
Wow, 0.9.0! You're on fire, man! Congrats :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.0
Post by: BlackStaff on December 24, 2019, 02:19:59 pm
new version up, 0.9.0
Thanks !

I haven't tested it yet, but I think there's a little bug...  ;)

      STR_BOOTUP: "Boot up"
      STR_BOOTUP: "Robot is online"

I think it's better with:
      STR_BOOTUP: "Boot up"
      STR_BOOTUP_MESSAGE: "Robot is online"

Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.0
Post by: robin on December 24, 2019, 05:19:38 pm
I haven't tested it yet, but I think there's a little bug...  ;)
0.9.1 up, fixed.
Thanks.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.1
Post by: BlackStaff on December 24, 2019, 10:21:39 pm
I'm not gonna ruin your Christmas parties!
So I'm gonna wait until the 26th to report a big bug with the medical robot (XROBOMEDIKIT_SPAWNER)!  8)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: robin on December 29, 2019, 12:00:23 am
new version up, 0.9.2
I'm going to need an exorcist to fix research and manufacture.

@BlackStaff
tested a little and couldn't find any particular bug. Tell me if something is still wrong.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: BlackStaff on December 29, 2019, 11:00:08 am
All right!
For the old version the bug was particular !
In a mission I had:
- an active robot using a "vehicle" seat on board
- an inactive robot carried by a soldier

In any case, the turn ended well, but...
If the soldier activated his robot, everything went well during the mission but at the end of the mission... CTD!
I'll test with the latest version...  ;)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: robin on December 29, 2019, 11:26:40 am
For the old version the bug was particular !
In a mission I had:
- an active robot using a "vehicle" seat on board
Yes, there was a "recover: true" that enabled you to load the craft with the already-active robot as a vehicle, but only in Quick Battle. I set "recover: false" and -hopefully- fixed this bug.
In my little testing I didn't get a CTD related to the robot, but I surely won't deny the possibility of it happening.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: BlackStaff on December 30, 2019, 12:12:40 am
Sorry but I have the same problem with the latest version 0.92!  :-[
Log + quick save in attachments :  ;)
Tks !
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: robin on December 30, 2019, 12:06:07 pm
Sorry but I have the same problem with the latest version 0.92!  :-[
Log + quick save in attachments :  ;)
Tks !
I get the crash too with your savegame. Are you sure you don't have other mods active? Because it says the savegame uses other mods.
I played the same type of mission (aircar in the desert vs Liskoid + spitters, using the Robo medi-kit) and I didn't get any crash. The ruleset for the stuff involved in the mission seems ok.
Will keep looking into it.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: BlackStaff on December 30, 2019, 01:27:13 pm
Thanks !

Are you sure you don't have other mods active?
mods:
  - active: true
    id: xcom1
  - active: true
    id: from_apoc
  - active: true
    id: Medailles
  - active: true
    id: UFOextender_Psionic_Line_Of_Fire
  - active: true
    id: Aliens_Pick_Up_Weapons
  - active: true
    id: XcomUtil_Statstrings
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: robin on December 30, 2019, 11:08:53 pm
alright i managed to reproduce it.
it seems to be related to the STR_BRAINSUCKER_HYBERNATED item.
maybe is it because it uses "battleType: 11" while not being an actual corpse linked to an armor? I'm going to need some help to solve this.
anyway tomorrow i won't be able to, next year!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: BlackStaff on December 31, 2019, 12:18:05 am
No problemo !
Thanks !
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: Dioxine on December 31, 2019, 06:07:50 am
maybe is it because it uses "battleType: 11" while not being an actual corpse linked to an armor?

If the game finds a BT:11 item (corpse) in battlescape, but cannot find an unit which produced it (by dying in this mission), it crashes. BT: 11 items therefore should ever only be used as actual corpses, linked to armors, and never spawned in any other way in battlescape.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: robin on December 31, 2019, 12:38:20 pm
Thanks.
What battleType to use then? The item is a corpse, in the sense that it is the corpse of the creature dead from natural causes.

Also I used the same BT for items linked to MCDs:

  - type: STR_CHRYSALIS_CORPSE
    size: 0.4
    costSell: 20000
    weight: 40
    bigSprite: 140
    floorSprite: 140
    invWidth: 2
    invHeight: 3
    recoveryPoints: 5
    battleType: 11  <-----------------
    specialType: 31   <----------------
    armor: 26

Unlike the bugged item, these items are also used as effective corpses for the units (liked to armor that is).
However, when placed as MCDs, these corpses can exist without begin generated by the death of a corresponding unit. AFAIK from my testing, at the time, this did work and didn't crash the game. Some time passed I have to test again I guess...
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: Dioxine on December 31, 2019, 11:21:53 pm
I think the MCD recovery circumvents the issue, since the item is never generated in battlescape. What type to use? If you want an item which is creature's corpse (generated on death) AND at the same time an item which you want to spawn on map - this is not possible.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: Solarius Scorch on December 31, 2019, 11:28:58 pm
I suppose you could make a normal item which is then manufactured into the corpse.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
Post by: robin on January 01, 2020, 11:51:03 am
What I needed was a 'blank' (not a firearm, not a grenade, not anything else) battlescape item.
I checked the vanilla Elerium item and the solution was obvious: not defining any battleType.
I honestly thought it was required. Feel turbo dumb now. Still haven't tested but it should work.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.3
Post by: robin on January 01, 2020, 03:46:52 pm
new version up, 0.9.3
bug fixed.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.3
Post by: BlackStaff on January 01, 2020, 07:26:05 pm
new version up, 0.9.3
No alarms in the LOG! No crash!
Speed and precision! Bravo and thank you!  :)   8)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.2
Post by: robin on March 22, 2020, 10:58:33 pm
new version up 0.10.2
finally vanilla farm is out. i'm still not done with this new terrain.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.2
Post by: BlackStaff on March 22, 2020, 11:07:35 pm
Thank you very much !  :)   :)

But... since several previous versions, it seems that two constants are missing in the "language" file!  ;)
I noticed it while searching in the "tree viewer"!

STR_CONVERT_SHIELD_SNALL_ALIEN
STR_ALIEN_CONTROL_CONSOLE
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.2
Post by: robin on March 23, 2020, 10:08:53 pm
STR_CONVERT_SHIELD_SNALL_ALIEN
STR_ALIEN_CONTROL_CONSOLE
thanks, will fix.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.2
Post by: BlackStaff on April 01, 2020, 06:35:35 pm
Sorry but bug !

v0.10.2
Initial : [FATAL]   OpenXcom has crashed: Unit STR_CORP_NONHOSTILE_PSI not found
Reload game, same mission : [FATAL]   OpenXcom has crashed: Item STR_HIGH_EXPLOSIVE2 not found (this object is disabled in the 'items' file)

Mission type : STR_CORP_WAREHOUSE_ASSAULT_ALERT

Log + last save : see below (second test)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.2
Post by: robin on April 01, 2020, 09:02:59 pm
Thank you very much. Will try to fix it all in the weekend.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.2
Post by: robin on April 05, 2020, 09:31:14 pm
new version up, 0.10.4

fixed the following:
Initial : [FATAL]   OpenXcom has crashed: Unit STR_CORP_NONHOSTILE_PSI not found
Reload game, same mission : [FATAL]   OpenXcom has crashed: Item STR_HIGH_EXPLOSIVE2 not found (this object is disabled in the 'items' file)
two constants are missing in the "language" file
STR_CONVERT_SHIELD_SMALL_ALIEN
STR_ALIEN_CONTROL_CONSOLE
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
Post by: SIMON BAILIE on April 05, 2020, 11:08:55 pm
Seems to be a problem with version 0.10.4-see attached.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
Post by: robin on April 05, 2020, 11:41:13 pm
I don't get that error. Could be related to the newer OXCE, I'm still on 6.2, I'll have to check.
It's strange, I don't use STR_ZOMBIE nor STR_CHRYSSALID_TERRORIST in the mod.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
Post by: BlackStaff on April 06, 2020, 11:40:03 am
@ robin
Thanks for v0.10.4 !
Work fine with OXCE 6.4.2 !

Seems to be a problem with version 0.10.4-see attached.
Do you use/activate the Mod "Chryssalid_tweaks" ?
This Mod uses these two "units". But it is useless with this pack!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
Post by: SIMON BAILIE on April 06, 2020, 03:13:21 pm
No other mods activated including the preset ones.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
Post by: robin on April 06, 2020, 09:51:40 pm
No other mods activated including the preset ones.
still haven't tested myself but, maybe: did you have an old version of my mod already and you unzipped the new package over it (without deleting the old content first)?
if so, I suggest to delete the whole mod folder and unzip it anew.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
Post by: SIMON BAILIE on April 06, 2020, 11:22:52 pm
I already tried that and still get the same error with oxce 6.43 of 05/04/20 and 06/04/20. I have just tested with oxce 6.42 of 29/03/20 and v 0.10.4 works ok so it does seem to be the 6.43 versions of oxce.

There are unofficial nightly builds after every change.
They live on the bleeding edge.

6.4.2 is the latest official.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
Post by: robin on April 06, 2020, 11:51:59 pm
I have just tested with oxce 6.42 of 29/03/20 and v 0.10.4 works ok so it does seem to be the 6.43 versions of oxce.
yeah the problem seems to be related to 6.4.3.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.0
Post by: robin on April 07, 2020, 02:49:51 pm
new version up, 0.11.0
mmmh, i need to fix the spawn nodes in the new FARMN / FARMU terrains, and fix the amount of enemies in the new mission (they're too clumped together currently). DONE
also i want to add a bunch more MCDs to the FARMU_BITS library, it's a little minimal right now.
this post will serve as a memo.
i'm SURE there is something missing somewhere, like some language entry and the like.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
Post by: Meridian on April 08, 2020, 02:00:31 pm
yeah the problem seems to be related to 6.4.3.

Code: [Select]
  - type: STR_ZOMBIE
    race: STR_ZOMBIE
    rank: STR_LIVE_TERRORIST
    armor: ZOMBIE_ARMOR
...
    standHeight: 18
    kneelHeight: 18
    value: 18
    intelligence: 3
    aggression: 2
    energyRecovery: 20
    spawnUnit: STR_CHRYSSALID_TERRORIST           # this is vanilla zombie, it needs STR_CHRYSSALID_TERRORIST which you deleted
    livingWeapon: true

You have made vanilla ruleset inconsistent.
You can either remove STR_CHRYSSALID_TERRORIST from STR_ZOMBIE like this:

Code: [Select]
units:
  - type: STR_ZOMBIE
    spawnUnit: ""

or if you don't need the vanilla zombie at all, delete it completely like this:

Code: [Select]
units:
  - delete: STR_ZOMBIE

OXCE is slowly adding more such checks to prevent inconsistencies and (unexpected) crashes...
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
Post by: robin on April 08, 2020, 10:01:39 pm
OXCE is slowly adding more such checks to prevent inconsistencies and (unexpected) crashes...
I see now. Since I don't need vanilla zombie, I'll delete it as you suggest.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.0
Post by: BlackStaff on April 08, 2020, 11:57:19 pm
v0.11.0 (OXCE 6.4.2)
At the end of mission "STR_CORP_WAREHOUSE_ASSAULT"... CTD !
See attachment !

On this mission I noticed some forgotten constants!
STR_CORP_NONHOSTILE
STR_ROBOSPHERE_CORPSE    ==>  (Maybe it's a confusion because in the language file I see : STR_ROBOSPHERE_CORP_CORPSE) <==
STR_CORP_NONHOSTILE_M

But I think there's a lot more for others missions:
STR_CORP_NONHOSTILE_F
STR_CORP_NONHOSTILE_xxx
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.0
Post by: robin on April 09, 2020, 08:50:31 pm
v0.11.0 (OXCE 6.4.2)
[...]
Thanks for the vital feedback. Will look into it in the weekend.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.0
Post by: robin on April 11, 2020, 02:44:07 pm
I think the bug was caused by units that didn't have the correct corresponding item.

units are named using the following scheme:
STR_[RACE]_NONHOSTILE_[UNIT_NAME]
but the related items were named like this:
STR_[RACE]_[UNIT_NAME]_NONHOSTILE
So I proceeded to rename the items to match the units.

I also added the items for the following units, because they were missing:
STR_CORP_PSI
STR_CORP_PSI_NONHOSTILE
STR_NEUTEK/OMNISYNTH_SQUAD_LEADER
STR_NEUTEK/OMNISYNTH_SQUAD_LEADER_NONHOSTILE
(while MEDIC, ENGINEER, PSI and NAVIGATOR for both NEUTEK/OMNISYNTH don't exist anymore and were removed).

I want to test that kind of mission in the campaign before releasing an update.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.1
Post by: robin on April 11, 2020, 11:59:17 pm
new version up, 0.11.1
I *think* it *might* be fixed.
I played a Warehouse assault mission both in quick battle and campaign against NEUTEK_NONHOSTILE and it didn't crash at the end. But yeah can't be sure...

@BlackStaff
Updating the mod will likely not salvage your save, because there are units (corpses) in it that don't exist anymore. Perhaps one way to proceed is exiting the mission using Abort (bringing your people in the exit zones first of course), maybe that way the bad items are not processed and the crash won't happen. I don't really know though.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.1
Post by: BlackStaff on April 12, 2020, 02:05:45 pm
Thank you very much !  :)

@BlackStaff
Updating the mod will likely not salvage your save, because there are units (corpses) in it that don't exist anymore. ...
No !
The mission was completed correctly! Thank you!  :)  :)

Note: I just realized that I may not have given you the save file in which there was only one enemy to eliminate! My apologies!  :-[
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.1
Post by: robin on April 12, 2020, 02:29:24 pm
No problem. The important thing is that the issue is fixed.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: robin on May 30, 2020, 12:46:39 pm
new version up, 0.12.0.
added wasteland terrain;
one terrain (slums) left to go.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: Solarius Scorch on May 30, 2020, 05:48:50 pm
Awesome, always happy to see an update from you.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: gaffer on May 30, 2020, 09:57:17 pm
Awesome, always happy to see an update from you.

Seconded!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: Slaughter on May 31, 2020, 07:38:17 am
How is this mod going? Long time since I checked

Enviado de meu moto e5 play usando o Tapatalk

Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: Duke_Falcon on June 12, 2020, 08:45:27 pm
Awesome mod! Gave it a test run and enjoyed a whole lot! I can not wait when it would finished! SOOOOOO GOOOOOOOOOD!

Also some troubs with it:
Alien battleship can not be stormed as the OXCE crash and mention something about to big thing unable to load. It occured me 6\6 times so literally always (not sure if only landed battleship creates this crash or the crashed to as I could not shot a single one down so far).
Alien dissemination appear as string (STR_BLABLA_DISSEMINATION) not as a title like "Dimension gate" or "Crash site X".
Some pedia entries also obsolate (Alien origins, 50 person living quarters). Not a big deal apart from the wasted time of research.
I also not have a report entry for Skeletoid autopsy. With debug mode it shows up but without it not no matter how many times I researched it.
Skeletoid leaders also prone to panic themselves if use their psionics. Once I had a Skelly leader (the last living on the map as I checked with debug mode) used psi in every turn to panic or berserk my soldiers then always panicked (as the fancy pop-up window stated).
And I am not sure if it's the mod's fault or the OXCE's but sometimes the game freeze for 10-15 seconds. I doubt it hardware stuff as I suffered a lot to slow the game as a whole down.

That is all for now. Hope soon it would released as a finished mod with ending or with a final goal!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: robin on June 12, 2020, 09:50:48 pm
Awesome mod! Gave it a test run and enjoyed a whole lot! I can not wait when it would finished! SOOOOOO GOOOOOOOOOD!

Also some troubs with it:
Alien battleship can not be stormed as the OXCE crash and mention something about to big thing unable to load. It occured me 6\6 times so literally always (not sure if only landed battleship creates this crash or the crashed to as I could not shot a single one down so far).
Alien dissemination appear as string (STR_BLABLA_DISSEMINATION) not as a title like "Dimension gate" or "Crash site X".
Some pedia entries also obsolate (Alien origins, 50 person living quarters). Not a big deal apart from the wasted time of research.
I also not have a report entry for Skeletoid autopsy. With debug mode it shows up but without it not no matter how many times I researched it.
Skeletoid leaders also prone to panic themselves if use their psionics. Once I had a Skelly leader (the last living on the map as I checked with debug mode) used psi in every turn to panic or berserk my soldiers then always panicked (as the fancy pop-up window stated).
And I am not sure if it's the mod's fault or the OXCE's but sometimes the game freeze for 10-15 seconds. I doubt it hardware stuff as I suffered a lot to slow the game as a whole down.

That is all for now. Hope soon it would released as a finished mod with ending or with a final goal!
Thanks for the valuable feedback.
I encountered the battleship bug too in the past but I thought I fixed it; I guess I didn't.
Will check skelly alien, the self-panic thing sounds really strange.
Alien origins is placeholder; research tree is not finished.
I doubt the game freezing is caused by my mod, which AFAIK is quite smaller (thus lighter) than other big mods (I.E. X-Piratez, Xcom Files).


Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: _Brain322 on July 26, 2020, 12:56:52 pm
I made something, hope you can give it a good use  ;D
(https://cdn.discordapp.com/attachments/669518326703063040/736879261851582484/TorretTank_02.png)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: robin on July 26, 2020, 09:11:36 pm
Awesome! :D
Thank you, will use it.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: _Brain322 on July 28, 2020, 05:04:06 pm
Here's some more
(https://cdn.discordapp.com/attachments/313729508299767818/737671598374387712/autocannonVersion_01.png)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: robin on November 22, 2020, 10:37:28 pm
the slum terrain is taking a long time to finish.
i fought a lot to fit it within the 255 tile limit.
the floor a the bricks worry me a little, i might have to make them more monochromatic to tame the visual clutter.
moreover i'm not really sure what to do with the map blocks, i realized that i made the luxury office (HQ) maps too convoluted and now i want to remake them, i don't want to do the same mistake with this terrain.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: BlackStaff on November 23, 2020, 01:14:17 am
They are slums... so the colours can be darker and "dirty"!
Nice work!  :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: davide on November 23, 2020, 02:43:37 am
I like it :P
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: MontyDrake on November 23, 2020, 08:33:19 pm
I was really missing news on this mod, and this is effing amazing, robin.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: The Reaver of Darkness on December 13, 2020, 05:50:31 pm
Here's some more
(https://cdn.discordapp.com/attachments/313729508299767818/737671598374387712/autocannonVersion_01.png)

Ooh I hope you don't mind if I borrow that autocannon!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: makus on March 07, 2021, 03:56:37 pm
facebook.com/openapoc/posts/2722404138034579
here some post about this great mod =]
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: robin on March 13, 2021, 09:39:30 pm
nice! thanks
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: robin on March 21, 2021, 11:31:03 pm
0.13.0 up.
- the new Slums terrain needs more maps for better variety, but it is serviceable; it took really a lot of time to put it together...
- also the following bug is fixed (hopefully):
Alien battleship can not be stormed as the OXCE crash and mention something about to big thing unable to load. It occured me 6\6 times so literally always (not sure if only landed battleship creates this crash or the crashed to as I could not shot a single one down so far).
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: BlackStaff on March 22, 2021, 12:55:53 am
0.13.0 up.
Very happy to see a new version!
Thank you very much !  :)   :)   :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: robin on March 22, 2021, 10:22:36 pm
you're welcome ;D
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: plinyvic on March 25, 2021, 01:42:27 am
installed and played this mod for the first time...
great stuff, art style is really good! everything captures the apoc style very well.
only issue is not knowing whats going on for the most part, but i understand a lack of guidance as its in development
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: gaffer on April 03, 2021, 08:46:50 pm
Love this mod Robin!  Thank you for making it a reality and your continued development on it.  Regards.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: gaffer on April 03, 2021, 08:50:26 pm
Question:  noted in readme /mod details savegame backward compatibility is not supported.  Anything savegame breaking from .12 to .13? Can always backup files just less hassle to know beforehand.  Thanks
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: robin on April 05, 2021, 01:06:28 pm
only issue is not knowing whats going on for the most part, but i understand a lack of guidance as its in development
yeah, the research tree is still very WIP.

Question:  noted in readme /mod details savegame backward compatibility is not supported.  Anything savegame breaking from .12 to .13? Can always backup files just less hassle to know beforehand.  Thanks
I'm not sure honestly, too much time passed and I don't remember if I just added the new terrain :-[
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: gaffer on April 05, 2021, 08:10:24 pm
Appreciate it Robin.  I will backup and give it a go, and share result.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
Post by: _Brain322 on April 05, 2021, 10:30:57 pm
(https://cdn.discordapp.com/attachments/313729508299767818/737671598374387712/autocannonVersion_01.png)

Ooh I hope you don't mind if I borrow that autocannon!

No problem, always glad to help :)

I think bigobj is slightly modified golden chaingun form Piratez tho.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: robin on April 25, 2021, 05:38:38 pm
Globe is still WIP, it's is going to take quite a bit more time.
By exploiting the palette, I made an urban texture for the globe that lights up at night.
The effect is simple but it looks really cool imo.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: Solarius Scorch on April 26, 2021, 04:35:49 pm
Yeah, a very cool idea!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: BlackStaff on May 03, 2021, 12:26:02 am
I had not been able to test version 0.13 before today! Sorry !  :-[
Something very strange happened.
I had to add the line in research_apoc.rul :
  - delete: STR_ALIEN_GRENADE

to make v0.13 work (OXCE 7.0).
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: robin on May 03, 2021, 11:15:19 pm
I had not been able to test version 0.13 before today! Sorry !  :-[
Something very strange happened.
I had to add the line in research_apoc.rul :
  - delete: STR_ALIEN_GRENADE

to make v0.13 work (OXCE 7.0).
Thanks!
I'm sill using OXCE 6.9.
I guess I didn't disable the grenade and the ruleset validation that Meridian is adding to OXCE has detected my mistake.
Will fix.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: Droggarth on May 04, 2021, 08:04:47 pm
When it comes to X-Com, the first one and the Apocalypse are my favorites so the idea of having Apocalypse in the first game got my interest. However for some stupid reason I am unable to download this mod because it fails every time after it downloads 3 megabytes, frustrating.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: robin on May 06, 2021, 09:31:10 pm
When it comes to X-Com, the first one and the Apocalypse are my favorites so the idea of having Apocalypse in the first game got my interest. However for some stupid reason I am unable to download this mod because it fails every time after it downloads 3 megabytes, frustrating.
Very strange to be honest. I never heard anyone having problem downloading files uploaded on the forum.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: Droggarth on May 07, 2021, 01:31:30 am
Very strange to be honest. I never heard anyone having problem downloading files uploaded on the forum.

Aye, odd indeed. Still none the wiser but I tried again just now and finally it downloaded
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: BlackStaff on June 24, 2021, 03:30:44 pm
I've just resumed version 0.13 after several weeks of abstinence!
Early on, I had to deal with those damn alien ships (Attack ship - STR_UFO_INCURSOR)!
3 Incursor + 2 Carrier !  :'(
 
You give them the speed of 6000.
Isn't that too much?

No X-Com ship at the beginning of the game or even at the end of the game can compete with these monsters.

STR_VALKYR = 3900
STR_HAWK = 3900
STR_EXPLOR = 4800
STR_GARUDA = 4200
STR_LAPUTA = 5400

I think, perhaps wrongly, that 4000 would be enough.  8)
What do you think, please?

I love your pack!   :)  :)  :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: robin on June 26, 2021, 12:56:44 pm
I've just resumed version 0.13 after several weeks of abstinence!
Early on, I had to deal with those damn alien ships (Attack ship - STR_UFO_INCURSOR)!
3 Incursor + 2 Carrier !  :'(
 
You give them the speed of 6000.
Isn't that too much?

No X-Com ship at the beginning of the game or even at the end of the game can compete with these monsters.

STR_VALKYR = 3900
STR_HAWK = 3900
STR_EXPLOR = 4800
STR_GARUDA = 4200
STR_LAPUTA = 5400

I think, perhaps wrongly, that 4000 would be enough.  8)
What do you think, please?

I love your pack!   :)  :)  :)
Mmmh you are right, needs some tweaking.
Those UFOs are supposed to be the fastest things out there: to counter them, there is an upgraded engine that you can equip your crafts with, to make them faster (you have to forgo a weapon); but it is quite evidently not enough/well balanced.
Thanks for the feedback! Really appreciate it.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: BlackStaff on June 29, 2021, 10:56:06 pm
In my soldiers' logbook I see that the values of several constants are missing!  ;)
STR_LIVE_SQUAD_LEADER
STR_LIVE_TECHNICIAN
STR_LIVE_SCIENTIST
STR_SWARMIDS_SMALL
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: robin on July 01, 2021, 11:32:37 pm
In my soldiers' logbook I see that the values of several constants are missing!  ;)
STR_LIVE_SQUAD_LEADER
STR_LIVE_TECHNICIAN
STR_LIVE_SCIENTIST
STR_SWARMIDS_SMALL
Damn it.
Thanks for letting me know.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: BlackStaff on July 02, 2021, 12:23:48 am
I have cross-referenced the US language files of the standard version with your language file and with your "units_apoc.rul" file.
It seems that the constant "STR_LIVE_PSI" is also missing.  ;)

Edit :
And "STR_SWARMIDS_LARGE" !  8)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: rathoreshubhamm8 on August 13, 2021, 01:14:50 pm
I didnt play Apocalypse a lot, but this warehouse ramp sure brings back some memories.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: FAEFIDIS on September 21, 2021, 11:27:48 am
I have tried to play openapoc 4 times now and every single time something bugs out.

Is there a step by step installation process? I mean i dl apoc, throw in the game files and the game should work but this simply does not happen.  :'(
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: BlackStaff on September 21, 2021, 12:53:55 pm
I don't know the English language... so I apologise in advance if I say anything stupid!  :-[
But it seems to me that you are confusing two very different games:
- From the Apocalypse : it's a pack for OpenXcom like the XFiles/XPiratez/...
- OpenApocalypse (OpenApoc): it's the Apocalypse game completely redone to be used on Windows 10.

So this pack "From the Apocalypse" installs in the same way as any of the other packs on this site in the "OpenXcom Extended" game!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: robin on September 24, 2021, 07:51:11 pm
I have tried to play openapoc 4 times now and every single time something bugs out.

Is there a step by step installation process? I mean i dl apoc, throw in the game files and the game should work but this simply does not happen.  :'(
I agree with BlackStaff, you seem to have confused openapoc with my mod, they are every different things.
This is not the forum of the openapoc project.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: The Reaver of Darkness on October 04, 2021, 07:07:07 pm
I harvested this image from X-Com Apocalypse so that I could make the Elerium-115 report type 7 like it should be. Thought you might want it as well.

P.S.: I noticed that the Elerium-115 report is not unlocked at the start. Is that intentional?
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: robin on October 04, 2021, 11:05:01 pm
Thanks!
The research tree is a bit of a mess (like many other things honestly).
The report should be unlocked I guess, I need to check it.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: Finnik on October 05, 2021, 12:35:23 am
Nice art! Can I also use it for From the Ashes project?
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: The Reaver of Darkness on October 05, 2021, 06:14:40 pm
Here's the code, for ease of copying it in:

Code: [Select]
ufopaedia:
  - delete: STR_ELERIUM_115
  - id: STR_ELERIUM_115
    listOrder: 11005
    type_id: 7
    section: STR_UFOS
    requires:
      - STR_ELERIUM_115
    image_id: ELERIUM_115
    text: STR_ELERIUM_115_UFOPEDIA
    text_width: 150
extraSprites:
  - type: ELERIUM_115
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/Elerium_UFOpaedia.png

You have to delete the original ufopedia entry like that, or else it'll be stuck as type 4. I learned that the hard way.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: Blade.Runner on October 10, 2021, 12:00:19 pm
Map generation is really working wrong)))
Or it is the bug with ALIEN GATE corridors?))

But this mod is very interesting to me, I hope, you finished this work, or just repair bugs like this. Game is cool symbiont of Ufo Defence and Apocalypse, it be interesting for many fans of X-COM.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: robin on October 10, 2021, 12:13:00 pm
very strange: the Alien Gate mission (where the no-corridor* bug is indeed present) does not use warehouse/industrial terrain.
please give me more info. do you have a savegame?

* below x-com craft

edit:
alright found it! but it shouldn't be the alien gate mission, its is normal missions in industrial facilities.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
Post by: Blade.Runner on October 10, 2021, 12:29:31 pm
Thanks for fast answer.

It's mission us attacking on industrial facility.
After reloading save game on geoscape map is genereted more correctly on low levels of battle map.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.0
Post by: robin on October 10, 2021, 07:16:36 pm
Alright, very undercooked release.
@Blade.Runner : the bug should be fixed. thanks for the feedback. But at the same time I probably introduced lots of new bugs with this release. Mod is still heavily in development and free time is limited.
@BlackStaff : UFOs speed still unchanged, I want to test it a bit better.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.0
Post by: SIMON BAILIE on October 10, 2021, 08:09:18 pm
v 0.15.0 works fine in latest nightly but not in latest oxce-see attached.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.0
Post by: BlackStaff on October 10, 2021, 08:20:35 pm
@BlackStaff : UFOs speed still unchanged, I want to test it a bit better.
No problemo !  ;)
Thanks !


v 0.15.0 works fine in latest nightly but not in latest oxce-see attached.
Error for 'CIV_CARGO_F': First Battle corpse item need have corpse item type

Since the OXCE 7.1 version there are some changes to do!
Example : "battleType: 11" in "items" for all armor corps...

So it's better to use an earlier OXCE version.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.0
Post by: SIMON BAILIE on October 10, 2021, 08:34:47 pm
Yes it loads fine with oxce 7.0 of 13/03/21.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.0
Post by: Blade.Runner on October 10, 2021, 08:58:04 pm
Alright, very undercooked release.
@Blade.Runner : the bug should be fixed. thanks for the feedback. But at the same time I probably introduced lots of new bugs with this release. Mod is still heavily in development and free time is limited.
Thanks for so fast!))
New release will work with previous saves?
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.0
Post by: robin on October 10, 2021, 09:33:12 pm
No problemo !  ;)
Thanks !

Error for 'CIV_CARGO_F': First Battle corpse item need have corpse item type

Since the OXCE 7.1 version there are some changes to do!
Example : "battleType: 11" in "items" for all armor corps...

So it's better to use an earlier OXCE version.
aaaargh
i didn't think about the new version of OXCE  :-[

Thanks for so fast!))
New release will work with previous saves?
no, I'm changing too many things at this stage.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.0
Post by: robin on October 10, 2021, 11:47:54 pm
v 0.15.0 works fine in latest nightly but not in latest oxce-see attached.
Should be fixed.
Also fixed a missing ufo trajectory.
Thanks for the feedback and the patience.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.1
Post by: BlackStaff on October 11, 2021, 02:01:13 am
Sorry big crash with v0.151 & OXCE 7.1.1 !
Crash when I clicked on a "alien base" icon!
Note: this is an old game! Should we start a new campaign?
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.1
Post by: The Reaver of Darkness on October 11, 2021, 08:34:14 am
Sorry big crash with v0.151 & OXCE 7.1.1 !
Crash when I clicked on a "alien base" icon!
Note: this is an old game! Should we start a new campaign?

Code: [Select]
[11-10-2021_00-57-43] [ERROR] Failed to load country STR_CANADA
[11-10-2021_00-58-39] [FATAL] A fatal error has occurred: Segmentation fault.
This indicates that the game loaded successfully even though none of the countries loaded. The game was then played for almost a minute before it crashed with a segmentation fault. My guess is that when BlackStaff clicked on the alien base, it attempted to access its region data which didn't exist.

Code: [Select]
[11-10-2021_00-57-36] [ERROR] Crossing the prime meridian in mission zones requires a different syntax, region: STR_NORTH_AMERICA, zone: 5, area: 3, lonMin: 355, lonMax: 5
[11-10-2021_00-57-36] [ERROR]   Wrong example: [350,   8, 20, 30]
[11-10-2021_00-57-36] [ERROR] Correct example: [350, 368, 20, 30]
All of the countries pulled up an invalid coordinate error, I'm guessing this is what caused them to all fail to load.

Solution: I have no idea. Wait for Robin or someone else to chime in.

Code: [Select]
[11-10-2021_00-57-32] [INFO] Active mods:
[11-10-2021_00-57-32] [INFO] - xcom1 v1.0
[11-10-2021_00-57-32] [INFO] - from_apoc v0.15.1
[11-10-2021_00-57-32] [INFO] - extra_pockets v1.0
[11-10-2021_00-57-32] [INFO] - UFOextender_Psionic_Line_Of_Fire v1.0
[11-10-2021_00-57-32] [INFO] - First_turn_TU_tweak v0.8
[11-10-2021_00-57-32] [INFO] - Medailles_UFO v2.12
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.1
Post by: robin on October 11, 2021, 10:34:45 pm
I modified the world extensively, vanilla countries and cities do not exist anymore, and mission zones are changed or added (or removed).
I doubt there is a way to edit the old savegames to make them compatible with this version.
I would start a new campaign, but I must warn you that you might encounter critical bug that will stop you from completing it.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.1
Post by: BlackStaff on October 11, 2021, 10:46:43 pm
Thanks !

When starting a new campaign, I also have many alarms!
Not fatal but many!
For example, those of this type of alarm worry me a little!

[INFO]   Supressed Error for 'STR_CORP_SECURITY_F': There is live alien item but unit is not recoverable (missing armor recover)
[INFO]   Supressed Error for 'STR_ROBOTURRET_PLASMA_TERRORIST': There is live alien item but unit is not recoverable (missing armor recover)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.1
Post by: Meridian on October 11, 2021, 10:55:40 pm
These are warnings, they may or may not be errors... I'll look at the check more carefully a bit later and adjust the wording to not be so scary if appropriate.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.1
Post by: robin on October 11, 2021, 11:08:54 pm
Thanks !

When starting a new campaign, I also have many alarms!
Not fatal but many!
For example, those of this type of alarm worry me a little!

[INFO]   Supressed Error for 'STR_CORP_SECURITY_F': There is live alien item but unit is not recoverable (missing armor recover)
[INFO]   Supressed Error for 'STR_ROBOTURRET_PLASMA_TERRORIST': There is live alien item but unit is not recoverable (missing armor recover)
Thanks. Will check everything.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.2
Post by: robin on October 31, 2021, 11:18:58 pm
I can't attach the new version to the first post for some reason, says file is too big or taking too long to upload. Weird. I'll try again tomorrow.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.2
Post by: BlackStaff on November 01, 2021, 12:40:24 pm
I hope you will succeed...  ;)   :)   ;)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.2
Post by: robin on November 01, 2021, 12:58:24 pm
I added a link in the first post.
Really don't know what is going on, the forum must be full :P
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.2
Post by: BlackStaff on November 01, 2021, 02:01:28 pm
Thanks... but...

Question 1
Is this compatible with OXCE 7.1.4 ?

Question 2
Is it compatible with an older version of save ?
Do I need to redo a game?

Why is it...
Because I still have many alarms and the game stops as soon as I click on a "dimensional portal"!

Code: [Select]
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_USA
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_RUSSIA
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_UK
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_FRANCE
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_GERMANY
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_ITALY
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_SPAIN
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_CHINA
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_JAPAN
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_INDIA
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_BRAZIL
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_AUSTRALIA
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_NIGERIA
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_SOUTH_AFRICA
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_EGYPT
[01-11-2021_12-50-30] [ERROR] Failed to load country STR_CANADA
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.2
Post by: BlackStaff on November 01, 2021, 02:36:38 pm
I think the answer to question 2 is: no!
When restarting a game the "[ERROR]   Failed to load country STR_xxx" alarms do not appear anymore!
So it is possible that the fatal error is the cause of my old save!

Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.2
Post by: robin on November 01, 2021, 02:39:57 pm
Question 1: yes
Question 2: not compatible, as you guessed all those warnings (and the crash too) are because of that (old countries have been removed); you need to restart..
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.2
Post by: BlackStaff on November 01, 2021, 04:04:09 pm
Thanks !
And for all non-fatal alarms (about 40 alarms) like this: Supressed Error for 'STR_CIV_CARGO_F': There is live alien item but unit is not recoverable (missing armor recover)
Do you have any idea what causes them?
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.2
Post by: robin on November 01, 2021, 09:53:37 pm
Those alarms should be alright (I checked briefly the ruleset and.. I think I'm not doing anything wrong); the only issue could happen if some of those units are involved in a research, in that case I guess it could result in a crash? Not sure honestly.
Anyway the research tree being a mess is a known issue.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.2
Post by: The Martian on November 02, 2021, 10:54:08 am
I can't attach the new version to the first post for some reason, says file is too big or taking too long to upload. Weird. I'll try again tomorrow.
I added a link in the first post.
Really don't know what is going on, the forum must be full :P

Odd. I'll give attaching the From the Apocalypse 0.15.2 file to a post a try as well. . . I'm getting the same error so the problem is most likely not on your end.

Code: [Select]
Your attachment couldn't be saved. This might happen because it took too long to upload or the file is bigger than the server will allow.

Please consult your server administrator for more information.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.16.0
Post by: robin on November 07, 2021, 11:12:10 pm
new version up, 0.16.0.
added a new terrain, very bare bone but it was needed.
there is an issue with the brown of the ground tiles (same ones used in wasteland terrain): with darkness it suddenly switches to black and it looks ugly. i have to fix it somehow.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.16.0
Post by: BlackStaff on November 11, 2021, 02:47:30 pm
new version up, 0.16.0.
Thank you very much !  :)


In the "countries_apoc.rul" file you have this kind of lines:
  - delete: STR_USA
and others !

But despite these statements and for some reason I don't know, we still have these alarms!  :-[

I hate having alarms in my LOG!  ;D
So in folder "OpenXcom_FromApoc\standard\xcom1" I deleted file "countries.rul" !
Now I don't have these alarms anymore!  8)

Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.16.0
Post by: Meridian on November 11, 2021, 02:50:11 pm
Those errors are not from the ruleset, they are from the saved game.

It's enough to make a new save and you won't see them anymore.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.16.0
Post by: BlackStaff on November 11, 2021, 03:07:22 pm
Those errors are not from the ruleset, they are from the saved game.
Damn, you're right! I still had an old backup !
Well... I'm packing up the package!  :-X
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.16.0
Post by: The Reaver of Darkness on November 18, 2021, 11:23:11 pm
Robin, I wonder if Pandemonium's last post in Graphic Gallery could be used somewhere in the UFOPedia, describing the plight of unfortunate human/sectoid hybrids?
https://openxcom.org/forum/index.php/topic,5097.msg140855.html#msg140855 (https://openxcom.org/forum/index.php/topic,5097.msg140855.html#msg140855)
Mildly NSFW link.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.16.0
Post by: robin on November 20, 2021, 12:56:13 pm
new version up, 0.16.1, minor stuff.

human/sectoid hybrids?
not sure i'll include hybrids.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.16.0
Post by: BlackStaff on November 21, 2021, 01:07:35 am
new version up, 0.16.1, minor stuff.
Thanks for this new version !  :)   :)   :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.16.0
Post by: The Reaver of Darkness on November 21, 2021, 08:25:41 pm
not sure i'll include hybrids.
Surely it's just a matter of available resources, and not design direction, yes?
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.17.0
Post by: robin on January 16, 2022, 08:43:50 pm
new version up, 0.17.0
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.17.0
Post by: BlackStaff on January 16, 2022, 10:47:39 pm
Thank you very much for this new version !
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.17.0
Post by: Komandos on January 17, 2022, 11:29:39 pm
new version up, 0.17.0
Downloaded. I already like this mod.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.18.0
Post by: robin on February 20, 2022, 10:32:33 pm
new version, 0.18.0.
one more new alien
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.18.0
Post by: BlackStaff on February 21, 2022, 01:20:11 pm
Thank you very much for this version 0.18.0 !   :)   :)   :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.18.0
Post by: Solarius Scorch on February 21, 2022, 02:15:55 pm
Awesome, congrats on the new release!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.0
Post by: robin on March 20, 2022, 09:44:40 pm
new version up, 0.19.0:
- hyperworm added (actually called with a different name)
- mortar agent weapon added.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.0
Post by: BlackStaff on March 20, 2022, 10:16:50 pm
Thank you for this new version!  :)   :)
Unfortunately I don't have time to play at the moment but I'm watching with great interest the new features of this pack!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.0
Post by: EleriumWard on April 08, 2022, 03:37:49 pm
Good evening.

I just tried out the latest version. Unfortunately, I encountered the following error after starting a landed craft mission.

OpenXcom has crashed: Alien Deployment STR_CRAFT_AIRFERRY_EGGS not found
Log file: C:/Users/Jason/Downloads/From the Apocalypse/From the Apocalypse/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)

I've also added the save file. I am using the latest OXCE. Hoping for your assistance on this. Thank you.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.0
Post by: robin on April 09, 2022, 12:44:42 pm
I encountered the following error after starting a landed craft mission.

Should be fixed, deployments for EGGS crafts were missing.
Thanks for feedback!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.2
Post by: EleriumWard on April 10, 2022, 09:35:57 am
Hello again. Sorry to bother you, but I encountered another error, this time while I was performing a Dimensional Gate mission. Just so you know, I had captured a Wormling that appeared in the mission.

OpenXcom has crashed: Live alien item definition is missing. Unit ID = 1000002; Type = STR_HYPERWORM_TERRORIST; Status = 7; Faction = 1; Orig. faction = 1; isSurrendering = 0
Log file: C:/Users/Jason/Downloads/From the Apocalypse/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)

Once again, the save file I used is attached. Hoping for your swift response. Thank you.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.2
Post by: robin on April 10, 2022, 09:19:58 pm
Hello again. Sorry to bother you, but I encountered another error, this time while I was performing a Dimensional Gate mission. Just so you know, I had captured a Wormling that appeared in the mission.
Should be fixed now with 0.19.3, Wormling live items was indeed missing, but I couldn't run a test at this moment so hopefully it's just that.
Don't worry about reporting bugs! I've had very little time to playtest so they are numerous and your feedback is very precious.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.3
Post by: EleriumWard on April 11, 2022, 04:13:17 am
Thanks for this. Also, by any chance, do you have plans to make the human enemies researchable?

EDIT: Also, got another error for you. I got this after completing the Hyperworm research.

[12-04-2022_10-01-23]   [FATAL]   OpenXcom has crashed: Research STR_HYPERWORM not found
Log file: C:/Users/Jason/Desktop/Games/From the Apocalypse/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.3
Post by: robin on April 12, 2022, 10:02:58 pm
Thanks for this. Also, by any chance, do you have plans to make the human enemies researchable?

EDIT: Also, got another error for you. I got this after completing the Hyperworm research.

[12-04-2022_10-01-23]   [FATAL]   OpenXcom has crashed: Research STR_HYPERWORM not found
Log file: C:/Users/Jason/Desktop/Games/From the Apocalypse/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
Cult of Sirius units will be researchable I'd say (maybe not all of them).
Corporation units probably won't.. maybe the scientists, IDK.

Thanks for feedback, will fix ASAP.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.4
Post by: robin on April 14, 2022, 11:34:04 pm
fix is up, version 0.19.4.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.4
Post by: wolwerin on April 18, 2022, 04:09:18 pm
fix is up, version 0.19.4.
Hello Robin :)

Found several bugs.

On the mission, when the door was destroyed, a new building appears instead of the door :)

Well, on the screenshots :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.4
Post by: BlackStaff on April 18, 2022, 07:23:36 pm
Found several bugs.
For the non-existent chain "STR_ELERIUM_115_UFOPAEDIA"...
Here is a quick fix!
- In the file "\From the Apocalypse\Ruleset\ufopaedia_apoc.rul", look for the line "- id: STR_ELERIUM_115"...
- replace the line "text: STR_ELERIUM_115_UFOPAEDIA" with the line ""text: STR_ELERIUM_115_UFOPEDIA"

Until Robin makes a fix, this fix will give you the original game description...
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.4
Post by: robin on April 18, 2022, 09:11:27 pm
The hyperworm ovule shouldn't be used in the game, elerium too is unused IIRC, maybe I have to properly delete both.
Seems I forgot to update the indexes for destroyed tiles, on that MCD library.
Thanks a lot for the feedback.
Will check, but it's going to take some time before I'll be able to do it.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.6
Post by: robin on April 23, 2022, 01:06:00 pm
New version up, 0.19.6, everything should be fixed.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.6
Post by: BlackStaff on April 24, 2022, 01:09:44 am
Thank you very much !  :)   :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.6
Post by: EleriumWard on April 24, 2022, 06:00:41 am
Hello again. Got another error for you. This time, it occurred after I researched a Wormling corpse.

[24-04-2022_10-59-02]   [FATAL]   OpenXcom has crashed: Research STR_HYPERWORM_AUTOPSY not found
Log file: C:/Users/Jason/Desktop/Games/From the Apocalypse/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)

Also, I managed to capture a Swarmids group in the last mission, but they do not appear to be researchable at the moment, and the name is listed as STR_SWARMIDS_SMALL0_TERRORIST. Maybe you can look into that as well?
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.6
Post by: robin on April 24, 2022, 12:08:49 pm
Hello again. Got another error for you. This time, it occurred after I researched a Wormling corpse.

[24-04-2022_10-59-02]   [FATAL]   OpenXcom has crashed: Research STR_HYPERWORM_AUTOPSY not found
Log file: C:/Users/Jason/Desktop/Games/From the Apocalypse/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)

Also, I managed to capture a Swarmids group in the last mission, but they do not appear to be researchable at the moment, and the name is listed as STR_SWARMIDS_SMALL0_TERRORIST. Maybe you can look into that as well?
Thanks. Swarmids fix will be tricky, I hope I'll be able to do it.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.7
Post by: robin on April 24, 2022, 11:31:49 pm
new version up, didn't have time to test, hope it is fixed.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.7
Post by: EleriumWard on June 25, 2022, 06:49:12 am
Hello again. Just managed to play the mod after so long. I would just like to point out a few things that I think you could work on later on.

- Why do we still get The Martian Solution after researching a leader? Didn't we defeat the aliens on Mars long ago, or have you decided to make Mars the base of operations for the Micronoids in this mod?

- Some aliens (Skeletoid, Psimorph, etc.) use the Anthropod as a placeholder in their inventory screen. Please replace these with the appropriate images later on. The Skeletoid, in particular, appears to have the right image on its research screen.

That's all. Hoping for your consideration. Thank you.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.19.7
Post by: robin on June 28, 2022, 10:03:22 pm
Hello again. Just managed to play the mod after so long. I would just like to point out a few things that I think you could work on later on.

- Why do we still get The Martian Solution after researching a leader? Didn't we defeat the aliens on Mars long ago, or have you decided to make Mars the base of operations for the Micronoids in this mod?

- Some aliens (Skeletoid, Psimorph, etc.) use the Anthropod as a placeholder in their inventory screen. Please replace these with the appropriate images later on. The Skeletoid, in particular, appears to have the right image on its research screen.

That's all. Hoping for your consideration. Thank you.
Thank you for feedback. Yes, you are correct, those things are all WIP, thus incomplete.
I've been occupied with the redesign of the tanks, I wanted to do it from the beginning; but it took much, much more time than I originally imagined. I almost done, I just need to test that everything works before releasing new version.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: robin on July 06, 2022, 11:41:51 pm
new version 0.20.0, tanks overhaul up.
i hope everything works ok.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: BlackStaff on July 07, 2022, 01:00:03 am
Thanks for this new version !  :)   :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: BlackStaff on July 07, 2022, 04:44:38 pm
 ;D
It seems that a lot of people are upset with calendars!
The game starts on 01 January 2084!
It will be a SATURDAY instead of Friday!  ;)   ;D

  weekday: 7
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: Meridian on July 07, 2022, 05:15:40 pm
In year 2059, due to climate change, the calendar will be shifted back by one day.
So it's actually going to be Friday.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: BlackStaff on July 07, 2022, 07:34:51 pm
 ;D  I know that the days from 5 to 14 October 1582 never existed... but your story is much less likely!  ;)   ;D
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: robin on July 07, 2022, 11:13:32 pm
Actually the starting time should be 1st of March (Wednesday). Need to fix that:
Code: [Select]
startingTime:
  second: 0
  minute: 0
  hour: 12
  weekday: 4
  day: 1
  month: 3
  year: 2084
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: wolwerin on July 23, 2022, 08:53:09 pm
Hello Robin! :)

Found a few bugs today while playing. :)

1st screen. Worm name.
2, 2.2st screen. On the map is Oculant, and when examined, it turns out an Anthropod.
3st screen. Very strange display of the tank.
4st screen. Another wrong name.

Tank bug save :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: robin on July 24, 2022, 12:42:49 pm
Thanks for feedback! Will fix.
Really weird the tank thing, need to understand what is wrong.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: wolwerin on July 29, 2022, 06:33:04 pm
At this stage of the game, I found that in many places there are not enough lines with the main description. :)
Also, the weapon lacks the main lines with a description.

And most NPCs have a picture of an Anthropod. :D

Saves are just on those NPCs where both weapons have the string STR_***
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: robin on July 30, 2022, 02:13:31 pm
Yeah the paperdoll are WIP
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: wolwerin on July 30, 2022, 07:21:41 pm
Yes, I'm having trouble getting through:

1. In the last 20+ hours of the game, I have not found the "Alien Sensor" (screenshot 15, which should lead to a new hyrid ship.) :(

2. After researching Psymorph Commander, he had to give a new research. Which he successfully did not give, thus "Kydonia or Death" is not possible to study. (screenshot 14)

3. 3 types of ships do not appear at all. Assault, Supply, and Battleship.(screenshot 16)

4. Invalid mission name.(screenshot 17)

Save for convenience to check :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: robin on July 31, 2022, 12:24:35 am
Thanks for feedback

I cannot understand why you do not get the Alien Sensors.
You should get them with every UFO, everything seems in place:
Code: [Select]
items:
  - type: STR_ALIEN_NAVIGATION
    size: 0.2
    costSell: 80000
    specialType: 3
    recoveryPoints: 5
research:
  - name: STR_ALIEN_NAVIGATION
    cost: 700
    points: 15
    needItem: true
    destroyItem: true
All the MCDs have the Target_Type:59 properly set to "3" (matching specialType).
So it should really work.
I guess I need help on this....


Similar situation for the PSYMORPH: it is missing The Martian Solution for the next research.
Martian Solution should unlock when you research a Skeletoid Leader, which you did so it should be there, but it is not for some reason.
But all this is going to be changed so I'm not going to worry about this.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: wolwerin on July 31, 2022, 09:29:42 am
Thanks for feedback

I cannot understand why you do not get the Alien Sensors.
You should get them with every UFO, everything seems in place:
Code: [Select]
items:
  - type: STR_ALIEN_NAVIGATION
    size: 0.2
    costSell: 80000
    specialType: 3
    recoveryPoints: 5
research:
  - name: STR_ALIEN_NAVIGATION
    cost: 700
    points: 15
    needItem: true
    destroyItem: true
All the MCDs have the Target_Type:59 properly set to "3" (matching specialType).
So it should really work.
I guess I need help on this....


Similar situation for the PSYMORPH: it is missing The Martian Solution for the next research.
Martian Solution should unlock when you research a Skeletoid Leader, which you did so it should be there, but it is not for some reason.
But all this is going to be changed so I'm not going to worry about this.

Hmm... By the way, I decided to check the study "Alien Sensors" through "DEBUG MODE" But they don't even show up like that. Perhaps this will help in some way? :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: robin on July 31, 2022, 10:11:53 am
Two different items used the same setting.
Code: [Select]
  - type: STR_ALIEN_PROPULSION_SYSTEM
    size: 0.5
    costSell: 100000
    specialType: 37  # this is the correct value for this item
    recoveryPoints: 5
With this change you should get the Aliens Sensors whenever you recover a UFO.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: wolwerin on July 31, 2022, 02:29:37 pm
Two different items used the same setting.
Code: [Select]
  - type: STR_ALIEN_PROPULSION_SYSTEM
    size: 0.5
    costSell: 100000
    specialType: 37  # this is the correct value for this item
    recoveryPoints: 5
With this change you should get the Aliens Sensors whenever you recover a UFO.

Yes, the sensors are working now. :)
But! Final mission, crit error :(
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: wolwerin on July 31, 2022, 06:37:06 pm
Forgot to add. What after the investigation of the UFO Abductor. Research is not given for the "New Hybrid Transporter" :)
I had to mine it with "DEBUG MODE" :)

And without this research, you won't get the "Ultimate Hybrid Ship"
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: robin on August 02, 2022, 03:08:42 pm
You can use the attached file for the final mission, it should work.
Overwrite the one you have in the OpenXcom\mods\From the Apocalypse\Ruleset folder

I'm not finding anything wrong for the UFO ABDUCTOR, I don't know.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: wolwerin on August 02, 2022, 09:25:58 pm
You can use the attached file for the final mission, it should work.
Overwrite the one you have in the OpenXcom\mods\From the Apocalypse\Ruleset folder

I'm not finding anything wrong for the UFO ABDUCTOR, I don't know.

Thank you! Everything seems to be working, and I can reach this cool mod :)
I made a full translation for your mod, a little later I will throw off the finished version. :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: wolwerin on August 03, 2022, 05:56:46 pm
I don't see the end :(
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: robin on August 03, 2022, 11:28:23 pm
The problem is that the final mission simply does not exist at this moment.
Initially I had hijacked the vanilla mission as placeholder, but the mod changed too much since then so it does not work anymore.
I don't know if I can fix this easily.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: robin on August 06, 2022, 09:23:07 pm
@wolwerin
try with this file.
but you have to restart the mission (load a save before landing).
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
Post by: wolwerin on August 06, 2022, 10:49:47 pm
@wolwerin
try with this file.
but you have to restart the mission (load a save before landing).
Good! Thanks, I'll try it soon :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
Post by: robin on August 15, 2022, 10:16:27 pm
new version up, 0.21.1.

@wolwerin: backup first if you update, because it is not retro-compatible and it might break your game.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
Post by: BlackStaff on August 15, 2022, 10:41:09 pm
new version up, 0.21.1.
Thanks for this update !  :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
Post by: wolwerin on August 21, 2022, 06:49:04 pm
new version up, 0.21.1.

@wolwerin: backup first if you update, because it is not retro-compatible and it might break your game.
Oh thanks! I'll know :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
Post by: htmlsam on October 22, 2022, 04:36:34 am
since im an xcom veteran as many, even with mods you know its hard to have the original feeling kick in ...
but this mod is an work of art, im with love with it.
you should work on the open apocalipse if not already.
Thank you for this, it brings a new feeling to old memorys,
on how xcom stole years of my life!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
Post by: robin on October 25, 2022, 09:56:54 pm
since im an xcom veteran as many, even with mods you know its hard to have the original feeling kick in ...
but this mod is an work of art, im with love with it.
you should work on the open apocalipse if not already.
Thank you for this, it brings a new feeling to old memorys,
on how xcom stole years of my life!
thanks a lot for the praise!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
Post by: htmlsam on October 26, 2022, 07:18:26 am
i just got to check a utube video mentioning the cut features of xcom apocalipse.
4 levels of planetscape,geoscape, cityscape, and so on, multiple alien dimensions, and growing
building like a neuron growing brain ... man now i know the xcom creators took lsd for sure.
pitty the xcom apoc is probably a 50% release of the original ideia.
Im playing your mod on easy and even soo, the alien are quite mean buggers ...
but i love it!!!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
Post by: wolwerin on November 09, 2022, 05:13:35 pm
Hi all! Dear friends! :)
I went through this mod with great pleasure, and was delighted with it. :)
Therefore, I decided to translate it in order to enjoy it fully. And now everyone who also likes this mod can play it with the Russian language. ;D
PS: If there are errors in the text, then please write in private messages,
to be able to fix them quickly.  ;D
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
Post by: robin on November 09, 2022, 11:01:01 pm
Hi wolwerin, I added your translation to the mod, but I'm not yet ready to release the new version containing it.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.22.2
Post by: robin on January 15, 2023, 09:53:20 pm
new version 0.22.2
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.22.2
Post by: BlackStaff on January 16, 2023, 12:56:17 pm
new version 0.22.2
Thank you very much !  :)   :)   :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.22.2
Post by: yergnoor on March 14, 2023, 11:00:36 am
Today I downloaded the latest version of this mod (0.22.2) and when trying to run it found that the Russian-language text in the game is not displayed, instead it shows the internal codes of strings.

When checking the file mod found the cause - the wrong name of the file with the Russian localization. When I changed the file name from "ru-RU.yml" to "ru.yml", then the text output in the game came back to normal.

Perhaps the reason is that I play on Android and the computer version of the game designation of the language "ru-RU" is acceptable.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.22.2
Post by: robin on March 14, 2023, 09:43:11 pm
Thanks for the feedback!
The issue is also on the PC version, I was convinced I added the language in the correct way but evidently I did not.
Will fix in the next version using the fix that you suggest, however I need some time before I'm ready to release it.
(By the way the Russian translation is not fully up to date with the latest version of the mod).
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
Post by: robin on March 26, 2023, 11:53:52 pm
new version, 0.24.1
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
Post by: BlackStaff on March 27, 2023, 02:46:53 pm
new version, 0.24.1
Thank you very much !  :)   :)   :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
Post by: wolwerin on May 01, 2023, 08:00:04 pm
new version, 0.24.1
Hello Robin! Now I am translating for version 0.24.2. And in general, it is already ready, but I noticed a strange line in the text that breaks the translation and does not display as it should. :)

  STR_CULT_PROSELYTISM: Cult Proselytism
  STR_CULT_PROSELYTISM_: Cult Proselytism


These lines, and obviously in the second, something should be written after the "_" sign :)

It seems that I found the lost word, and everything began to work :)
STR_CULT_PROSELYTISM_INITIAL: Cult Proselytism
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
Post by: robin on May 06, 2023, 10:48:00 am
Thanks for the feedback and the translation!
I think that the strings with the "_" at the end are necessary: they are computed during execution, so there isn't a corresponding entry in the ruleset, but you still have to provide the text.
(I think they are used in the popup that appears when you L-click on an existing alien site/base. I don't remember the details, perhaps I misunderstood).
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
Post by: Solarius Scorch on May 06, 2023, 01:02:14 pm
If this is an alien base site, then it should probably look like this:

Code: [Select]
  STR_CULT_GREATEST_MANOR_EXALT_ASSAULT: "EXALT Manor"
  STR_CULT_GREATEST_MANOR_EXALT_ASSAULT_: "EXALT Manor-{0}"
(example from XCF)

The line with an underscore is for numbering alien bases (base number 1, 2, 3 etc.).
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
Post by: robin on May 06, 2023, 08:58:05 pm
Thanks for the explanation. That one in particular is a mission site but none of my base sites has the "-{0}", I need to fix that.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
Post by: wolwerin on May 19, 2023, 07:40:52 pm
Thanks for the feedback and the translation!
I think that the strings with the "_" at the end are necessary: they are computed during execution, so there isn't a corresponding entry in the ruleset, but you still have to provide the text.
(I think they are used in the popup that appears when you L-click on an existing alien site/base. I don't remember the details, perhaps I misunderstood).
Here is the translation for the latest version. I hope I haven't missed anything in it. Plus corrected the old errors that I found. :)
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.0
Post by: robin on October 15, 2023, 10:32:30 pm
new version up, 0.25.0.

haven't had enough time for testing, sorry about that, expect bugs.
the final mission is also bugged: you should be able to complete it by destroying the critical MCD, but it doesn't seem to work, don't know why.
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
Post by: robin on October 15, 2023, 10:44:10 pm
If this is an alien base site, then it should probably look like this:

Code: [Select]
  STR_CULT_GREATEST_MANOR_EXALT_ASSAULT: "EXALT Manor"
  STR_CULT_GREATEST_MANOR_EXALT_ASSAULT_: "EXALT Manor-{0}"
(example from XCF)

The line with an underscore is for numbering alien bases (base number 1, 2, 3 etc.).
is this needed only for base missions or also for site missions?
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
Post by: Solarius Scorch on October 16, 2023, 01:21:24 am
is this needed only for base missions or also for site missions?

Only for permanent bases. Mission sites do not require this extra string.

Congrats on the release!
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.5
Post by: robin on January 14, 2024, 10:29:59 pm
new version up, 0.25.5
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.5
Post by: wolwerin on January 26, 2024, 06:38:59 pm
So! Here is the latest update of RU file 0.25.5. ;D
Corrected some translations and errors (that I could see).  ;D
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.5
Post by: robin on January 26, 2024, 10:41:35 pm
Thanks! Will include it in next version
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.6
Post by: robin on February 05, 2024, 12:33:55 am
new version up, 0.25.6
Title: Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.6
Post by: varajo411 on March 27, 2024, 09:28:48 am
it feels good to see this mod is still worked on after all these years, may I ask how much is left to do so thsi mod reach 1.0