OpenXcom Forum

Modding => Released Mods => Topic started by: new_civilian on December 08, 2015, 11:39:38 am

Title: [TFTD] USO mods and some Resources (Update September, 15th)
Post by: new_civilian on December 08, 2015, 11:39:38 am
Here some mods and resources. Feel free to use them in any way you can think of and then some.  :)

New subs:
This mod adds the somewhat strange "Grunge/Organic" style Alien USOs found on the strategycore xcom modding forum website.
All these new ships were designed and built by Luchian Deurell (except the `Evader' and the `Cryofish', by Sam Jeffreys).
I only made this ruleset to add them to OpenXcom and fixed the weird Zrbite spawning locations on the maps.

This mod is compatible with the "USO variants" mod, I decided to keep them separated as the maps from this mod here are maybe not everyone's taste.

Civilian 2015 feel free to use my files in any way you see fit, credits for the other files belong to their makers.


Addon subs:
This mod is just a tiny compilation of Alien USOs variants from me (b variants) and also from files found on the strategycore xcom modding forum website. (c and d variants)
The mapmaker for the squid and crab USOs is Gizamaluke, he released them in 2013 for the original game.
The maps from me are only slightly different from the original maps, but they hopefully add some suspense back to the game as you will have to adjust your usual USO entering tactics a bit.
I also applied the default "USO swap" mod, which corrects the interception pictures and maps of the first two USO types, fixed the somewhat strange Zrbite spawning on the default maps (in some cases it spawned out in the free air, outside the USOs) and also fixed the wrong sizes of the original squid/crab USO mod maps so that they could be used in OpenXcom.

This mod is compatible with the "USO add-on" mod, I decided to keep them separated as the other mod maps are not everyone's taste.

Civilian 2015 feel free to use my files in any way you see fit, credits for the other files belong to their makers.


Also: The TFTD combo-patch: https://openxcom.org/forum/index.php/topic,4128.0.html
Title: Re: [TFTD] USO mods and Resources
Post by: new_civilian on December 08, 2015, 11:42:53 am
Here some unit PCK files.

A biodrone without the annoying shadow (looks stupid in mid-air)
A green and really cool Triscene
A Tasoth Commander with darker red things along his back
White Coelacanths
Some Xcom-usable drones
Title: Re: [TFTD] USO mods and Resources
Post by: new_civilian on December 08, 2015, 11:46:47 am
here some other stuff

A cleaner TU reserve UI
A recolored Triton to make it fit in better with the other craft
A kneel-indicator cursor
an empty Xcom Ufopedia page
Title: Re: [TFTD] USO mods and Resources
Post by: new_civilian on December 08, 2015, 11:48:30 am
here some resized/reworked icons.

The drills are all 1x3, the disruptor looks a bit more powerful, the shok launcher is now 1x2
Title: Re: [TFTD] USO mods and Resources
Post by: new_civilian on December 08, 2015, 11:49:25 am
here some screens
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 08, 2015, 11:52:35 am
some more resized/reworked icons

the scanner now is centered and looks less dark
Title: Re: [TFTD] USO mods and some Resources
Post by: davide on December 08, 2015, 06:52:51 pm
thank you very much  :P

For now, OpenTFTD has few modders working on it
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 10, 2015, 10:55:30 am
Yeah, let's do what we can to change that!  :)

here some more resources and mods.

The Alternative Smoke mod from robin and meridian, redone for TFTD
A different Triton by me
A cleaned-up and less grungy UI, also by me
Tleth'3 with glowing lights on the statues
A small bland item, with an ufopedia page to fit, only as a resource
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 10, 2015, 10:57:36 am
some minor stuff (useable for drones?)

and a preview of the small item, smoke, drones and the Trton from above^
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 10, 2015, 10:59:15 am
Here an icon/bigob I made for that red weapon that is hidden in the TFTD resources
Title: Re: [TFTD] USO mods and some Resources
Post by: hellrazor on December 10, 2015, 01:32:42 pm
Yeah, let's do what we can to change that!  :)

here some more resources and mods.

The Alternative Smoke mod from robin and meridian, redone for TFTD
A different Triton by me
A cleaned-up and less grungy UI, also by me
Tleth'3 with glowing lights on the statues
A small bland item, with an ufopedia page to fit, only as a resource

Did you also remade the static alternate smoke? Can be found here (https://openxcom.org/forum/index.php/topic,4097.0.html)
Title: Re: [TFTD] USO mods and some Resources
Post by: davide on December 12, 2015, 12:21:25 pm
In my opinion, community needs  a mod contains all new contents on TFTD 8)

Other than XenoWiper's mod there are already some  mods on portal

weapons:

https://www.openxcom.com/mod/disruptor-cannon
https://www.openxcom.com/mod/expanded-gauss-arsenal

craft:

https://www.openxcom.com/mod/t-f-t-d-craft-remake-reskin
https://www.openxcom.com/mod/moray-fighter-sub
https://www.openxcom.com/mod/sonar-subs-for-tftd

others:

https://www.openxcom.com/mod/faster-coelacanth-gauss-tftd
https://www.openxcom.com/mod/unitednationsmod

sound:

https://www.openxcom.com/mod/tftd-sound-mods
https://www.openxcom.com/mod/tftd-psx-sound-effects
https://www.openxcom.com/mod/original-deep-one-weapon-sound




Title: Re: [TFTD] USO mods and some Resources
Post by: niculinux on December 12, 2015, 12:51:36 pm
Agree, maybe when TFTD support would be fully tested and operative
Title: Re: [TFTD] USO mods and some Resources
Post by: Solarius Scorch on December 12, 2015, 12:59:10 pm
There's also Quinch's Second Alien War (https://openxcom.org/forum/index.php/topic,3914.0.html) in the making.
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 14, 2015, 11:38:43 am
Did you also remade the static alternate smoke? Can be found here (https://openxcom.org/forum/index.php/topic,4097.0.html)

Here you go: Just replace the BMP with the one from the mod ^
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 14, 2015, 11:43:39 am
Here some more resources

- A handobject for the one-handed shok-launcher (bigobject found in posts above^)
-A silver plastic armor, along with inventories, big- and floor-objects and an ufopediascreen (even though i had to cheat there a bit, there's no silver/grey in the color palette for the ufopedia).


About the proposed mega-mod: I will NOT release one or compile one as I realized that my changes are not everyone's shoe and as I would not make compromises ...  ;D

Anyway: feel free to use any of my files.
Title: Re: [TFTD] USO mods and some Resources
Post by: niculinux on December 22, 2015, 08:03:53 pm
[...]
About the proposed mega-mod: I will NOT release one or compile one as I realized that my changes are not everyone's shoe and as I would not make compromises ...  ;D

Anyway: feel free to use any of my files.

this really saddens me...but whatever!! ;D
Title: Re: [TFTD] USO mods and some Resources
Post by: davide on December 26, 2015, 01:15:58 pm
This creature could fit very well into TFTD :

(https://openxcom.org/forum/index.php?action=dlattach;topic=2913.0;attach=19385;image)

https://openxcom.org/forum/index.php/topic,2913.msg56319.html#msg56319 (https://openxcom.org/forum/index.php/topic,2913.msg56319.html#msg56319)

Also I remember a new alien named Crabman but I do not remember which mod  contain it
Title: Re: [TFTD] USO mods and some Resources
Post by: XOps on December 26, 2015, 07:38:10 pm
This creature could fit very well into TFTD :

(https://openxcom.org/forum/index.php?action=dlattach;topic=2913.0;attach=19385;image)

https://openxcom.org/forum/index.php/topic,2913.msg56319.html#msg56319 (https://openxcom.org/forum/index.php/topic,2913.msg56319.html#msg56319)

I am going to make a TFTD version eventually (I've got it mostly done in fact). Actually, that was what this alien was intended for in the first place.
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 27, 2015, 04:53:34 pm
XOps, May I suggest to change the red/pink mouth on the actual spritesheet a bit? The creature is VERY nice, but in higher resolutions (and thus smaller unit)  it no longer looks threatening, but actually unintentionally cute due to the pink mouth (which then look like big lips with buckteeth)  :D

Anyway: Here a small mod I made as I grew tired of my whole base falling down in shambles after throwing a simple 50 damage grenade.

This MCD set makes the walls and doors in the TFTD bases as hard as the UFO:EU ones.

The original TFTD value for both was 45 armor.
UFO:EU had it at  45 (small doors), 75 (big doors) and 80 for the walls.

As the TFTD base set lacks big doors I changed the existing small door armor to 75 as those are used in the air-lock and should provide some resistance.

I made this changes as I grew tired of the paper thin walls that led to unnecessary huge losses in bases, facilities and soldiers. The TFTD bases are supposed to be below the water surface, giving them LESS strength than the UFO:EU ones was only a dirt-cheap and artificial change to raise the difficulty imho.

Using the "Aggressive Retaliation" option in OpenXcom made this even more visible to me. Losing several campaigns on game day 2 because my 8 lightly armed and unarmored rookies can't stop a battleship full of PSI-aliens really made me angry. This mod should help at least a TINY bit to give your troops more hiding chances. Don't get me wrong, I like a challenge but there is a certain limit to everything.

As a side-effect of the changes you can now use those proxy-grenade tactics again which gives your troops a standing chance against those overly early attacks.

civilian 2015. feel free to use this files in any way you see fit.
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 27, 2015, 05:05:05 pm
I realized that TFTD is much harder to mod than UFO:EU, not technically, but because the game is much more complete, every item has a VERY specific purpose, every alien has to appear at a certain time etc. There is not much space left (imo) for new units or weapons.

That does not mean that TFTD is without a dire need of fixes and mods. The research tree is a desaster area with essential researches being unavailable because you simply do not encounter a specific alien, the early tanks are COMPLETELY useless, the gas-cannon is absurdly overpowered, and that last statement was an understatement...

And don't get me started with the essentially useless Gauss infantry weapons, the ability to skip right down to PSI and thus the game becoming a farce....

One more thing: My 1x1 sized drones are useless in TFTD, i realized that after some campaigns. They are simply too fragile and their weapons too weak. Otoh making them sturdier and carry bigger weapons makes them overpowered right away. Better fix the tanks (make them cheaper, raise their accuracy) and hide your troops behind them.

About the sharkmen^: I really like them, no two ways about that, but it will be difficult to find a niché for them where they are not simply one additional race, but actually serve a real purpose. Maybe merging them with the Grunge ufo mod and give them some new weaponry? tldr: TFTD is hard to change, it feels much more "hardcoded" than UFO:EU. It feels like it (the game) has been given much more planning, though. The maps especially are awesome.
Title: Re: [TFTD] USO mods and some Resources
Post by: XOps on December 27, 2015, 06:16:22 pm
About the sharkmen^: I really like them, no two ways about that, but it will be difficult to find a niché for them where they are not simply one additional race, but actually serve a real purpose. Maybe merging them with the Grunge ufo mod and give them some new weaponry? tldr: TFTD is hard to change, it feels much more "hardcoded" than UFO:EU. It feels like it (the game) has been given much more planning, though. The maps especially are awesome.

In regards to the sharkmen, stats wise, they are tougher than Gillmen and Aquatoids, but weaker than Lobstermen and Tasoths. Interesting that UFO has 5 primary Alien races (that is, aliens who use weapons, not counting Terror units) where as TFTD only has 4.
Aquatoid ~ Sectoids
Gillmen ~ Floaters
? ~ Snakemen(this is where I am aiming to put the sharkmen)
Lobstermen ~ Mutons (Though far tougher than mutons since you can still easily put down mutons with heavy plasma)
Tasoths ~ Ethereals (Though Tasoths are far weaker than Ethereals since not all of them can use MC unlike the psi spamming Ethereals)
I was planning to have them show up before Lobstermen, but after Gillmen and Aquatoids. I think there is a bit of a gap in TFTD in terms of alien difficulty. You go from one shoting Gillmen to invincible Lobstermen way too quickly. In addition, the game throws Lobstermen at you too much (at least in my playthroughs). I think there is a little room left for one or two mid game aliens, though it still wouldn't fix the useless gauss/just go straight to sonic issue. What TFTD really needs is a pacing fix since it doesn't really have a mid game in terms of both aliens and weapons.
Title: Re: [TFTD] USO mods and some Resources
Post by: davide on December 28, 2015, 11:56:21 am
I totaly agree with both previous posts  :D

Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 30, 2015, 04:22:48 pm
I think there is a bit of a gap in TFTD in terms of alien difficulty. You go from one shoting Gillmen to invincible Lobstermen way too quickly. In addition, the game throws Lobstermen at you too much (at least in my playthroughs). I think there is a little room left for one or two mid game aliens, though it still wouldn't fix the useless gauss/just go straight to sonic issue. What TFTD really needs is a pacing fix since it doesn't really have a mid game in terms of both aliens and weapons.

I couldn't agree more, especially about the non-existence of a mid-game.   :)
In my (personal) TFTD mod I addressed the things you've mentioned, and TFTD really benefits from a more powerful Gauss, it makes the game feel more complete. Fwiw, I used similar stats for the Gauss like the Plasma weapons in EU have , in the ufopaedia it actually states that they are developments of those. (Heavy Plasma 115 damage -> my Heavy Gauss 110 damage etc). I did not touch the endgame alien's armor, though, so Sonic weapons are still the way to go.
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 30, 2015, 04:33:06 pm
Here some more small mods:

-A mod that adds 3 cruising ship variants
- One that adds mapblocks to the Port and Island maps
-a Hallucinoid that has the ranged weapon the ufopedia mentions (as well as its melee attack)
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on December 30, 2015, 04:35:23 pm
Here a psi-amp/MC_Disruptor-like icon with corresponding Ufopedia page, I use it as a heavy-no-LOS-version complementing the ingame LOS-version (that is in my personal mod)  :)
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 06, 2016, 11:05:49 am
Here some more resources

-all TFTD melee weapons in 1x3 size (instead of the default 2x3)
-a green triscene
-a slightly recolored Aquatoid
-an orange Celatid for TFTD
-a PCK file that recolors the pyramids from green/blue to sand colored
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 06, 2016, 11:07:20 am
here some small mods
 
This mod adds two tools to the purchasable items in TFTD.

1. The Breaching Charge. A one-tile ranged device to open USO hulls. It takes a lot of TU to fire it, so provide cover for the unit using it, as there's only enough time to step 1 tile aside aside after using it. It has a weight of 3 and is 1 width x2 height tiles big, perfect for the belt.

2. The Tranquilizer. A device that keeps stunned units unconscious for the rest of the mission (provided you do not play longer than 100 turns in a single mission, which never happened to me in 20+ years of XCom playing...) It has a weight of 2 and a size of 1x1, so you can put it everywhere in your inventory where you want. It can be used as a stun weapon, too, BUT it takes 30 TUs to use it, so you have to be VERY close to use it that way. Also: A standing unit, treated with one dose of tranquilizer, will not drop down right away as OpenXcom does not update the stun status of units too often. But as soon as you or the aliens use a weapon somewhere on the map, or if you end the turn, the unit will drop. Some (unstunned) rare units on highest difficulty levels might need two doses, but usually one dose is way more than enough. One more note: Enemy units under your mind-control can NOT be treated, you will have to wait for them to be uncontrolled again.

3. Both devices come with an Ufopaedia picture and a custom inventory icon. They can be bought right from the start and are not too expensive. They have been carefully balanced and play-tested for a VERY long time (in XCom EU actually) and then were converted to TFTD as I missed my 2 mods in that game.  :-)

Feel free to use those files in any way you see fit. 2016 new_civilian aka civilian



.------------------.------------.--------------



and


This mod changes the look, the layout and the time unit usage of the TFTD inventory screen.
It is meant to streamline that interface enormously and make it easier and WAY more intuitive, no longer will you have to study any TimeUnit usage lists to avoid excessive wasting of precious TUs, no longer will you need ~20 TUs just to put something in your backpack. On top of that you get a better belt and a TAC slot, which simulates a (slung) quick-slot on your shoulder.
You will spend much less time (and TUs) in the inventory, making the game less boring and much more focused.

Changes:
-ALL actions into and from the backpack take 4 TUs.
-ALL actions into Shoulder, Legs and Hands take 2 TUs. There is also one action that takes 0 TUs: If you drop something from your hands to the ground. I mean, come on, you just open your hand, that hardly takes time at all.
-ALL actions from the BELT and TAC slot take 2 TUs as well, with the exceptions of dropping things to the ground and equipping them into and from your hands/belt. Both those actions take 0 TUs to give a a quick-slot ability.
-BELT layout slightly changed, has more capacity without going over-board. Nice to put your mind-probes in.
-TAC slot added which is great to e.g. shoulder your Thermal Tazer. It also works as a quick-slot, meaning it requires no TUs if you put items to/from your hands there or on the ground.
-Grid darkened

Feel free to use those files in any way you see fit. 2016 new_civilian aka civilian

credits for the dark grid idea goes to XOps, who made something similar for his XenoOperations mod.


Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 06, 2016, 11:09:28 am
Here some more seources and some screenshots of the mods above^

-a white Tentaculat (looks more brainy)

-a PCK file that changes the XCom base doors to yellow
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 07, 2016, 11:08:16 am
More mods/options

First a new TFTD Island Terror terrain

This mods adds an abandoned research facility area to the Island Terror mission selection. I made this as I was tired of ALWAYS having the same 2 terrains to fight ground missions on... :-)

About the terrain:
It's basically the Underwater Research facility on land, that means minus the sand, the bubbles, and the water of course.
I also fixed the map files so that big terror units do not spawn inside the buildings, a bug that the default TFTD terrain still has btw.

Feel free to use this mod in any way you see fit. 2016 civilian
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 07, 2016, 11:11:17 am
Then some gameplay mods

-One mod that makes the Lifts of the Lockheed mod transporter behave like the rest of the TFTD lifts
-Another one which makes hte TFTD lifts behave like in UFO
-One more which makes the opposite for UFO:EU doors



######################################



An experimental mod that makes TFTD lift tiles behave like the ones in UFO: You can now see and shoot through lift tiles. This makes the game harder as you can no longer simply block a lift by standing on it. But it also allows you to shoot at blocking enemies, so....

Feel free to use these files in any way you see fit.

civilian 2016


An experimental mod that makes UFO lift tiles behave like the ones in TFTD: You can now not see and shoot through lift tiles. This makes the game easier as you can simply block a lift by standing on it. But it also allows blocking by enemies, so....

Feel free to use these files in any way you see fit.

civilian 2016
Title: Re: [TFTD] USO mods and some Resources
Post by: davide on April 07, 2016, 12:42:08 pm
This mods adds an abandoned research facility area to the Island Terror mission selection. I made this as I was tired of ALWAYS having the same 2 terrains to fight ground missions on... :-)

About the terrain:
It's basically the Underwater Research facility on land, that means minus the sand, the bubbles, and the water of course.


I like the idea,
and I recognize that in these moment you're the only modder of MAP for Open TFTD
but I my little opinion,
aesthetically not work ... ehm

I think that research facilty could fit better with polar or mountain terrain

and as guidelines only,
let me tell you to remember the Ufo2k Normandy terrain that
perhaps could be adapted for TFTD.

An other chance could be alternate Alien artifact site with XOps's Temple

In any case, thanks for your efforts


 


Title: Re: [TFTD] USO mods and some Resources
Post by: harre on April 07, 2016, 03:51:28 pm
Nice ones, I'm going to try some of these out in my next playthrough
Title: Re: [TFTD] USO mods and some Resources
Post by: ivandogovich on April 07, 2016, 07:00:11 pm
(https://openxcom.org/forum/index.php?action=dlattach;topic=4157.0;attach=21210)

You know you've been playing too much XPirateZ when you look at this image and immediately start IDing a "Trader's Guild Pogrom" mission.
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 10, 2016, 10:55:37 am
A quick update on the Gravlift mod for users that have the Grunge-USO mod installed, it adds edited maps for those USOs, the original maps had a "cover" plate over those lifts.
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 10, 2016, 10:57:49 am
Here some more mod"lets"  :)

-One which changes the Gauss weapon inventory icons a bit
-One which adds a enemy race

*** updated, Gauss now with Ufopedia pics
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 10, 2016, 10:58:36 am
some more pics

--- posts merged by Solarius Scorch, your friendly neighbourhood moderator ---

I like the idea,
and I recognize that in these moment you're the only modder of MAP for Open TFTD
but I my little opinion,
aesthetically not work ... ehm

I think that research facilty could fit better with polar or mountain terrain

and as guidelines only,
let me tell you to remember the Ufo2k Normandy terrain that
perhaps could be adapted for TFTD.

An other chance could be alternate Alien artifact site with XOps's Temple

In any case, thanks for your efforts

no problem, I know the terrain isn't perfect, it was a rather crude conversion , but  i was SOOOO tired of the Island terror missions.....   ;D

I saw the maps you wrote about, but I think if I do something in that direction i will make it all by myself and do something new. But atm I am so busy with all the smaller mods^ and actually playing, so don't hold your breath.  :)

ivandogovich, I never got that far in Piratez  :-[
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 11, 2016, 10:31:32 am
Here something for all you tired of the port terrain:

THE UFO TERROR CITY IN TFTD !!!

This mod adds the XCOM-UFO City Terror Terrain to the XCOM-TFTD Port Attack missions. The maps are from me (civilian), hellrazor and luke83, the mod itself is from me.
I had to take some shortcuts to make the Terrain possible in TFTD, so there are no roads atm and the graphics look a bit different, but the mod is perfectly playable.

Fell free to use my files in anyway you see fit, but please give credit to hellrazor and/or Luke83 when using their maps.

civilian 2016



have fun and use those files in any way you see fit!
Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 12, 2016, 05:46:41 pm
No replies about the Terrain above^??? :o

Oh well.  :)

Anyway, here some more terrains, mods and resources

1. A green Ion Armor with Inventory screens
2. A 2-waypont weapon called seeker with ruleset, it works as is for the user, but sadly the AI can't use them....
3. 2 new Alien Artifact terrains!
Title: Re: [TFTD] USO mods and some Resources
Post by: davide on April 13, 2016, 12:15:55 am
No replies about the Terrain above^??? :o


I think that the lukewarm reception of your proposal about  urban terrain depends on it is much used.




Title: Re: [TFTD] USO mods and some Resources
Post by: new_civilian on April 13, 2016, 11:45:21 am
I think that the lukewarm reception of your proposal about  urban terrain depends on it is much used.

Oh well whatever.  :D

It seems XCom 2 draws away many users these days...
Title: Re: [TFTD] USO mods and some Resources (Update April, 12th)
Post by: Arthanor on April 13, 2016, 09:57:50 pm
Actually, I suspect that most people are busy playing XCom:EU mods (XPiratez and some FMP/Redux) and not playing much TftD, especially modded.

I really like the research facility terrain you have, although I feel like it would be better being an underwater mission representing a science base that has been overwhelmed by aliens. Spawn a few dead civilian corpses, a few zombies in the alien deployment, maybe some civilians in a light diving suit getting murdered, maybe a landed USO and you have a cool underwater terror mission!

As to the above water city terrain, I feel like TftD's urban terrors were always its weakest part. EU feels much better with the urban stuff. TftD does better under water, in boats (those are painful, but very characterful) and least bad in ports where there is at least some water/nautical element. Unless it is for a hybrid game, I feel like more urban terrain isn't really adding much in keeping with the water character of the game.
Title: Re: [TFTD] USO mods and some Resources (Update April, 12th)
Post by: davide on April 13, 2016, 10:43:22 pm
The terrain really necessary in  TFTD is something near to that:

(https://blog.khamsin.org/public/oilPlatform/OilPlatform_02HD.jpg)
Title: Re: [TFTD] USO mods and some Resources (Update April, 12th)
Post by: new_civilian on April 14, 2016, 11:01:58 am
Yes that's a very good idea!

Here something tiny I made: A mod that adds a landed Scout USO on an cargoship variant, meaning it does not replace the originalm, but adds a second one (with aforementioned USO)

Arthanor, davide, thanks for your input, I will see what I can do, but I am not an "Artist"-Modder, more like a worker-modder-player-somthing....  :-[
Title: Re: [TFTD] USO mods and some Resources (Update April, 14th)
Post by: Blank on April 14, 2016, 02:36:25 pm
I can't get the city terrain to work. Openxcom just crashes, giving out a log, what looks like the important part is here:

Quote
[14-04-2016 12:21:43]   [INFO]   Bad node in RMP file: ROUTES/TRITON.RMP Node #2 is outside map boundaries at X:10 Y:9 Z:1. Culling Node.
[14-04-2016 12:21:43]   [FATAL]   A fatal error has occurred: code 0xc0000005

Just upgraded to the latest nightly build in case I was missing something but same thing. I'm guessing it's having trouble placing the Triton down? Has anyone else had any trouble running it?
Title: Re: [TFTD] USO mods and some Resources (Update April, 14th)
Post by: Solarius Scorch on April 14, 2016, 03:28:37 pm
The Triton RMP file is known to have issues. There was a nightly which didn't allow for bad nodes, I mean didn't allow the game to start, but then the devs had to disable this due to such bugs in vanilla maps.
My suggestion? Make a new RMP file for this craft. It's a matter of a minute or two, after all you need, like 3 nodes there?
Title: Re: [TFTD] USO mods and some Resources (Update April, 14th)
Post by: Blank on April 14, 2016, 11:22:29 pm
Ah, vanilla bugs! Civilian already has a mod with triton reskins. And I can always try it with the leviathan, which still crashes except I have even less of a clue why:

Quote
[14-04-2016 21:13:04]   [INFO]   OpenXcom started successfully!
[14-04-2016 21:13:04]   [INFO]   requested file not found: ANIMS/LOGO.VID
[14-04-2016 21:13:13]   [INFO]   Attempting to set display to 1024x768x32...
[14-04-2016 21:13:14]   [INFO]   Display set to 1024x768x32.
[14-04-2016 21:13:22]   [FATAL]   A fatal error has occurred: code 0xc0000005
[14-04-2016 21:13:22]   [FATAL]   0xa970d0 SDL_FreeWAV (??: 487)
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   0xa970d0 SDL_FreeWAV (??: 487)
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   0x770c3378 BaseThreadInitThunk (??: 487)
[14-04-2016 21:13:22]   [FATAL]   0x778c989f RtlInitializeExceptionChain (??: 487)
[14-04-2016 21:13:22]   [FATAL]   0x778c989f RtlInitializeExceptionChain (??: 487)
[14-04-2016 21:13:23]   [FATAL]   Crash dump generated at C:\Users\Blank\Documents\OpenXcom\14-04-2016_21-13-22.dmp
[14-04-2016 21:13:31]   [FATAL]   OpenXcom has crashed: code 0xc0000005
Title: Re: [TFTD] USO mods and some Resources (Update April, 14th)
Post by: new_civilian on April 15, 2016, 11:04:44 am
Seems you are having some sound problems, [14-04-2016 21:13:22]   [FATAL]   0xa970d0 SDL_FreeWAV (??: 487)

not my mod's fault  ;D
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on April 27, 2016, 07:23:40 pm
Here something a bit technical. I saw that robin's "From the Apocalypse" mod had a zombie unit without the chryssalid spawn animation. I made something similar for the TFTD zombie. You will have to set the deathframes in the armor section to 3 to make it work. Thanks to robin for the good idea!

If you ask yourself what this is good for: It will allow you to change the zombie into a non spawning-unit for e.g. a zombie-race-mod, where zombies kill humans and produce other zombies BUT no tentaculats. This could be acchieved before by removing the spawnunit entry, BUT then the dying zombie had no death-animation, which looked strange.

One more thing: If you remove the spawning from the zombie unit, you have to give it a corpse e.g. the male civilian corpse. In the rul-files a zombie_corpse is called for, but there exists none (as it was never needed due to the chryssalid/tentaculat spawning). If you forget that the game will crash once a zombie dies.

Oh well, as i said, it's a bit technical. But I am sure there are people outthere that do not want Tentaculats/Chryssalids to spawn and instead go for a zombie-only battle.


This actually would be a nice addon-mission: Relieve the city under attack from zombies....  :)
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: Solarius Scorch on April 27, 2016, 07:30:54 pm
Funny thing, I did the same... I'll place it here for comparison.
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on April 27, 2016, 07:37:31 pm
That's the Xcom 1 zombie! EEEEk, get it out of my TFTD thread!  ;D

j/k. Nice work, gonna use it for my Chryssalid-free zombies in my Xcom 1.  :)
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: Arthanor on April 27, 2016, 07:42:22 pm
Use zombies that zombify other units and just die when you put them down instead of spawning a new monster, then you have a proper starting block for Z-Com as was discussed in another thread.
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on April 27, 2016, 07:46:34 pm
Correct, I guess that was the idea behind robin/solarius/my work.
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: Solarius Scorch on April 27, 2016, 07:52:03 pm
Yeah, there will be such zombies in X-Com Files. But not all of them, only a special type.
Title: Re: [TFTD] USO mods and some Resources
Post by: Roxis231 on May 02, 2016, 02:48:50 am
Other than XenoWiper's mod there are already some  mods on portal

There's also my Baracuda/Manta Upgrades (https://openxcom.org/forum/index.php/topic,4548.0.html) Mod, which lets you use the Baracuda and Manta as Transport/Interceptors.
Title: mod request - green ion armor
Post by: Varana on August 05, 2016, 03:57:10 pm
I like this green TFTD ion armor. :D
And its color still fits to the UP article of ion armor. And in combat it does not look like the standard mag. ion armor.

So I really would like to have this armor as ion armor, but to keep the original yellow one as mag. ion armor. Than mixed teams would be more interesting (I swapped the armor values in a little mod, so my floating mag. ion armor is weaker than the ground standing heavy ion armor).

The problem is, I don't know how to do this. Could someone please wrap a mod around these graphics?
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on August 18, 2016, 11:40:59 am
something i used to make a phosphorous grenade, maybe someone wants them
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on August 26, 2016, 03:47:46 pm
here two additional alien bease entries, for more randomness when deploying...
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on August 26, 2016, 03:49:00 pm
Here a re-color variant of the alien base, not sure if everyone will like it, as the colors are somewhat strange
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on August 26, 2016, 03:51:00 pm
Handobjects for a one-handed disruptor launcher
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on August 26, 2016, 03:51:44 pm
A grey sectoid for TFTD

update: Now can also be used as a soldier type, I added the missing kneeling graphics.

ah, acidentally deleted the inventory file, will add it again in the next days
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on August 29, 2016, 11:33:28 am
A recolor/replacement for the Triscene
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on August 30, 2016, 12:08:42 pm
here the inventory screen  :-[
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: Solarius Scorch on August 30, 2016, 01:04:31 pm
Nice Sectoid :D But I prefer the one from the Ufopaedia, which doesn't look like it has lycantropy.
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on August 31, 2016, 11:32:35 am
That`s one of those compliments that you makes you wonder if you should laugh or shoot the one complimenting you...  ;D


Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: Solarius Scorch on August 31, 2016, 02:24:27 pm
That`s one of those compliments that you makes you wonder if you should laugh or shoot the one complimenting you...  ;D

Well, it does remind me of the feral "Sectoids" from the new X-COM.
But of course I know it's basically taken from TFTD... :)
Title: Re: [TFTD] USO mods and some Resources (Update April, 27th)
Post by: new_civilian on September 01, 2016, 11:36:59 am
Feral sectoids. Nice mod idea. They could spawn once a sectoid is shot down, would look like they lost it...



Anyway, here a grenade graphic along with a fitting ufopaedia graphic. I am using it as an early weak stun grenade, but it coud be anything really.
Title: Re: [TFTD] USO mods and some Resources (Update September, 1st)
Post by: new_civilian on September 10, 2016, 11:46:03 am
Updated the ^new artifact sites mod, found a missing ground tile (came from original TFTD map fwiw)
Title: Re: [TFTD] USO mods and some Resources (Update September, 1st)
Post by: new_civilian on September 11, 2016, 03:06:28 pm
Here files to replace the default Bigobs, i first planned to release it as a mod, but instead opted for a resource-release only.

I hated that the original files looked uncentered and or just wrong in terms of point-of-view (The heavy magna explosive) so I reworked them all.
Title: Re: [TFTD] USO mods and some Resources (Update September, 1st)
Post by: new_civilian on September 11, 2016, 03:07:31 pm
-continued-
Title: Re: [TFTD] USO mods and some Resources (Update September, 1st)
Post by: new_civilian on September 11, 2016, 03:08:22 pm
-still continued-
Title: Re: [TFTD] USO mods and some Resources (Update September, 1st)
Post by: new_civilian on September 11, 2016, 03:09:38 pm
Here the ammo and a zip containing all ^bigobs above.
and some alternative sounds.
Title: Re: [TFTD] USO mods and some Resources (Update September, 1st)
Post by: new_civilian on September 11, 2016, 03:10:58 pm
here an alternative layout for the liner ship, now the aliens can't jump the starting location like rabid bees.
Title: Re: [TFTD] USO mods and some Resources (Update September, 1st)
Post by: niculinux on September 11, 2016, 03:11:49 pm
Considered to relase all this stuff (the complete one) in one single mod ready for use for newbies' sake? :)
Title: Re: [TFTD] USO mods and some Resources (Update September, 1st)
Post by: new_civilian on September 11, 2016, 03:12:43 pm
And here a fix for the default diving suit, one of the aquanauts has badges on the arm, the others don't, so I removed them from her.

File is in the ufograph folder. Not sure if I should add it to the combo-patch, so I release it here instead.

--- posts merged ---

Considered to relase all this stuff (the complete one) in one single mod ready for use for newbies' sake? :)

I thought about it, but decided against it, because my mod's changes are too drastic and personal and I do not want to maintain a big mod like this anymore. Sorry.
Title: Re: [TFTD] USO mods and some Resources (Update September, 1st)
Post by: niculinux on September 11, 2016, 03:20:16 pm
All right :). Considered also making weapons/items addon to be easily used? There are much of such kods still for TFTD. Somethign equivalent, for instance, tomCanadianBeaver's Awesome guns for ufo: enemy unknown (https://openxcom.org/forum/index.php/topic,4823.0.html)?
Title: Re: [TFTD] USO mods and some Resources (Update September, 11th)
Post by: new_civilian on September 13, 2016, 12:51:20 pm
Nope, but as you are very polite, here my personal mod, only for you. This is not a public release, but maybe someone likes certain things/ideas and wants them. I will provide no support for this, though.  :)

-edited-: Made separate thread
Title: Re: [TFTD] USO mods and some Resources (Update September, 11th)
Post by: davide on September 13, 2016, 01:17:50 pm
....practically a personal unsupported FMP for TFTD   :P

thanks by me too

--- posts merged ---

Did you merge  last version of  Roxis231's  Enhanced Reskin of T.f.t.D. Craft  (1.2a) ?

Thanks
Title: Re: [TFTD] USO mods and some Resources (Update September, 11th)
Post by: new_civilian on September 14, 2016, 01:34:03 pm
I think yes, but I am not sure, basically I used stuff from every interesting TFTD mod outthere. If it`s the case then I tweaked/edited it heavily anyway  :D
Title: Re: [TFTD] USO mods and some Resources (Update September, 11th)
Post by: niculinux on September 15, 2016, 09:59:52 am
Thank you very very very much!!!!  :-*

Edit: it should be linux compatible, i guess?
Title: Re: [TFTD] USO mods and some Resources (Update September, 11th)
Post by: new_civilian on September 15, 2016, 11:38:12 am
Thank you very very very much!!!!  :-*

Edit: it should be linux compatible, i guess?

I honestly don't know.  :-\

Anyway, I decided to make this an official release, and to make a different thread for it. :-)
Thanks for your help, davide and niculinux!

Oh and here two new maps to make ceratin mission s less predictable:
They are both included in the new version of the mod^ I just post them here if someone wants to use them in a different mod
Title: Re: [TFTD] USO mods and some Resources (Update September, 15th)
Post by: niculinux on September 15, 2016, 05:05:03 pm
A final relase has been made and it is here (https://openxcom.org/forum/index.php/topic,4931.0.html) Thank  you!!
Title: Re: [TFTD] USO mods and some Resources (Update September, 15th)
Post by: Dr.Crowley on May 27, 2017, 07:18:22 pm
Despite being a sort of necromancer for this tread, I would like to thank new_civilian for his efforts. TFTD really needs more polishing and modding. Since I started my personal mod for TFTD (I haven't got too far from changing some weapon stats and rewriting some Ufopedia arcticles yet, so my mod doesn't deserve to be see even as version 0.1), I would like also to ask a permission to use your modification in my "project".