OpenXcom Forum

Modding => Work In Progress => Topic started by: luke83 on April 24, 2012, 11:48:01 am

Title: OpenXcom mods
Post by: luke83 on April 24, 2012, 11:48:01 am
OpenXcom Mods now contains both my work and Moriart's work as well as some Idiots guides to modding maps to be used in openxcom.

 https://openxcommods.weebly.com/

Title: Re: OpenXcom mods
Post by: luke83 on August 30, 2012, 10:18:48 pm
Ryskeliini work can now be found on this site also.
Title: Re: OpenXcom mods
Post by: Munkeylord on November 17, 2012, 11:05:18 pm
Posted an update to my ww2 mod here. https://www.strategycore.co.uk/forums/topic/10147-openxcom-ww2-mod/ (https://www.strategycore.co.uk/forums/topic/10147-openxcom-ww2-mod/)

Title: Re: OpenXcom mods
Post by: Warboy1982 on November 17, 2012, 11:19:44 pm
mmmm.... WW2 Flavour.

can't wait to see where this leads
Title: Re: OpenXcom mods
Post by: Mr. Quiet on May 10, 2013, 05:39:47 am
Darn, I was hoping to find Bagirov's Uniforms on your site, Luke. I only have the folder with his name on it. It's empty! I loved the Urban uniform so much, I can't play with it! If anyone has them, can you post them up here and let us know if they work on OXC 0.9.
Title: Re: OpenXcom mods
Post by: luke83 on May 10, 2013, 02:23:26 pm
I am sure i have the graphics but i think there currently hosted at StratergyCore site. AS for there support, i dont know if the code to support them was implemented into Openxcom ( as long as you only want to use the one uniform on all battles, that will work).

Here is a link to where yo can download them "https://www.strategycore.co.uk/files/bagirovs-camo/"

I had thought about making a copy of all these files on the MODSITE but stratergy core is doing a good job keeping them safe right now, if that ever changes i will add them later.

I have someone's DOOM mod here, not sure where i got it from but it would be cool to finish it off for a OXC mini campaign .
UPDATE:

Doom mod here , need some map builders to do some large levels and a way to LINK levels  together without Geoscape , maybe with story pages between them

https://www.xcomufo.com/forums/index.php?showtopic=242028708
Title: Re: OpenXcom mods
Post by: Cirius on May 24, 2013, 10:22:03 pm
Doom mod here , need some map builders to do some large levels and a way to LINK levels  together without Geoscape , maybe with story pages between them

That's a very interesting idea actually, having linked maps together to form a kind of mini-story.

I suppose once TFTD's multi-stage missions  are done that might be possible, although as I'm typing this, I'm realising that the Cydonia mission pretty much does it already?

Ho hum, one for the technical wizards I suppose.
Title: Re: OpenXcom mods
Post by: moriarty on May 24, 2013, 11:21:15 pm
I suppose that Cydonia is hardcoded... but I guess that for TFTD's two-level-missions, somebody might start thinking about externalizing it.
Title: Re: OpenXcom mods
Post by: luke83 on May 25, 2013, 04:43:20 am
I have so many planned projects to do once my course is over ( good news is i should have this 2 year course done in 1 year , so next year ,expect so more mods coming from me :P )

* Expanded UFO;s
* 3d Models of all Xcom Craft
*Several Levels of DOOM terrain maps ( we can work out Linking later, these will be good for new Underground maps also)
* Entire set of Pyramid Crafts
*Expanded TFTD  Ships ( most likely not as Extensive as UFO's craft)

6 more months people and the Fun ( for me ) can start again :)
Title: Re: OpenXcom mods
Post by: Nightwolf on May 25, 2013, 01:28:45 pm
Just to to know... is possible to add new maps, instead of replace them, like the ones from openxcom mods to give more variety? Is there a documment how to do it? What could be cool if real like cities could be done when ufos attacks a city, for example, Paris, so this city is "model" on the game.
Title: Re: OpenXcom mods
Post by: luke83 on May 25, 2013, 02:12:05 pm
Honestly i cant answer that as i have not had time to have a look at all the progress over the last 6 months , Daiky, Waboy,    little help here ?
Title: Re: OpenXcom mods
Post by: Nightwolf on May 25, 2013, 02:18:06 pm
hehe i hope can be done as easy as: Just to define a map, define a tileset, enemies, type of mission and.... thats it! :)
Title: Re: OpenXcom mods
Post by: Warboy1982 on May 25, 2013, 03:07:02 pm
Honestly i cant answer that as i have not had time to have a look at all the progress over the last 6 months , Daiky, Waboy, little help here ?

these fields have been added since you last checked.

  - name: EXAMPLE
    largeBlockLimit: this is the number of 20x20 (or larger) mapblocks to use.
    mapBlocks:
        subType: pretty self explanatory, type and subtype are treated in an "or" manner.
        frequency: the static odds of this mapblock being chosen. with 6 mapblocks, and a frequency of 2, this block will have a 2/7 chance of being chosen.
        maxCount: maximum number of times this block type can be used, also doubles as a dynamic frequency. each time this map block is chosen, it's effective frequency is reduced.
Title: Re: OpenXcom mods
Post by: Daiky on May 25, 2013, 03:14:06 pm
Just to to know... is possible to add new maps, instead of replace them
If you redefine a terrain with own maps you want to add, you'll have to repeat the default maps. This way modders can choose to either add maps or replace them. Otherwise it would only be possible to add maps.

For example, if you have created a new farm map (CULTA terrain) named CULTA19, you created a new ruleset:
terrains:
  - name: CULTA
    mapBlocks:
      - name: CULTA19
        width: 10
        length: 10

then the game will only use your map when generating a farm terrain.
To prevent this, you copypaste the terrain with all it's mapBlocks to your own ruleset and append your mapBlock to it.

(another way is to edit the default ruleset, but this is not recommended because you'll need to re-apply your changes everytime the default ruleset changes)
Title: Re: OpenXcom mods
Post by: mercy on June 07, 2013, 01:46:04 pm
Luke i think on your map where this sectoid always throws a grenade then  OpenXCOM latest GIT crashes. (Also when i kill his buddy sectoid inside the warehouse game CTDs reported on bugtracker)

Maybe something off at this spot?:

https://www.mediafire.com/download/i1as21vall33e6f/OpenXCOMsavegame.zip (https://www.mediafire.com/download/i1as21vall33e6f/OpenXCOMsavegame.zip)

Update

I removed all terror site MOD maps and the terror mission went down without any CTD.   :((  I am sorry, because the MODDED maps look and feel awesome!
Title: Re: OpenXcom mods
Post by: Warboy1982 on June 10, 2013, 10:02:46 am
i guess we should start writing up some sort of guidelines for mods.

unfortunately i lack the knowledge of the intricacies of the english language and command of verbal structure to write a straightforward and intuitive set of instructions as to how one should approach the endeavour, and should you require any evidence, i encourage you to pay closer attention to my "eccentric" usage of punctuation, as this sentence itself is now three lines long, and shows no sign of ending any time soon, in fact, i could probably write a whole paragraph without using a single period... except perhaps to indicate a pause for thought, and obviously the single one at the end to signify "i'm done talking.".

i am, however, capable of answering any inquiries regarding definition of new objects, what the variables mean, and how they correspond to behaviour within the executable itself.
Title: Re: OpenXcom mods
Post by: pmprog on June 12, 2013, 12:31:45 pm
i guess we should start writing up some sort of guidelines for mods.

unfortunately i lack the knowledge of the intricacies of the english language and command of verbal structure to write a straightforward and intuitive set of instructions as to how one should approach the endeavour, and should you require any evidence, i encourage you to pay closer attention to my "eccentric" usage of punctuation, as this sentence itself is now three lines long, and shows no sign of ending any time soon, in fact, i could probably write a whole paragraph without using a single period... except perhaps to indicate a pause for thought, and obviously the single one at the end to signify "i'm done talking.".

i am, however, capable of answering any inquiries regarding definition of new objects, what the variables mean, and how they correspond to behaviour within the executable itself.
I think your English is perfectly fine for any sort of guidelines. But if you want, I can be your "editor" if you want to write something up
Title: Re: OpenXcom mods
Post by: Warboy1982 on June 19, 2013, 06:45:12 am
the basics of adding new graphics:

here's a (basic and incomplete-ish) list of graphics files used internally:

https://www.ufopaedia.org/index.php?title=UNITS (https://www.ufopaedia.org/index.php?title=UNITS)

https://www.ufopaedia.org/index.php?title=UFOGRAPH (https://www.ufopaedia.org/index.php?title=UFOGRAPH)

https://www.ufopaedia.org/index.php?title=GEOGRAPH (https://www.ufopaedia.org/index.php?title=GEOGRAPH)

when defining new graphics, you will either be adding to/replacing sprites in one of these sets, or creating your own new ones.

so, for example:

extraSprites:
  - type: BIGOBS.PCK
    files:
      1: Resources/Chiko/SuperCoolWeapon.png

would replace entry 1 in BIGOBS.PCK (https://www.ufopaedia.org/index.php?title=BIGOBS.PCK#Images), the rifle (remember to count from 0) with the contents of Resources/Chiko/SuperCoolWeapon.png.

if you define a sprite entry within the bounds of the original file, it will replace an entry in that set, for example, the Moriarty armor (https://openxcom.org/forum/index.php/topic,493.0.html) replaces the corpse for the power suit in BIGOBS.PCK (https://www.ufopaedia.org/index.php?title=BIGOBS.PCK#Images) and FLOOROB.PCK (https://www.ufopaedia.org/index.php?title=FLOOROB.PCK#Image), and the torso sections of XCOM_2.PCK (https://www.ufopaedia.org/index.php?title=XCOM_2.PCK#Image). mods that replace original graphics may override each other, load order in the config is the key to priority here. if you define a file name, it will only replace that particular entry, if you define a directory name (ie: ends with "/") it will use the entire contents of that folder, in alphanumeric order, starting from the entry you define.

if you define a sprite entry HIGHER than the contents of the original file, it will create a new entry in that set, so you can define a new item that refers to it,  for example, the Moriarty armor (https://openxcom.org/forum/index.php/topic,493.0.html) adds new flying armor corpse sprites to BIGOBS.PCK (https://www.ufopaedia.org/index.php?title=BIGOBS.PCK#Images) and FLOOROB.PCK (https://www.ufopaedia.org/index.php?title=FLOOROB.PCK#Image). you don't need to worry about your sprite additions conflicting with someone else's mod, i already worried about that for you. so, for example, two mods can define a new bigobs item 57, and they won't override each other. it uses internal mod indexing, so define your additional sprites in the same ruleset as the additional items.

you can also define entirely new sprite sets, for example:

extraSprites:
  - type: GIANTBUNNY.PCK
    width: 32
    height: 40
    files:
      0: Resources/Bunny/sprite/
  - type: GIANTBUNNYUFOPAEDIA.SPK
    width: 320
    height: 200
    singleImage: true
    files:
      0: Resources/Bunny/UFOPaedia.png

would create a new spritesheet called "GIANTBUNNY.PCK", using the contents of the folder "Resources/Bunny/sprite/" and a new single image (ie: not part of a set, ie: generally not a .PCK file) called GIANTBUNNYUFOPAEDIA.SPK. new sets/images should ALWAYS have a width and height defined, it defaults to 320x200. the "singleImage" field obviously denotes that this is NOT part of a set.

obviously any ADDITIONAL graphics will not be referenced unless you define something to do so in the ruleset, as in the case of the flying armor corpse for the Moriarty armor (https://openxcom.org/forum/index.php/topic,493.0.html).
Title: Re: OpenXcom mods
Post by: Warboy1982 on June 19, 2013, 07:02:28 am
the basics of adding new sounds:

apart from music, which is loaded dynamically anyway, there are 2 files here you should care about.

GEO.CAT (https://www.ufopaedia.org/index.php?title=SOUND#SAMPLE.CAT)

BATTLE.CAT (https://www.ufopaedia.org/index.php?title=SOUND#SAMPLE2.CAT)

functionality is almost identical to extraSprites, except defining a new soundset won't really do anything.

for example:

extraSounds:
  - type: BATTLE.CAT
    files:
      4: Resources/Sounds/DOOMSHOTGUN.WAV

would replace entry 4 in BATTLE.CAT with Resources/Sounds/DOOMSHOTGUN.WAV. I did manage to get it to play the doom shotgun sound when firing a rifle using the above method, but i'm not great at audio engineering, so if someone wants to play around and recommend some "ideal" volume levels and frequency settings i'd be much obliged.

again, if you define a number higher than what's in the original, you need to define an item to reference it.
Title: Re: OpenXcom mods
Post by: glokk2 on September 24, 2013, 08:43:19 pm
Hello!

Changed the weapons ,uniforms for soldiers on the shape of the paratroopers of the USSR airborne troops, grenades, first aid kit and a scanner.
Changed a few small ships UFO.
https://www.youtube.com/watch?v=IRHulakiUkY
Title: Re: OpenXcom mods
Post by: luke83 on September 24, 2013, 09:51:51 pm
Nice work mate, please read Private Message from me ;)
Title: Re: OpenXcom mods
Post by: glokk2 on September 25, 2013, 07:20:05 pm
Hello!


The MOU was I wrote back in 1995 ,on a 386 computer when the game was on a floppy disk .
Those were the days!
Title: Re: OpenXcom mods
Post by: glokk2 on September 25, 2013, 07:37:13 pm
Hello!

Spread the files игры.Нужно folders UNITS,UFOGRAPH,MAPS substituted into the game and everything should work.
Title: Re: OpenXcom mods
Post by: luke83 on September 25, 2013, 10:08:17 pm
Glokk2 -  i have moved your data on to Openxcom Mods, most modders control there own pages but if you have no interest in this, i will maintain it, just let me know if there is anything else you want changed.

https://openxcommods.weebly.com/glokk2s-mods.html
https://openxcommods.weebly.com/downloads4.html

Hopefully the community will come to the party and help "dissect" your mod into smaller parts so the community here can add and remove what they wish, at the very least, i will do some of this :P

Thank you for sharing your work :D

Title: Re: OpenXcom mods
Post by: glokk2 on September 26, 2013, 03:41:32 pm
Hi all !!

Files of my mod, I laid out for all fans of the game x-com , allow you to use the files on your discretion.
Title: Re: OpenXcom mods
Post by: MFive on October 02, 2013, 10:42:21 pm
not sure where to ask, but are the sprites on the mod-sight i are available for public use(provided credit of course)? or should i PM(or otherwise get ahold of the individual person) them?

many nice sprites there with no rules or way to use them(aside from copy-pasta over pre-existing xcom stuff)
Title: Re: OpenXcom mods
Post by: luke83 on October 03, 2013, 12:27:00 pm
there is no formal agreement on there use, i dare say everyone who spent the time making the mods intends them to be used by the community and a public thank-you for there efforts is what most would expect if you build them into another bigger mod/ ruleset.

most of the artwork was done before Rulesets existed , if you do a ruleset for a exiting mod and the original artist is not around , i am happy to attach it to there page and give you credit for your help. If you plan on building into a bigger mod, i am happy to add your stuff to the site also
Title: Re: OpenXcom mods
Post by: MFive on October 03, 2013, 10:48:10 pm
for now i am trying to see what i can do with a ruleset, this being my first 'programing' experience in IRL(out of classroom) and me still on collage, i just wanted to get this cleared up for the future, i have ideas, but not sure how to implement them yet, have been working with some 'older' mods seeing if they could be implemented better and or combined into a single mod, the combination i have so far i find very promising so if i can get them into a single rule set then i will post it and have some fun, but untill then i still need to get the tile maker working(need to make some more 2 story building for the base)
Title: Re: OpenXcom mods
Post by: Hobbit Lord on October 18, 2013, 05:46:06 pm
Hi

It seems the website is a bit broken

Some links from the front page don't go to the mods they're supposed to go to

eg
Chicko & Moriatys Weapon Set goes to
https://openxcommods.weebly.com/downloads1.html (soundtrack)


Some pages have no downloads links

eg
https://openxcommods.weebly.com/downloads2.html
Title: Re: OpenXcom mods
Post by: luke83 on October 19, 2013, 12:18:27 am
Hi

It seems the website is a bit broken

Some links from the front page don't go to the mods they're supposed to go to


Yes i know, i have been a little slack on the upkeep,  Christmas holidays i will go through and update everything i promise ;) For now, just search for interesting mods,  by Person.

As for the page with no download link, maybe the modder never actually made anything :D I provide them a space to add anything they create, if they never actually finish anything, then the pages stay with nothing on them :(
Title: Re: OpenXcom mods
Post by: mercy on October 21, 2013, 04:04:56 pm
the basics of adding new sounds:
[..]would replace entry 4 in BATTLE.CAT with Resources/Sounds/DOOMSHOTGUN.WAV. I did manage to get it to play the doom shotgun sound when firing a rifle using the above method, but i'm not great at audio engineering, so if someone wants to play around and recommend some "ideal" volume levels and frequency settings i'd be much obliged.

again, if you define a number higher than what's in the original, you need to define an item to reference it.

44Khz 16-bit

dsshotgn.wav  - original weapon sound from OldDoom.com

DoomShotgun2.wav  - How an enhanced XCOM shotgun could sound like IMO

EleriumShotgun.wav - our engineers built elerium-infused shells and reinforced the weapon.
Title: Re: OpenXcom mods
Post by: luke83 on December 20, 2013, 07:55:47 am
OK, i want to upgrade the OXCMOD site this weekend, just wanted to try a new theme , what does everyone think?

https://trialoxcmods.weebly.com/
Title: Re: OpenXcom mods
Post by: moriarty on December 20, 2013, 09:07:03 am
I like the setup, but that font is a little bit hard to read in my opinion.

(maybe it would be nice to use the actual xcom font? it's kinda retro and very blocky, but still...)
Title: Re: OpenXcom mods
Post by: luke83 on December 30, 2013, 01:58:11 pm
SO update of OXCMODS has begun, lets hope its a improvement and not a step backwards.

ALso, any Modders who want a Page of there own to display there work, provide downloads or even just to talk them selves up, please PM me and i will create you a account. The Mod site is up for renewal again this year so once paid, that will ensure your works survive the test of time and NOT get lost 5 pages back in the Forums.
Title: Re: OpenXcom mods
Post by: blackwolf on January 05, 2014, 04:56:18 pm
im really excited about this,keep going luke :D!
Title: Re: OpenXcom mods
Post by: luke83 on January 10, 2014, 07:43:26 am
I am working on a Feature on another Website i manage but once that is done i want to work out Custom Text, then work out how to get Xcom text into the Website.
Title: Re: OpenXcom mods
Post by: ThatDude on February 15, 2014, 09:09:37 pm
Will OpenXcom - War (https://openxcommods.weebly.com/download.html) be updated at anytime? I'd like to see a 0.9 version of it. (Is it just me or does OpenXcom revert to version 4.5 when I install that mod?)
Title: Re: OpenXcom mods
Post by: Shoes on February 15, 2014, 10:37:05 pm
(Is it just me or does OpenXcom revert to version 4.5 when I install that mod?)

It probably does; that mod was created before mods were truly supported.
Title: Re: OpenXcom mods
Post by: HappyCat on March 02, 2014, 08:49:03 am
It's great to have all those mods but I'm staring to fear that assembling "my perfect xcom" would take more time than playing itself)
Title: Re: OpenXcom mods
Post by: Jo5hua on March 02, 2014, 09:58:30 pm
It's great to have all those mods but I'm staring to fear that assembling "my perfect xcom" would take more time than playing itself)

Installing mods on OpenXcom is a much easier and faster process than most games out there. Because of the way rulesets and basecode is set up, this won't really change in the future.
Title: Re: OpenXcom mods
Post by: ThatDude on March 08, 2014, 07:31:18 pm
Does anybody know how to get Luke's battle sprites mod to work? Or is it just textures?
Title: Re: OpenXcom mods
Post by: luke83 on March 08, 2014, 08:21:49 pm
Does anybody know how to get Luke's battle sprites mod to work? Or is it just textures?

at the point i left them, they are resources for other modders, anyone can manually add the files into the Ruleset but it doesn't com with one itself.