OpenXcom Forum

Modding => Work In Progress => Topic started by: liberation on May 14, 2015, 09:58:16 pm

Title: [TOTAL CONVERSION] Battle For Mars v0.4.1
Post by: liberation on May 14, 2015, 09:58:16 pm
Update by Meridian: updated the latest version v0.4a to run with latest nightly, download v0.4.1 here: https://openxcom.org/forum/index.php/topic,3636.msg114957.html#msg114957

Version 0.33 of Battle for Mars is ready for download

The plan is a tc involving the defence of Mars against some horrible alien types, involving big battles and plenty of death  8) The final Game will have an extensive research tree, a good selection of weapons, armour, maps and aliens. The aliens from UFO wont be used.


Features so far- V0.33 (New items are in red)
1. New globe and regions- 11 of Mars regions have been added, can be seen when setting up new bases and on the graphs screen
2. Standard trooper spacesuit
3. 4 Weapons- not been coded for balance and tu costing as of yet
4. 3 grenades and 1 mine
5. Restructured Ufopedia, now called database
6. Ufopedia articles on items in the game so far
&. New tiles and maps for battlescape, 23 new maps and textures. With 2 different types for North and south hemispheres
9. Alien Missions
10. Countries / Alliances
11. MDF Dropship, new interceptor and 3 craft Weapons
12. Polar tile set
13. 3 new UFO types
14. 3 new alien weapons added, Tachyon Rifle, Heavy Tachyon Rifle and the Tachyon Cannon
15. The first 2 new aliens, the Tauran Alien soldier and the Drone type 1
16. New tile set, a rocky terrain type (terrain type 1)
17. New Geoscape background and menu colouring
18. New basescape, including maps for base defence, which is now a massive battle and good fun
19. New battlescape hud/interface
20. The standard space suit has had a upgrade, includes shoulder and knee pads, looks a lot better IMO
21. More detail on Mars globe
22. Inventory screen sprites for standard spacesuit

Go to New Battles to check out the new base defence mission  ;D, also to note that this has some of the new stuff going into v0.35 which is incomplete and wont effect the normal game but still can be accessed.

The "a" version on this page differs from the version on page 6 only slightly, just adds more Mars maps to the base mission and corrects an error.

Features coming up-

V0.35

- The main campaign has begun. Starting of with monthly battles which the MDF have the chance to take part in.

- Each battle will have at least 3 to 5 missions with the mission scripting picking 1 at random for the player to try and complete.

- Missions types -

1. Search and Destroy (ie artillery, munitions caches etc)
2. Sweep and clear ( clear the way for retreating troops )
3. Hold the line ( fill holes in the battle lines, rear guard actions)
4. Covert Ops ( can be a lot of different types of missions, one example is even fighting the very troops you are supposed to be assisting... you will have your reasons )   

Plenty more planned, just seeing how far the mission scripting can go atm.

As before put into your mod dir, go up to game type and select Battle For Mars  8)

Uses openxcom_git_master_2015_08_27_1136.zip - built 2015-08-27 09:40 and above

EN-US supported only at this time
Title: Re: Building mars
Post by: Hobbes on May 14, 2015, 10:24:07 pm
Been awhile since I've been on here! Anyway in 2012 I started a project and the first thing I needed todo was to recreate Mars. fast forward 3 years and ive gotten back into xcom etc and would like to continue where I left off.. The question is, what tools are being used nowadays for editing World.dat and how much of the globe render is still hard coded? ie the ocean colour?

Below is pic of my mars (kinda alpha) globe including some custom textures made for it. Mars lacks land masses so looks kinda dull atm but I think with some more work it could be very useable  8)

Any suggestions etc would be appreciated!

+1

I have lately looked into the possibility of a total conversion based on Mars since I'm getting tired of looking at good old Earth. I have added Volutar's Improved Globe mod into my Terrain Pack mod and added additional textures to it using his WORLD.DAT editor (available here (https://www.ufopaedia.org/index.php?title=User:Volutar)) and also Falko's online World Editor (https://falkooxc2.pythonanywhere.com/worldeditor).

What sources are you using to design Mars' surface? I had thought of using this image from Wikipedia's Geology of Mars page to draw the polygons:
(https://upload.wikimedia.org/wikipedia/commons/thumb/1/1f/USGS-MarsMap-sim3292-20140714-crop.png/640px-USGS-MarsMap-sim3292-20140714-crop.png)
Title: Re: Building mars
Post by: liberation on May 14, 2015, 11:09:00 pm
I'm using this, or was at the time. not sure whether to carry on or go down a different route atm, will check those tools you pointed out!

Thank you! Also perhaps this is something we could collaborate on if you so wish/would find it useful.
Title: Re: Building mars
Post by: Hobbes on May 15, 2015, 02:14:59 am
I'm using this, or was at the time. not sure whether to carry on or go down a different route atm, will check those tools you pointed out!

Thank you! Also perhaps this is something we could collaborate on if you so wish/would find it useful.

Your map is good for a general idea but the tricky part with recreating Mars is because of the differences in elevation between the northern/southern hemispheres and several different features that need to be reproduced through the polygons and textures. And then come up with different terrains for all those textures, although a few can be recycled from the original game.

I've had several ideas for a total expansion regarding Mars, by placing the setting in pre-Apocalypse. However, I'm a little limited on time at the moment to actually implementing this project at the moment, since I had to move out of my apartment for some home improvement.
Title: Re: Building mars
Post by: yrizoud on May 15, 2015, 02:17:21 am
See also: https://openxcom.org/forum/index.php/topic,2957.0.html
Title: Re: Building mars
Post by: DoxaLogos (JG) on May 15, 2015, 05:57:17 am
Awesome!
Title: Re: Building mars
Post by: Zane on May 15, 2015, 11:21:39 am
Great idea. But is it possible that in the game were both planets?
Title: Re: Building mars
Post by: ivandogovich on May 15, 2015, 02:44:57 pm
With the current code structure its not possible to run both planets.  This would essentially be a different campaign, or a Total Conversion Mod.
Title: Re: Building mars
Post by: pilot00 on May 15, 2015, 03:27:06 pm
Great idea. But is it possible that in the game were both planets?

I was about to ask the same, this would made an ideal add for Dioxines Piratez as a second stage campaign.
Title: Re: Building mars
Post by: Solarius Scorch on May 15, 2015, 03:57:49 pm
I was about to ask the same, this would made an ideal add for Dioxines Piratez as a second stage campaign.

Start Gods Who Came from The Moon! :)
Title: Re: Building mars
Post by: pilot00 on May 15, 2015, 05:16:52 pm
Start Gods Who Came from The Moon! :)

I was thinking more in the terms: "Ok gals, we have the tech, guns, craft and pilfered enough shit to do this, lets go invade them in their own turf now".
Title: Re: Building mars
Post by: Phoenix7786 on May 15, 2015, 07:42:57 pm
I'd love to see like a simultaneous run of both land and sea campaigns, like EU and TFTD are running in tandem with up to 4 bases being land-based and the other 4 being sea-based. The research trees would be independent (as the tech's are mostly incompatible) and this would practically guarantee that no crashed UFO or flying sub would ever escape unchecked. However I can only imagine the monstrous effort it'd take to make the engines being able to run at the same time.
Title: Re: Building mars
Post by: liberation on May 15, 2015, 10:14:15 pm
Looking through what I had done a few years ago and playing around with world.dat editor again im thinking the key to making mars work properly will be to use many different shades of the textures used to try and blend in the detail and not make it look blocky which mine does atm.

So time to make some new textures  ;)

I did have a look at the desert globe, very nice and the textures blend really nice. Not sure if I will be able to use the same technique thou!
Title: Re: Building mars
Post by: liberation on May 16, 2015, 07:19:07 pm
Is there a way of not having to use the standard palette? having about 3 browns is rather annoying considering mars is just 1 colour with various shades!
Title: Re: Building mars
Post by: Dioxine on May 16, 2015, 07:41:05 pm
I was thinking more in the terms: "Ok gals, we have the tech, guns, craft and pilfered enough shit to do this, lets go invade them in their own turf now".

You've obviously not have finished the campaign and didn't read the ending texts to say such stuff :)

But anyways, liberation, I don't think playing on 2 planets at once makes any sense since there is SO MUCH that could be added to the Earth alone :) That's not to say that a total conversion on Mars isn't awesome! Also: there is a War of Shadows mod that takes place on Mars. Maybe you guys could join your forces?

Also, to get around "not enough bronze" dilemma. How about making a half-terraformed Mars? You could use Green that way while still retaining the look of an arid, desert/half-desert planet...

Also I'd suggest sculpting major features, like the Valley of Mariners or Olympus Mons with texture's edges (like you did with the polar caps). Your Mars is definitely much, much too rectangular at this stage.
Title: Re: Building mars
Post by: liberation on May 16, 2015, 08:20:01 pm
HA! Have been very tempted making my Mars half terraformed  ;D When I started making this, editing world.dat was still kinda new and I started off with BB's grid world as a base but im working on it and adding more triangles and textures to blend it all in more, after looking at the dune mod's globe and saying WOW im going to have to knuckle down and get editing!

I will have a look at the War of shadows mod, however for my mod/tc I did a lot of writing back in the day and would like to see it all come alive so to speak!

Title: Re: Building mars
Post by: liberation on May 25, 2015, 03:23:18 pm
Been working more on my mars globe, think im getting the hang of it now! still abit blocky in a few parts but im still working away atm.

No textures yet, but im working on them now. Also my first draft if you like on the space suit!
Title: Re: Building mars
Post by: Arthanor on May 25, 2015, 03:50:20 pm
Nice progress!

But.. the suits?! OMG Space naturists! Maybe if you change the color of the fabric part of the suits to something like orange, or make the whole body white, that would work better? Something like one of these (https://www.shadowlocked.com/images/stories/DOCTORWHO/kill-the-moon/capaldi-spacesuit-doctor_who_kill-the-moon.jpg)
Title: Re: Building mars
Post by: liberation on May 25, 2015, 04:06:41 pm
Thank you  :)

The thinking behind the suits was armoured torso and helmet in one while the rest of the suit is normal fabric. Kinda like the marines from "space above and beyond" ahem..

The problem comes with the sheer amount of arm and legs sprites, I have to be reasonable and not want to repaint every single one, at least not right now otherwise I run the risk of not getting anything else done.
Title: Re: Building mars
Post by: Solarius Scorch on May 25, 2015, 04:09:48 pm
I don't think the colour looks like human skin, but I agree it can be made crispier. :)

How about taking come design cues from UFO: Afterlight?
Title: Re: Building mars
Post by: Arthanor on May 25, 2015, 04:23:42 pm
Maybe I'm the only weirdo that thought they looked naked.. Must come from Piratez where it's not unusual for the gals to show skin ;)
Title: Re: Building mars
Post by: liberation on May 25, 2015, 04:26:26 pm
The colours are the same as the standard xcom boiler suit/overall etc
Title: Re: Building mars
Post by: Kosti on May 25, 2015, 08:36:38 pm
Fantastic idea indeed to do Mars! The planet (and terraforming it) always was and is close to my heart! Even had to register on the forum to comment this! Hopefully we will see the Mars-mod soon enough! :D

That said other planets would be good too. Already noticed a topic about desert planet on the forums. ^^ After all, who could blame a person for looking for a bit of chance after all the years serving the X-Com on the home planet?
Title: Re: Building mars
Post by: liberation on May 25, 2015, 09:42:45 pm
Ive been playing around making some textures for my Globe, seem abit busy so not 100% on them myself, making textures is not really my strong point and add to the fact that your 32x32 has to tile nicely.

Any buddying artists out there with any tips?

Hey Kosti, might be something mars like in the near future  ;)
Title: Re: Building mars
Post by: liberation on May 26, 2015, 07:22:26 pm
I decided to go down a different route for texturing mars, I (Thanks Warboy) have been changing the entrys in the palette.dat to suit my needs.

Still work in progress, but I think this could work rather well
Title: Re: Building mars
Post by: ivandogovich on May 26, 2015, 07:37:49 pm
Just be sure that you provide those files and instructions to use them, if/when ever you decide to package and share this.
Title: Re: Building mars
Post by: liberation on May 26, 2015, 07:51:23 pm
Im working my way to version v0.1, the plan is a tc, a small to medium one anyway. Once things are abit more complete I will explain what im up to. Weapon sprites and just finishing the globe to do as of now.

It seems in this community people are happy to share there work with others, I will be continuing this so don't worry.
Title: Re: Building mars
Post by: liberation on May 27, 2015, 09:32:22 pm
My nearly completed Globe..

The white blob on right hand side is mt Olympus, might make some custom tiles just for landmarks.
Title: Re: Building mars
Post by: chaosshade on May 29, 2015, 03:00:34 am
This actually looks kind of cool.  Are you going to make a conversion mod based off this?  That'd be really cool ^^
Title: Re: Building mars
Post by: Hobbes on May 29, 2015, 07:54:53 am
Any buddying artists out there with any tips?

Verify that there are no blank spaces between all polygons by looking at their edges.

Any ideas when you're planning to release it? I'd like to see how it looks on world editor.
Title: Re: Building mars
Post by: liberation on May 29, 2015, 02:04:36 pm
This actually looks kind of cool.  Are you going to make a conversion mod based off this?  That'd be really cool ^^

That's the plan  :) work has stated already on new weapons, the spacesuit is pretty much done as well.

Verify that there are no blank spaces between all polygons by looking at their edges.

Any ideas when you're planning to release it? I'd like to see how it looks on world editor.


Ive learnt a great deal over the last week about world.dat editing, every vertex has to be attached to another vertex and if its just attached to say another triangle side line then you get little errors (however I dare say you already know that) Perhaps it might be time for some tutorials for others not so in the know.

Anyway im hoping to release a v0.1 Saturday night ish, that will include

-Mars globe with regions  8)
-Basic human weapons with ufopedia
-Standard Mars trooper

so people can have a look round and try some battles with the new stuff. 
Title: Re: Building mars
Post by: Hobbes on May 29, 2015, 03:04:15 pm
Anyway im hoping to release a v0.1 Saturday night ish, that will include

-Mars globe with regions  8)
-Basic human weapons with ufopedia
-Standard Mars trooper

so people can have a look round and try some battles with the new stuff.

Good to hear :)

I want to look at the globe to start thinking about the terrains to be used in the textures.
Title: Re: Building mars
Post by: liberation on May 29, 2015, 03:51:45 pm
For my tc I think I will only get to 3 or 4 different terrains, flat, rocky , flat with craters and industrial for terror sites. Thinking prefab buildings, solor arrays etc, oh and rocks for scenery.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.1
Post by: liberation on May 30, 2015, 07:27:36 pm
Front page has been updated  8)
Title: Re: Building mars
Post by: jackstraw2323 on May 30, 2015, 08:40:05 pm
Also: there is a War of Shadows mod that takes place on Mars. Maybe you guys could join your forces?

Actually War of Shadows pretty much mirrors vanilla xcom when it comes to the planet. I do want to remake the final base on mars, but that's it. I have to say, this is a good idea for a conversion as it really leverages the game engine but gives us a fresh environment to think about.
Title: Re: Building mars
Post by: liberation on May 30, 2015, 08:53:05 pm
Actually War of Shadows pretty much mirrors vanilla xcom when it comes to the planet. I do want to remake the final base on mars, but that's it. I have to say, this is a good idea for a conversion as it really leverages the game engine but gives us a fresh environment to think about.

It was a few years ago when I first planned this but I was thinking along the lines of, what if. what if I was given the tools after TFTD and asked to make a game with the engine, not necessarily a sequel but a new iso strategy along the same lines.   
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.1
Post by: b.o.s domestic disputes on June 08, 2015, 06:09:14 pm
hey have you ever thought of spliting the geoscape and making islands in the form of space stations between earth and mars if  the planets could just be large portions of land  shrunken representations of them normal some kind of two planet campaign
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.1
Post by: Solarius Scorch on June 08, 2015, 06:25:22 pm
hey have you ever thought of spliting the geoscape and making islands in the form of space stations between earth and mars if  the planets could just be large portions of land  shrunken representations of them normal some kind of two planet campaign

Curiously, this is kind of how Piratez were supposed to be like at first - a whole cluster of space with multiple systems/planets implemented. But due to technical issues with that, a future Earth was used instead, and that's how the idea of playing on a post-war, alien-occupied Earth originated.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.1
Post by: liberation on June 08, 2015, 08:36:06 pm
hey have you ever thought of spliting the geoscape and making islands in the form of space stations between earth and mars if  the planets could just be large portions of land  shrunken representations of them normal some kind of two planet campaign

An intriguing idea, but beyond the scope of what I have planned also the geoscape would have to be recoded considerably.

All in all to much for 1 person todo in reality, 1 planet is more than enough for me todo  ;)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.1
Post by: DoxaLogos (JG) on June 08, 2015, 10:25:40 pm
An intriguing idea, but beyond the scope of what I have planned also the geoscape would have to be recoded considerably.

All in all to much for 1 person todo in reality, 1 planet is more than enough for me todo  ;)

I could imagine the difficulty.  I've also had ideas of making a XCOM version that involves patrolling the solar system.  That's what I would expect out of "sequel" to go beyond just earth and have to fight off the aliens across the solar system.  I know that would have to be a huge amount of working doing a "Spacescape" with possible multiple "Planetscapes".
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.1
Post by: liberation on June 27, 2015, 06:54:24 pm
Some good progress has been made  8)

V0.2 is nearly done!
 1. Globe code wise is complete -alien mission zones, countries, outposts and other important structures are in
 2. New tile set and the first 10 maps of the first terrain pack are done(ish)
 3. The game runs without ctd's and is reasonable playable against stock ufo aliens

 Im rather happy with hows things are going, a fair bit will need tweaking in the future but still, small steps  :P
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.1
Post by: Solarius Scorch on June 27, 2015, 07:25:05 pm
Very nice. Looks a bit C-64ish :)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: liberation on July 03, 2015, 06:03:37 pm
New update released, check the first post!
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: pjlasl on July 06, 2015, 12:34:49 am
This looks awesome. Going to download to give it a spin.

What I always wanted as the ability to merge UFO and TFTD This way if you crash landed a ship over water, you could send the triton in.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: Aldorn on July 06, 2015, 03:02:38 pm
So you are designing/building a sequel to Earth defense  :o  :)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: liberation on July 06, 2015, 09:20:14 pm
This looks awesome. Going to download to give it a spin.

 8) cool thanks for taking the time to give a spin, please provide some feedback as it does help!

So you are designing/building a sequel to Earth defense  :o  :)


No, its my own fiction and doesn't feature anything from the xcom universe   ;)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: liberation on July 08, 2015, 11:59:19 pm
Just a small note, ive just been updating to the latest build and realised that due to recent updates in gitbuild "built 2015-06-21 " you need to include the language file from xcom1 in the BFM folder.

Clearly the next version will be up to date :o
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: liberation on July 11, 2015, 06:14:35 pm
Started work on the new dropship!

Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: liberation on July 12, 2015, 06:02:02 pm
Started work on the alien ships, progress is going good for version 0.25  8)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: arrakis69ct on July 15, 2015, 02:19:14 am
Afterlight time XD..... Nice work

Enviado desde mi ECOO E04 3GB mediante Tapatalk

Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: nadir-1648 on July 16, 2015, 06:34:09 am
I like this whole concept, I like what I see so far.

I'll offer whatever help I'm able, if you want. I love this idea and I want to see it grow into something beautiful :3
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: liberation on July 16, 2015, 01:24:18 pm
I like this whole concept, I like what I see so far.

I'll offer whatever help I'm able, if you want. I love this idea and I want to see it grow into something beautiful :3

Very soon I will need testers, I will send you a pm later

Afterlight time XD..... Nice work

Enviado desde mi ECOO E04 3GB mediante Tapatalk



Thank you very much :-)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: arrakis69ct on July 16, 2015, 01:25:10 pm
Very soon I will need testers, I will send you a pm later

Thank you very much :-)
If you want betatester. Send me XD

Enviado desde mi ECOO E04 3GB mediante Tapatalk

Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: liberation on July 16, 2015, 01:39:26 pm
If you want betatester. Send me XD

Enviado desde mi ECOO E04 3GB mediante Tapatalk

Will do!
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.2
Post by: liberation on August 05, 2015, 03:15:23 pm
Main page updated  8)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: kikimoristan on August 07, 2015, 04:39:39 am
if you replace xcom with aliens and aliens with xcom you get xcom from the point of view of aliens.
also this mod feels like xcom 1.5 the war on mars after cydonia .

regardless great work looks nice gave you 5 stars on mod site very well done. the map looks great even as it is.

one interesting thing about this mod unlike all ther xcom games you can place the base anywhere on the globe and ships can crash anywhere and still be recoverable as the whole globe is ground no water .

[edit] you should ask hobbes to donate you some terrains maybe he has something you can use for mars.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: kikimoristan on August 07, 2015, 06:37:57 pm
i'm excited to see where this is going.

you could modify tftd volcanic landscape and use it on mars.  and you could modify tftd artefact site maps and tleth maps to make bases on mars  for aliens.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: liberation on August 07, 2015, 10:24:22 pm
if you replace xcom with aliens and aliens with xcom you get xcom from the point of view of aliens.
also this mod feels like xcom 1.5 the war on mars after cydonia .

regardless great work looks nice gave you 5 stars on mod site very well done. the map looks great even as it is.

one interesting thing about this mod unlike all ther xcom games you can place the base anywhere on the globe and ships can crash anywhere and still be recoverable as the whole globe is ground no water .

[edit] you should ask hobbes to donate you some terrains maybe he has something you can use for mars.

 8) Thank you very much for the feedback! I really appreciate it!

Still early days with BfM but things are progressing nicely, a lot of content planned and still to add. I think people will find the new base defence missions a lot of fun but will discuss that more in the future!

Atm the first aliens sprites are being created (major thanks to XOps btw) and im hoping to have some screenshots soon.

i'm excited to see where this is going.

you could modify tftd volcanic landscape and use it on mars.  and you could modify tftd artefact site maps and tleth maps to make bases on mars  for aliens.

Some tftd stuff has been used along with a fair bit of ufo stuff however I would like to say its all placeholders for now, how much will get changed depends but at the end I would like BfM to be a new resource for modders and not borrowed, recolored etc I have planned that from the start.

However stuff like the Mars tiles I don't think I could better, but the ufo tiles I could improve/change, time will tell!

Thanks again and keep tuned in  ;)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: liberation on August 09, 2015, 11:06:39 pm
Progress towards Version 0.3 is going rather well!

Added in so far, we have the Tauran soldier and the Tauran scout drone (which is 90% finished gfx wise).

The first of the alien weapons are in, the Tachyon Rifle or Tac Rifle is the standard firearm used by Tauran soldiers and is rather nasty.

Left to do is 1 more alien weapon and some database entries. Also I've started work on a new geoscape! which will be finished for version 0.3

Anyway enjoy some pictures  8)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: Dioxine on August 10, 2015, 04:33:46 am
Looking good :)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: kikimoristan on August 10, 2015, 04:50:21 am
Looks great! i love the background
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: niculinux on August 13, 2015, 05:39:24 pm
Super!! A total recall alike setting :D will it be compatible with linux?
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: liberation on August 13, 2015, 08:43:25 pm
Super!! A total recall alike setting :D will it be compatible with linux?

I don't see why not, it runs on an android tablet and windows. that im sure, the external files (the few) are in .gif format.

So as long as openxcom is on Linux then it should work fine  :)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: Angelus_EV on August 17, 2015, 05:10:25 pm
Hey i love You idea, i have another one, this mod can be doom related, there you have soldiers armours alien species and a lot of guns!!

Enviado desde mi GT-I8550L mediante Tapatalk

Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: liberation on August 17, 2015, 10:53:46 pm
Hey i love You idea, i have another one, this mod can be doom related, there you have soldiers armours alien species and a lot of guns!!

Enviado desde mi GT-I8550L mediante Tapatalk

 :) nice idea but I've played doom for like 20 years and still do, so I thinking I can go without thanks anyway  :P
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: kikimoristan on August 17, 2015, 11:30:36 pm
problem with doom like is everyone knows the units so well is obvs where you got the sprites if you gonna use them into here :)

imp may look great tho or even pinky
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: Solarius Scorch on August 18, 2015, 01:45:37 am
imp may look great tho or even pinky

Well... Piratez mod has them all. :)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: Dioxine on August 19, 2015, 01:40:06 pm
Well... Piratez mod has them all. :)

Except for the Doom Guy himself, but I have the resources for that one too. Out of the weapons, I think I have converted everything except the basic shotgun, but some lack proper handobs. Basically it's an expanded version of a very old XCom Doom Mod by Uncy.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: niculinux on August 19, 2015, 05:55:32 pm
I also acvice to implement the laser reskin mod (https://openxcom.org/forum/index.php/topic,2533.0.html), very very underrated one :)
eventually clips may be renamed to batteries, or laser batteries

Edit: spece between words
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: liberation on August 19, 2015, 08:33:00 pm
I also acvice to implement the laser reskin mod (https://openxcom.org/forum/index.php/topic,2533.0.html), very very underrated one :)
eventually clips may be renamed to batteries, or laser batteries

Edit: spece between words

I'm making all my sprites myself, a lot of the stuff out on mod portal etc is very nice, however im not wanting to use other peoples stuff.

Well... Piratez mod has them all. :)

Then that's your doom fix Angelus_EV. My time with making wads and editing doom sprites are long gone.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: Dioxine on August 19, 2015, 09:34:11 pm
I'm making all my sprites myself, a lot of the stuff out on mod portal etc is very nice, however im not wanting to use other peoples stuff.

Shame on you! How dare you not to steal and call yourself a modder? jk :)

Resources exist to be consumed
- CEO Nwabudike Morgan
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: niculinux on August 19, 2015, 10:22:53 pm
Another "quickthought": sincd relase of implementation of tftd approaches, BfM may be the first tc  maded for opentftd; infsct it may benefit of 2 stages mission, at least only for bases: securing the surface and then going underground, while terror missions may still remain as in xcom/ufo, well actually more like an hibryd solution....

....on the other hand don't know if this may broaden development time, but it's merely an idea. :)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.25
Post by: liberation on August 19, 2015, 10:47:10 pm
Shame on you! How dare you not to steal and call yourself a modder? jk :)

Resources exist to be consumed
- CEO Nwabudike Morgan

Ok.. you got me, ive been planning on using your scantily clad pirate warrior beauties as... civilians  :P

Please don't quote smac otherwise I will just have to play it and not be seen for a few mouths  :)

Another "quickthought": sincd relase of implementation of tftd approaches, BfM may be the first tc  maded for opentftd; infsct it may benefit of 2 stages mission, at least only for bases: securing the surface and then going underground, while terror missions may still remain as in xcom/ufo, well actually more like an hibryd solution....

....on the other hand don't know if this may broaden development time, but it's merely an idea. :)

As it stands BfM is based on ufo, however anything hard coded up for tftd can be used and has been to a degree put in the plan/road map. 2 stage missions are in, mission scripting is also in.

To be honest it occurred to me the other day that I could probably make BfM stand alone  :o at some point, however I will think about that when/if the time comes
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: liberation on August 29, 2015, 05:39:44 pm
New version is up, front page updated.

On to version 0.33  8)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: niculinux on August 29, 2015, 06:12:54 pm
New version is up, front page updated.

On to version 0.35  8)

Cooool! Have you considered havin a page on the mod portal? And this is fully playable right now? :P :P

Edit: sorry, could not resist to fire it up!!!! :P need to darken palette a bit, seems too bright, but while the soldiers in inventory mode do not dress a suit or something, why they do in the planet? I suppose a second pic is planned?

Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: liberation on August 29, 2015, 07:35:08 pm
Cooool! Have you considered havin a page on the mod portal? And this is fully playable right now? :P :P

Edit: sorry, could not resist to fire it up!!!! :P need to darken palette a bit, seems too bright, but while the soldiers in inventory mode do not dress a suit or something, why they do in the planet? I suppose a second pic is planned?

Its on the mod portal already! the interface is still being worked on so not to worry about that for now.

Inventory backgrounds are being worked on, however are not in this release. Thanks for giving it a go, BFM is kinda playable, no research or manufacturing so far and only 3 ufo types and 2 enemy's are in, however you can play for a month or so.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: liberation on September 19, 2015, 04:03:42 pm
V0.33 is making good progress, the Basescape has been redesigned. Basically base defence missions are fought above ground now so are subjective to night/day cycle, also the airlock is now a small fort like structure with pillbox/bunkers adding to additional defence. every base module is linked underground, so you can move troops to different areas or retreat from bunkers that are being overrun.

Needless to say base defence missions will be rather epic hopefully, 30+ enemies along with alien mechs and drones.

The pictures show a standard base layout, a lot of its still wip. enjoy  8)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: DracoGriffin on September 19, 2015, 05:35:21 pm
Doing some strong work, liberation!
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: Cristao on September 22, 2015, 01:20:35 pm
Great work!!
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: davide on September 22, 2015, 03:18:58 pm
I found this images here:
https://www.xcomufo.com/forums/ (https://www.xcomufo.com/forums/)

I don't know if them could be useful
 ???
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: liberation on September 22, 2015, 11:50:23 pm
Great work!!
Doing some strong work, liberation!

Thanks guys  :) been play testing the base defence mission, its rather brutal but plays very well already. The only thing I'm not to sure about is the fact you lose like 75% of your troops rather reliably  :P

I found this images here:
https://www.xcomufo.com/forums/ (https://www.xcomufo.com/forums/)

I don't know if them could be useful
 ???

Thanks, however being in Hires and only a small selection I wouldn't be able to use them. However they are rather nice thou!!
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: Hobbes on September 23, 2015, 08:33:13 pm
Thanks, however being in Hires and only a small selection I wouldn't be able to use them. However they are rather nice thou!!

I've just converted them to the Battlescape palette and it seems they were designed with the original palette since little changed after conversion.

The only task required to use them would be to create a MCD file (or use a copy of the MARS.MCD) and copy/paste the individual images to the .PCK files.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: liberation on September 23, 2015, 09:51:02 pm
I've just converted them to the Battlescape palette and it seems they were designed with the original palette since little changed after conversion.

The only task required to use them would be to create a MCD file (or use a copy of the MARS.MCD) and copy/paste the individual images to the .PCK files.

Well the scale would be wrong I thought as there not 32x32, would mcd edit take hires textures?? guess I could try myself..... However as nice as they are I would have to redo all my textures to match and that's not going to get done lol
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: Hobbes on September 24, 2015, 04:27:20 am
Well the scale would be wrong I thought as there not 32x32, would mcd edit take hires textures?? guess I could try myself..... However as nice as they are I would have to redo all my textures to match and that's not going to get done lol

I would suggest to keep your current textures and use this one for a new martian terrain/texture. Just to add a little variety to Mars :)

You probably don't need those metal walls and other artificial tiles, but the ground and natural features I'd try to reuse them in some way - they look good.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: davide on September 24, 2015, 11:52:44 am
I think that this tileset was an update of Ufo2000 MoonBase tileset
because i found on my HDD a merged tileset too
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: davide on September 24, 2015, 11:59:21 am
You know it already anyway
Volutar's MCDEdit allow to import multitile from a png allows to set lines and rows offset to split single tile

https://openxcom.org/forum/index.php/topic,2028.msg42487.html#msg42487 (https://openxcom.org/forum/index.php/topic,2028.msg42487.html#msg42487)

PNG spacing/margins (for import/export) and sprites per row (for export) through the Edit->Settings.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: liberation on September 24, 2015, 11:51:40 pm
I'll have a play around this weekend, just need to get a few things finished and v0.33 should be out!
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: liberation on September 26, 2015, 02:28:08 pm
Version 0.33 is finished, a proper update will be forthcoming.

Added in this version-

-New basescape, including maps for base defence, which is now a massive battle and good fun
-New battlescape hud
-The standard space suit has had a upgrade, includes shoulder and knee pads, looks a lot better IMO

Link for download under the picture. Get download link from first page
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.3
Post by: niculinux on September 26, 2015, 05:59:57 pm
A new interface? UUHH YEAH!!! PLease, may you gor for the yellow borders? I think may be more readable. And congrays also for the new layout base, resembles xcom: apocalypse!
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: liberation on September 28, 2015, 11:40:38 pm
Front page updated, proper update  8)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: Arthanor on October 07, 2015, 01:26:46 am
Nice upgrade on the space suits! I like the look a lot more too :)

Which prompts.. may I loot and modify them for a TftD "light dive suit" ? With due credit, of course!
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: liberation on October 07, 2015, 08:45:05 pm
Nice upgrade on the space suits! I like the look a lot more too :)

Which prompts.. may I loot and modify them for a TftD "light dive suit" ? With due credit, of course!

Sure thing, with credit of course  ;)

Have you used them ingame?
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: liberation on March 23, 2016, 09:36:21 pm
Hello! been awhile since I've updated so here goes!!

This is the first part of version 0.4, it contains -

1. Early research tree around 25 topics
2. Laser weapons, pistols and rifles
3. New body Armor, the Battle plate mk1
3. New types of ammo for standard weapons
4. 3 different soldier types, from the starting terran soldiers to the NHA soldiers then to the cheaper SHA soldiers
5. A more fledged out database, which I recommend having a scan though first.
6. Bug fixes and gfx improvements for globe
7. Plenty of new sprites
8. Bad spelling

Whats not in this part - and will be in the final version 0.4 (part B)

1. Any mission scripting at all, the all important monthly battles etc
2. Some research relies on the mission scripting so it dependences will be changing rather soon
3. Aliens database text

Works with openxcom_git_master_2016_03_21_2355.

Feedback would as always be greatly appreciated  8)
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: harre on March 28, 2016, 11:30:47 pm
Looks interesting, I'm going test it, I'll get back with comments.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: liberation on April 10, 2016, 08:33:59 pm
Small update! The first monthly battle is nearly complete 2 missions are done (nearly) with a 3rd in the planning stage.

The screenshots are of the first 2 missions from the "battle of the Mariner Trench" where the US army is fighting the Taurans. 1st mission has you clearing the exit route of the retreating troops while the other has you taking out a communications array used by the aliens to pin point airstrike raids.

Just a quick note, you will only get to play 1 mission per monthly battle, so there should be some good replay ability  ;) 
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: harre on April 11, 2016, 12:15:55 am
Looks good!
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: nadir-1648 on August 03, 2016, 01:42:08 am
Criminy, lib, you've made a lot of progress while I wasn't looking! I'll have to have a peek at the new stuff, see if it works on Android, that sorta thing. Good job  :D
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: The Think Tank on February 26, 2017, 02:45:28 am
This still looks fantastic and the updated HUD has a lot of potential, but has this project died out or are you just taking a break?
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: nadir-1648 on March 09, 2017, 04:17:42 am
Unfortunately, it seems that liberation's been on a hiatus of sorts for some time. I haven't heard from him here or on IRC since that update was posted.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: The Think Tank on March 22, 2017, 10:41:32 pm
Same here, which is unfortunate because the potential that this project had was immense. Oh well, at least it produced some very good content to savor on for the time being.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: liberation on April 29, 2017, 02:31:01 pm
No not dead, just having a break really and doing some doom stuff, I will be coming back don't worry!
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: efrenespartano on May 14, 2017, 09:30:19 am
It's great to heard news from you, liberation!
I've been following you mod since... I can't remember, a very long time. BFM is one of my favorite mods for OXC, I really thought it was dead. :'c

When we are going to get some new update for this mod?
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.33
Post by: Yataka Shimaoka on July 23, 2017, 08:52:08 pm
I believe that liberation has some more important things to do in his/her life (sorry,dunno the gender) that's why maybe this mod takes a really long time to have an update
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.4.1
Post by: Meridian on July 26, 2019, 03:29:59 pm
Updated to be compatible with the latest nightly.

Download (v0.4.1) attached.
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.4.1
Post by: efrenespartano on July 27, 2019, 02:01:06 am
Thank you so much for updating old good mods like this, Meridian. :')
Title: Re: [TOTAL CONVERSION] Battle For Mars v0.4.1
Post by: misterx on January 10, 2020, 03:21:01 pm
This mod seems to be dead, any news about? And please update also first post? Thanks :)