OpenXcom Forum

Modding => Released Mods => Topic started by: CanadianBeaver on August 09, 2016, 11:41:44 pm

Title: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on August 09, 2016, 11:41:44 pm
Awesome Guns
an awesome modification of the OpenXcom game

If you like the original plot of the X-COM game, this modification offers the best opportunity. Awesome Guns is an awesome modification of the X-COM game with a minimal change of original game's idea and full visualization improvement!

Web: https://canadianbeaver.github.io/AwesomeGuns/ (https://canadianbeaver.github.io/AwesomeGuns/)

The main ideas of development
Implementation

(https://canadianbeaver.github.io/AwesomeGuns/images/ui/game02.gif)

Starting Base and facilities

Layout of facilities on the starting base has been improved for better defence. Range of radars were balanced for aircrafts and facilities. Also, the construction of facilities was balanced. The alien containment depends on Alien Biology (an autopsy of any alien is necessary). There is the possibility of buying the motion scanner, small first aid kits and different vests in the beginning of the game. And a small gift - there is a Tank/Cannon on the starting base which can be turn into a Tank/Laser later.

Aircrafts and cannons

Aircrafts and cannons were rebalanced - defence of standard interceptor and homing of rockets have been decreased. New improved interceptor (RAVEN) with a great defence and with increased radar range was implemented. In addition, the Lightning image has been enhanced. Existing cannons were redesigned. Some launchers and cannons were added.

(https://canadianbeaver.github.io/AwesomeGuns/images/crafts/arsenal.png)

Conventional weapons

Awesome Guns modification implements a lot of new guns and items. There are the machine pistol, sniper rifle, a lot of shotguns, grenade launcher with different type of grenades and armor-penetrating rocket which can ruin UFO wall. Moreover, incendiary grenades, medi chests and motion scanners are available from beginning. Also, the assault rifles and thunderbolt (a heavy sniper rifle) can be researched after alien alloys.

Quote
(https://canadianbeaver.github.io/AwesomeGuns/images/weapons/conventional.png)

The bullets are not an exception - improved clips can be manufactured from alien alloys, alien corpses and Elerium. All these and many other items and weapons give an unforgettable experience.

Laser weapons
The laser technology can be researched after Elerium and UFO power source. Unfortunately, the laser weapon overheats and cannot fire auto shots. Fortunately, the laser weapon is very accurate. Also, the laser shotgun has a great power.

Quote
(https://canadianbeaver.github.io/AwesomeGuns/images/weapons/laser.png)

Alien weapons
The alien weapons were completely redisigned. Now these guns look really like extraterrestrial weapons. Moreover, the hand's and floor's images, the sound's files and hit animation were improved.

Quote
(https://canadianbeaver.github.io/AwesomeGuns/images/weapons/alien.png)

Even though alien weapon cannot be used by humans, alien weapon can be converted for using in the combats. These weapons were redisigned also and look pretty good.

Quote
(https://canadianbeaver.github.io/AwesomeGuns/images/weapons/converted.png)

Melee combat

Are you ready for a face-to-face duels? Awesome Guns modification offers four types of melee weapons with different abilities and technologies.

Quote
(https://canadianbeaver.github.io/AwesomeGuns/images/weapons/melee.png)

Sounds and effects
Awesome Guns modification introduces a lot of high-quality sounds and visual effects. Sound effects of aircraft missiles, human and alien weapons, attacks and hits were improved. Moreover, the different types of melee animations have been implemented.

(https://canadianbeaver.github.io/AwesomeGuns/images/ui/animations.gif)

Armours
New vests are allowed to buy at beginning of the game. Also, new armours can be researched after alien alloys. Awesome Guns modification implements different types of armours with different colours and possibilities. There are armours for scouts, snipers and heavy gun soldiers. The inventory and combats images have been corrected.

Quote
(https://canadianbeaver.github.io/AwesomeGuns/images/armours/armours.png)

Inventory screen
Inventory has been redeveloped. New quick-draw and breast sections were implemented. Shifting items between hand and holster is more quickly.

(https://canadianbeaver.github.io/AwesomeGuns/images/armours/inventory.png)

Warning: Awesome Guns modification can be incompatible with original OpenXcom saved files, because inventory is redone. To avoid problems with previous saved files your soldiers should be stripped before saving, at least the right shoulder, right leg, left shoulder, left leg, and belt must be empty.

Research

Research in the Awesome Guns modification conducts four sections: Biology, Aircrafts and conventional weapons, Laser weapons and Alien weapons. These implementations give a lot of different guns and items.

Manufacture

Some of manufacturing were changed and were balanced. There are new production processes. New items, new type of bullets and weapons were introduced. Production of laser weapons has been changed (now it consumes Elerium). Human tanks can be turned one into another one (Tank/Laser can be modified as Tank/Cannon, Tank/Cannon as Tank/Rocket). Alien items and weapons cannot be manufactured but can be converted into other items and more other.

Additional changes

Awesome Guns modification implements a lot of minor changes. These changes make the OpenXcom game more interesting and more exciting. Some of changes improved the game and corrected unimportant mistakes, some of changes have been implemented just for fun.
Continue reading... (https://canadianbeaver.github.io/AwesomeGuns/additions.html)



Installation
If you prefer playing the Awesome Guns modification on OpenXcom Nightly, then this patch (https://www.openxcom.com/mod/awesome-guns-nightly-patch) can solve the compatibility problems. Also, the name of installed folder should be AwesomeGuns, please check it on OpenXcom Nightly before playing.

Compatible mods

I avoid making changes in alien's missions or UFOs so far. There are a few mods for improving alien behaviour and they work fine with my creation. I recommend to use these mods:

Credits & Thanks

I got images and ideas from many mods. Following mods have influenced:

    Weapon Rework/Expansion - templates for conventional weapon
    XenoOperations - the biggest special thanks to XOps who is the author and who allowed me to use images of plasma weapon
    Robin's Extra Weapons - images for machine pistol and sniper rifle
    Railgun - images and idea
    Improved Hand Objects - the small images for hands objects
    Lukes Inventory Images - alien images
    Advanced Medikit - image for medi chest
    NewTUReserveUI - image for control panel
    2012DeathSounds - sound files
    Raven - new improved interceptor
    CraftMissleSound - sound files
    Doom_Skill_Levels - just for fun
    GrenadeLauncher - nice launcher for beginning
    Incendiary grenade - images
    EqualTerms1.03 - images for sniper rifle
    WolframLance - images for rockets
    Ryskeliini_GunsNGadgets_1st_pack_v12 - sound files
    OpticalEleriumV0-94b - image for laser cannon
    Air Combat Rebalanced - idea and balancing values
    Better look personal armor - images for heavy armour
    Grey armored vest - images for light vest
    Scout Power Armor - images for light and flying armour
    Quick-Draw Hip Slot - idea
    Reproduction - implementation
    FastRamp - implementation
    HQSounds_FinalModPack - sound files
    Stun Grenade - idea and images
    Alternative Smoke - image

If I have forgotten someone, please let me know.

Enjoy your time!

Play and be involved. Please, visit the Awesome Guns website (https://canadianbeaver.github.io/AwesomeGuns/) for more details.


(https://licensebuttons.net/l/by-nc-sa/4.0/88x31.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)
Awesome Guns is licensed under
Creative Commons BY-NC-SA 4.0




Final Release.

This release contains English UFOpaedia's articles changed and corrected.

Download Final Release (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.6)



Changes in release 1.5:

This release implements increased damage of Laser and Converted weapons and the new smoke cloud's images. Also, the new release introduces the big Laser weapon and the Laser flare. Other changes:

Download release 1.5 (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.5)



Changes in release 1.4:
Download release 1.4 (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.4)



Grand Release. Changes in release 1.3:

This release is result of big rework and improvements. Almost 150 files have been corrected during 100 hour of developing and testing. Major innovations are:
Download release 1.3 (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.3)



Changes in release 1.2:
Download release 1.2 (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.2)



Changes in release 1.1:
Download release 1.1 (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.1)



First Release

After three months of developing I would like to introduce first release of my modification.

Download First Release (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.0)
Title: Re: [FULL MOD] Awesome Guns
Post by: Meridian on August 09, 2016, 11:49:26 pm
Source code on github and comprehensive and nicely formatted documentation? You're my new favourite modder! Good job.
Title: Re: [FULL MOD] Awesome Guns
Post by: REDACTED_KUN on August 09, 2016, 11:52:13 pm
Can this mod work on Nightly builds. I would liked to try it out. But i can try it whatever i want to.
Title: Re: [FULL MOD] Awesome Guns
Post by: Solarius Scorch on August 09, 2016, 11:53:41 pm
People already steal and modify images from my mod that I have stolen and modified before! Yay, you made me happy! :)

Anyway, good job! I really like the looks of it.
Title: Re: [FULL MOD] Awesome Guns
Post by: Sputnik on August 10, 2016, 01:19:13 pm
I should say theese guns looks really AWESOME!!! because they looks like cool replica out of original amrs. Still, I will check this mod only after the original vanilla game finished but it looks really promising.
And yeah, the topic is formated and written in such way it's a pleasure to read.
Thank you for the mod!

BTW! Is there any possibility to install just your AWESOMEGUNS.CITIES mod on the recent nightly, since I can't find the DATA/Ruleset folder... But I want new cities on the globe so bad!
Please, could you help me? I put the mod into separate folder as for the Nigtlies required, followed by the instruction on UFOpaedia, but the mod just don't work.

Aaand, now I tried the FULL MOD on recent Nightlies and it work just fine (as far as I can say from the beginning) but there are no new cities on the globe still... :(
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 10, 2016, 04:33:02 pm
Thank you guys. Your happiness also makes me happy. It gives me the strength to continue development and improving process of the Awesome Guns modification.

Be aware, that Awesome Guns modification was translated into English, Russian, and few pieces into Polish (thanks to Solarius Scorch ???). Please, feel free to translate it into your language.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 10, 2016, 04:49:22 pm
Can this mod work on Nightly builds. I would liked to try it out. But i can try it whatever i want to.

Thank you for your question. The Awesome Guns modification is aimed to stability and original XCOM plot. Therefore it works fine with the stable OpenXcom game version 1.0. In addition, The Awesome Guns modification is developed on the Debian (https://www.debian.org/) and implements the Debian idea about stability.

Now I explore how the unstable OpenXcom game (nightly version) works and what opportunities can offer. I really think about porting.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 10, 2016, 04:58:10 pm
I should say theese guns looks really AWESOME!!! because they looks like cool replica out of original amrs. Still, I will check this mod only after the original vanilla game finished but it looks really promising.
And yeah, the topic is formated and written in such way it's a pleasure to read.
Thank you for the mod!

BTW! Is there any possibility to install just your AWESOMEGUNS.CITIES mod on the recent nightly, since I can't find the DATA/Ruleset folder... But I want new cities on the globe so bad!
Please, could you help me? I put the mod into separate folder as for the Nigtlies required, followed by the instruction on UFOpaedia, but the mod just don't work.

Aaand, now I tried the FULL MOD on recent Nightlies and it work just fine (as far as I can say from the beginning) but there are no new cities on the globe still... :(

I am afraid that the "Ruleset" for cities and regions has changed dramatically in the nightly version of OpenXcom.
Title: Re: [FULL MOD] Awesome Guns
Post by: Sputnik on August 10, 2016, 05:02:14 pm
Oh, that would be so nice of you to "rework" the city-part of the mod! I hope it would not be a big problem, because without it the globe looks so sad and incomplete.
Thanx again for operative reply!
Title: Re: [FULL MOD] Awesome Guns
Post by: The Reaver of Darkness on August 10, 2016, 11:34:50 pm
It has been bothering me that you have the laser pistol and heavy laser redesigned a bit, while the laser rifle is only a recolor.

So....I altered it.
I only changed the bigob file. I made sure the yellow parts were in places that would match the existing handobs and floorob files. Let me know what you think!

Credits:
Murmur - recolored the laser rifle
CanadianBeaver - redesigned the laser pistol and heavy laser
The Reaver of Darkness - redesigned the laser rifle based loosely on the heavy laser redesign
Title: Re: [FULL MOD] Awesome Guns
Post by: tomme25 on August 11, 2016, 03:17:18 am
Looks really nice. I like the new graphic for the weapons.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 11, 2016, 06:37:36 am
I would like to announce that additional modifications have been changed:

I wish you a good time.
Title: Re: [FULL MOD] Awesome Guns
Post by: hellrazor on August 11, 2016, 11:48:12 am
You know that you will have to rework the entire mod, once SupSuper decides that enough features have been added towards the current nightlies and a official Version again is released?

The concept of milestone releases in the age of github generated content is kinda outdated.

So is the concept of debian, having a "stable" version release, in my eyes is kinda bullshit. Running around with software which relies on old long forgotten codebases isn't really the best thing to do. One of the reason I would never run debian. especially on servers or server farms.

Best linux destributions i was ever working with was gentoo. Total versioning control, excellent paket manager.
And i am really looking forward to switch to nixOS (https://nixos.org/) in the near future, which brings together the concept of github with configuration versioning control.
Title: Re: [FULL MOD] Awesome Guns
Post by: Solarius Scorch on August 11, 2016, 11:56:57 am
Yeah, I agree with the Hellrazor - almost nobody makes mods for 1.0, because it's old, buggy and lacking all the cool stuff.

Sure you can do this, but there's just no point.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 11, 2016, 04:24:28 pm
Solarius Scorch thank you for your message. I understand, that OpenXcom 1.0 is not a stable release. It is an unchanged release. "unchanged release" gives the possibility to make modifications that work without redesign and testing each day when new nightly version of OpenXcom is appearing. One of the main idea of Awesome Guns modification is stability. I keep observing the situation with mods for nightly version and if the situation be more comfortable I will think about adaptation.

--- posts merged - Solarius Scorch ---

It has been bothering me that you have the laser pistol and heavy laser redesigned a bit, while the laser rifle is only a recolor.

So....I altered it.
I only changed the bigob file. I made sure the yellow parts were in places that would match the existing handobs and floorob files. Let me know what you think!

Credits:
Murmur - recolored the laser rifle
CanadianBeaver - redesigned the laser pistol and heavy laser
The Reaver of Darkness - redesigned the laser rifle based loosely on the heavy laser redesign

Thank you for sharing your idea. If you ask me, I think that the default relief (outlines) of Laser Rifle image is OK. But after your proposal, I see that the default image has a little problem. I think the image of Laser Rifle should be changed exactly in this place.
Title: Re: [FULL MOD] Awesome Guns
Post by: The Reaver of Darkness on August 11, 2016, 10:02:19 pm
I understand, that OpenXcom 1.0 is not a stable release. It is an unchanged release. "unchanged release" gives the possibility to make modifications that work without redesign and testing each day when new nightly version of OpenXcom is appearing.
It's a good thought, but in this particular case I don't think the updates are likely to cause you problems. Many older mods function just fine with the latest OpenXcom, and any more recent mods that don't work with older versions are probably using features that hadn't been released then. The solution for anyone having difficulty running a newer mod is to update their OpenXcom, which shouldn't affect their mods much.
Title: Re: [FULL MOD] Awesome Guns
Post by: Meridian on August 11, 2016, 10:19:41 pm
I agree with CanadianBeaver.

Mods should never be written against snapshots (nightlies), they should be written against milestones.

In this community, we unfortunately do that... because we don't have a choice :(
The DEVs -- for reasons I will probably never understand -- don't want to make proper releases at all.

It's really a shame... and probably the only major flaw I see in this otherwise awesome project and awesome people doing it.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 11, 2016, 10:26:02 pm
It's a good thought, but in this particular case I don't think the updates are likely to cause you problems. Many older mods function just fine with the latest OpenXcom, and any more recent mods that don't work with older versions are probably using features that hadn't been released then. The solution for anyone having difficulty running a newer mod is to update their OpenXcom, which shouldn't affect their mods much.

I think you are right. I am researching the situation and I think that the difference between nightly version and 1.0 is small. How said Sputnik - AwesomeGuns modification works on the nightly version, except the cities on the globe. His experience told us that the chance of adaptation Awesome Guns modification on nightly version is very high. I will try to do it for both versions of the OpenXcom game.

Title: Re: [FULL MOD] Awesome Guns
Post by: The_Atomik_Punk! on August 12, 2016, 05:21:54 am
What's up fellow Canuck! Great work with this mod; I really enjoy the conceptual tweak (I.e. overheating) that you introduce with the laser weapons. Have you ever considered adding a laser sniper rifle to your mod? I think it would add a nice compliment to the current offerings, that being having a long range, high TU laser option- you know, to really "reach out and touch" some E.Ts  ;D.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 12, 2016, 07:02:08 am
Thank you Meridian for understanding.

--- posts merged. Please don't double-post - Solarius Scorch ---

What's up fellow Canuck! Great work with this mod; I really enjoy the conceptual tweak (I.e. overheating) that you introduce with the laser weapons. Have you ever considered adding a laser sniper rifle to your mod? I think it would add a nice compliment to the current offerings, that being having a long range, high TU laser option- you know, to really "reach out and touch" some E.Ts  ;D.

Thank you for being interested in Awesome Guns modification and thank you for sharing your ideas.

Implementation of the Sniper Laser Rifle is not a problem. But the Sniper Laser Rifle involves some problems. let me explain the situation.

1. Awesome Guns modification introduce three sniper rifles. The first sniper rifle is available from the beginning. Thunderbolt can be investigated quickly, but it is convenient to use since the middle of the game. Railgun can be discovered near the end of the game.
2. The Idea of sniper rifles in the Awesome Guns modification are: limit ammunition (Thunderbolt has just 2 bullets, Railgun just one) and long time for shot (more than 90%).
3. In general, all sniper rifles have the great accuracy. I am thinking about decreasing accuracy.

Let's see what is the situation with Laser Sniper Rifle.
1. The Laser Sniper Rifle will be discovered approximately in the middle of the game and will rival with two sniper rifles.
2. Idea of Laser weapons in the Awesome Guns modifications are: unlimited ammunition and great accuracy. The weakness is: overheating, therefore there is no auto shot. Also, the laser weapons are a little lighter in weight.

How we can see, if the Sniper Rifle is introduced in the Awesome Guns modification, then it will not involve its weakness and will realize all strengths. I really want to expand the laser arsenal, but I am afraid that it will implement unbalancing in the game. I wonder, if you have any ideas.

PS: You live in the 6ix, aren't you?
Title: Re: [FULL MOD] Awesome Guns
Post by: hellrazor on August 12, 2016, 09:11:30 am
I kindly request again that you rethink to put your mod under the GPL 3 Licence.

I already tried to explain to you the reasons, why all modders here so far have not been useing a licence.
I tried to explain this to you multiple times here (https://openxcom.org/forum/index.php/topic,4783.msg68842.html#msg68842).
You can put the ruleset under the GPL 3 no problem, you can put all by you yourself made Graphics also under the GPL 3 also no problem, but you can not
use modified vanilla content and simply put it under the GPL 3.

As I already stated, we are working in a juristically grey area here and are only being tolerated by the UFO - Defense Intellectual property owner (Firaxis), due to the fact that we advertise the buying of the original version.

Graphical assets from the original version or modifications of them are considered to be still property of the original property owner.
And you can not simply go and put a licence on stuff which you do not own.

So either specify which parts of your mod you wanna put under the GPL 3, add a appropriate disclaimer, or whatever. But do not advertise your mod totally under the GPL 3.

EDIT: Also who gave you permission to licence the original artwork of others? This is something only the property owner can (usually the creator).
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 12, 2016, 08:32:38 pm
The new animation for silacoid attack has been implemented today. Please share your impressions.
   
Title: Re: [FULL MOD] Awesome Guns
Post by: Kjotleik on August 13, 2016, 12:01:54 am
@CanadianBeaver


I'll give the friendly advice that you listen to hellrazor.

The GNU General Public License version 3 has one major drawback.
It permits anyone to accept payment for selling the product under the license.

Usually, copyright-law states that the creators have the sole right to their creations.
Even if the creators decide to make them available for free to the public, that does not change the fact
that a creation is the property of the creator. And only the creator has commercial rights to his work.

The exception being if the creators themselves put it into Public Domain or use a Creative Commons license.
If nothing is said, it is by default under copyright. As stated by copyright law.

If you license under GPL 3 something that is under copyright, you may be taken to court. In such a case, your license is a violation of copyright law.

I haven't even begun talking about original UFO: Enemy Unknown content, yet. But it is clear any parts of the original game,
or modifications of that content, is under copyright, belonging to the company who bought the rights. Even if not the modders that give
away their creations for free has anything against you licensing their creations, I'm sure Firaxis will care if people start making a profit from
their intellectual property. And take steps to stop it.

IF the license, on the other hand, made it clear it is forbidden to put a price-tag on the product, things would be quite different.


Sincerely
Kjotleik
Title: Re: [FULL MOD] Awesome Guns
Post by: The_Atomik_Punk! on August 13, 2016, 12:08:54 am
How we can see, if the Sniper Rifle is introduced in the Awesome Guns modification, then it will not involve its weakness and will realize all strengths. I really want to expand the laser arsenal, but I am afraid that it will implement unbalancing in the game. I wonder, if you have any ideas.

PS: You live in the 6ix, aren't you?

Wow, I wasn't aware that there are already 3 sniper rifles in the awesome guns mod; perhaps a fourth would be redundant. Maybe a laser machine/mini gun to offset the lack of auto shot with the other laser weapons instead? To be honest, I would need to spend some meaningful time with your mod in order to provide you with insightful ideas regarding the viability of a laser sniper rifle.

BTW, how'd you know I'm from Toronto  :o
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 13, 2016, 12:46:59 am
Kjotleik, thank you for your message. I agree with you about licenses. I have been studying this subject since Monday. I thought that GPL is so perfect for each situations, but now I see the one small problem. How you wrote: accept payment for selling. Other kinds of licenses are even worse with the exception of Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International. I found out that this license can be better for the Awesome Guns modification. I am still thinking about Creative Commons instead of GPL  and I will decide as soon as possible. Sounds great?
Title: Re: [FULL MOD] Awesome Guns
Post by: ivandogovich on August 13, 2016, 12:50:11 am
 :)  I think you are on the right track with CC, Canadianbeaver!
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 13, 2016, 12:54:17 am
Maybe a laser machine/mini gun to offset the lack of auto shot with the other laser weapons instead?

It can be a good idea. But the heavy laser was turned into shotgun especially for that situation. 
Title: Re: [FULL MOD] Awesome Guns
Post by: Solarius Scorch on August 13, 2016, 02:03:14 pm
I like the Silacoid attack animation, but I think the "slice" should be orange instead of blueish. It'll look good, since the unit itself is different.

Also, WTF? A licence discussion? :o
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 13, 2016, 04:54:52 pm
Also, WTF? A licence discussion? :o

GPL licence has been abandoned. Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (https://creativecommons.org/licenses/by-nc-sa/4.0/) will be implemented together with a warning about requirement a purchased vanilla version of the original UFO: Enemy Unknown.
Title: Re: [FULL MOD] Awesome Guns
Post by: niculinux on August 15, 2016, 12:59:13 pm
Super! Hope on next version we may get a couple of coverted aliens weapons more :)
Title: Re: [FULL MOD] Awesome Guns
Post by: new_civilian on August 21, 2016, 01:26:59 pm
CanadianBeaver, in your readme you state that you are looking for a good freeware yaml editor. I am using Notepad++, it is great.

For sprite-editing i prefer Aseprite, the 1.0+ releases are no longer freeware, but look if you can find the 0.95 release, it's free and fully operational (minus some missing features)

hf
Title: Re: [FULL MOD] Awesome Guns
Post by: Yankes on August 21, 2016, 01:36:17 pm
For sprite-editing i prefer Aseprite, the 1.0+ releases are no longer freeware, but look if you can find the 0.95 release, it's free and fully operational (minus some missing features)
https://openxcom.org/forum/index.php/topic,2676.0.html full thread ablaut this.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 21, 2016, 06:03:03 pm
new_civilian, thank you for sharing your experience. But, be aware that I am working on Debian. Fortunately, I have solved all problems with software. I am used to working with Sublime Text, this editor is great. I found out how to use GIMP and GrafX2 for OpenXcom during developing Awesome Guns modification. Now I have to solve only the translation and testing problems.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 22, 2016, 07:23:15 am
The new release was issued. Changes in version 1.2:
Download this release (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.2)
Title: Re: [FULL MOD] Awesome Guns
Post by: Sputnik on August 22, 2016, 08:49:26 am
Thank you so much for keeping up with your awesome mod!
But still, could you please make a stand-alone mod with cities compatible to noghtlies?
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 22, 2016, 09:20:25 am
Thank you so much for keeping up with your awesome mod!
But still, could you please make a stand-alone mod with cities compatible to noghtlies?

I will think about. Unfortunately, now there is no possibility for test it, because nightly version does not work on my Debian.
Title: Re: [FULL MOD] Awesome Guns
Post by: ThirtyFour on August 23, 2016, 04:32:57 am
This is the best mod for xcom that I've played. You very clearly have an attention to detail and there is excellent balance between the weapons and game functions you've added. I really like that you've measured ammo counts to keep things balanced and the quick draw inventory slot was a very good idea that has me using pistols for about the first time ever. I hope to see more work from you soon.

How do I begin helping with the translation errors and typos?
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 23, 2016, 08:04:46 am
This is the best mod for xcom that I've played. You very clearly have an attention to detail and there is excellent balance between the weapons and game functions you've added. I really like that you've measured ammo counts to keep things balanced and the quick draw inventory slot was a very good idea that has me using pistols for about the first time ever. I hope to see more work from you soon.

How do I begin helping with the translation errors and typos?

ThirtyFour, Thank you for your compliments. I always try to perform the best details in this game. How you can see on this page (https://github.com/CanadianBeaver/AwesomeGuns/commits/master), I keep working to improve Awesome Guns modification. If you have any new great ideas, please feel free to inform me about.

About translation

Awesome Guns modification is a multilingual project. English, Russian and some Polish articles have been implemented. You can help to translate Awesome Guns modification into other languages. In addition, you can improve the current articles in English.

How can you do it?

1. You can fork the Awesome Gun modification on github (https://github.com/CanadianBeaver/AwesomeGuns), make translation on GitHub and do the pull request to the Awesome Gun modification project. International articles can be found at the end of https://github.com/CanadianBeaver/AwesomeGuns/blob/master/Ruleset/AwesomeGuns.rul (https://github.com/CanadianBeaver/AwesomeGuns/blob/master/Ruleset/AwesomeGuns.rul).

2. You can download the Awesome Gun modification (https://canadianbeaver.github.io/AwesomeGuns/index.html) and make translation on your desktop and send a copy to me. International articles can be found at the end of Ruleset/AwesomeGuns.rul file.

3. If you are not comfortable to work with YAML syntax, I can prepare text files with articles for you to translate. After that, you can send me the final result.

I will be very happy with your help. Thank you in advance.
Title: Re: [FULL MOD] Awesome Guns
Post by: chaosshade on August 23, 2016, 08:39:35 am
Hey!  Current curator of Weapon Rework and Expansion here!  I just noticed that you're using some of the resources from the mod (and some of the unique content I created for it!)  I'm happy you thought highly enough of it to include it in your mod ^^
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 23, 2016, 04:56:03 pm
How do I begin helping with the translation errors and typos?

I have created the translation project on the transifex.com: https://www.transifex.com/awesome-guns/awesome-guns/ (https://www.transifex.com/awesome-guns/awesome-guns/). I think this way is much better.

Remark: let the translation from English [source language] to English (United States) will be used for correcting mistakes in the English game.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 23, 2016, 05:22:02 pm
Hey!  Current curator of Weapon Rework and Expansion here!  I just noticed that you're using some of the resources from the mod (and some of the unique content I created for it!)  I'm happy you thought highly enough of it to include it in your mod ^^

Yes, this is true. The X-Com Weapon Rework and Expansion - 0.8.5 mod had a huge impact to my creation. Second was the XenoOperations. I used images for templates of conventional and alien weapon, because the graphics is look perfect in these two mods. Thank you for sharing this.
Title: Re: [FULL MOD] Awesome Guns
Post by: chaosshade on August 23, 2016, 09:17:10 pm
Yes, this is true. The X-Com Weapon Rework and Expansion - 0.8.5 mod had a huge impact to my creation. Second was the XenoOperations. I used images for templates of conventional and alien weapon, because the graphics is look perfect in these two mods. Thank you for sharing this.

If you like the 0.8.5 version (which I believe was the last version the original creator made) you should check out the 1.4 version. (https://openxcom.org/forum/index.php/topic,2648.msg68386.html#msg68386)  There's some more stuff in it you might want to look at/include.  Good luck with your mod!
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on August 26, 2016, 09:48:58 pm
I would like to announce that additional modification, AwesomeGuns.Laser has been updated to new 1.3 version.

In new version all images have been improved.
Also, weight and damage of laser weapons were balanced.

https://www.openxcom.com/mod/awesome-guns-laser
Title: Re: [FULL MOD] Awesome Guns (The new release is out today)
Post by: Sputnik on September 02, 2016, 11:37:46 pm
Excuse my stupid question, is this Grand release works on Nightlies or still the last stable version needed?
Title: Re: [FULL MOD] Awesome Guns (The new release is out today)
Post by: CanadianBeaver on September 03, 2016, 04:33:28 am
Excuse my stupid question, is this Grand release works on Nightlies or still the last stable version needed?

Sputnik, thank you for your "stupid" question. Be aware, that this question is not stupid and I realize importance of this question.

How you know, the Awesome Guns modifications has been developed and tested for the OpenXcom 1.0 game that is perfectly done, works great and has predictable behaviour. The main ideas of Awesome Guns modifications are: improving the visualization without compromises and highest stability in limits of the original game plot.

Unfortunately, the realization of these ideas for OpenXcom nightly is not easy. Awesome Guns modification is a project powered by a very small team and depends on people volunteering time. The time is an expensive resource and spending it for unstable and each-week-changed version of the OpenXcom game is not a good idea. I do not say, that Awesome Guns modification does not work on nightly version. Also, I do not say, that Awesome Guns modification have not been tested on nightly version. I say that Awesome Guns modification has been tested much better for OpenXcom 1.0 version and Awesome Guns modification cannot realize all their potential on nightly version. For example, the melee attack on stable version offers 10 frames instead of nightly that offers just 4 frames, therefore the reaper, silacoid and chrysalid attacks look much better on 1.0 version. Although the nightly version offers some new features in manufacturing and combats, it is not enough for losing the stability and persistency.

Will you be happy if I tell you that The Awesome Guns modification works on nightly version, except the new cities on the globe?
Title: Re: [FULL MOD] Awesome Guns (updated 3rd September 2016)
Post by: CanadianBeaver on September 06, 2016, 01:28:25 am
I would like to inform, that Awesome Guns modification is updated to the new Grand Release (1.3). Almost 150 files have been corrected during 100 hour of developing and testing.

1. The converted arsenal has been expanded by Cannon and Launcher:

(https://raw.githubusercontent.com/CanadianBeaver/AwesomeGuns/208c329a965f79f1efbe763082ce2e34e1f89ec7/images/weapons/screen034.png) (https://raw.githubusercontent.com/CanadianBeaver/AwesomeGuns/208c329a965f79f1efbe763082ce2e34e1f89ec7/images/weapons/screen035.png)

Quote
(https://raw.githubusercontent.com/CanadianBeaver/AwesomeGuns/7f8a4bbf0fab5e861779a4733feef2e20ff8f32e/images/weapons/converted.png)

2. The new type of weapon (melee weapon) has been implemented. There are knife, plasma blade, stun rod and a little surprise from a faraway distant galaxy - Laser Sword.

Quote
(https://raw.githubusercontent.com/CanadianBeaver/AwesomeGuns/40f2bf9ae9bcab7745e46a37924eb1974efa35eb/images/weapons/melee.png)

3. The Conventional, Laser Weapons and Alien weapons have been repainted

Quote
(https://raw.githubusercontent.com/CanadianBeaver/AwesomeGuns/e0a33be2b70215e3790daf1d375d4a5c1da7942a/images/weapons/conventional.png) (https://raw.githubusercontent.com/CanadianBeaver/AwesomeGuns/7f8a4bbf0fab5e861779a4733feef2e20ff8f32e/images/weapons/laser.png) (https://raw.githubusercontent.com/CanadianBeaver/AwesomeGuns/1492733f1b9a57e0e56c4df5c87b80e389300d4a/images/weapons/alien.png)

4. Other innovations are:
Download release 1.3 (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.3)



Moreover, the additional modifications have been updated.

Awesome Guns - Laser
In version 1.4 Heavy Laser was repainted and two-handed Laser Sword was implemented.
https://www.openxcom.com/mod/awesome-guns-laser

Awesome Guns - Cities
In version 1.2 the regions of countries have been corrected and new cities have been added to the globe.
https://www.openxcom.com/mod/awesome-guns-cities
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: new_civilian on September 10, 2016, 11:52:15 am
Here something for your mod (maybe)

I recolored the AC and HC ammo to also fit the grey theme.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: CanadianBeaver on September 10, 2016, 02:42:19 pm
Here something for your mod (maybe)

I recolored the AC and HC ammo to also fit the grey theme.

new_civilian, thank you for sharing your creation. These images look pretty nice. I will think about implementing in the next release.

PS: Be aware, that Awesome Guns modification uses only four grenades for HEAVY CANNON.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: Interceptor on September 10, 2016, 03:28:33 pm
Very interesting modification. Made with style and quality.
I play on the release version of game (v1.0), on the "night" version is not yet tested.

I have a small problem (actually a big problem  :) ) - I can not explore and produce a stun rod. I can not find alien entertainment (alien biology and food I researched). Perhaps I had forgotten, they must be on the UFO? Or, on the alien bases?
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: CanadianBeaver on September 12, 2016, 11:06:32 am
Very interesting modification. Made with style and quality.
I play on the release version of game (v1.0), on the "night" version is not yet tested.

I have a small problem (actually a big problem  :) ) - I can not explore and produce a stun rod. I can not find alien entertainment (alien biology and food I researched). Perhaps I had forgotten, they must be on the UFO? Or, on the alien bases?

Thank you for playing the Awesome Guns modification. The Alien Entertainment (https://www.ufopaedia.org/index.php/Alien_Entertainment) can be found on Alien Bases. Also, the Terror Ship (https://www.ufopaedia.org/index.php/Terror_ship) and the Battleship (https://www.ufopaedia.org/index.php/Battleship) contains a numerous quantity.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: Interceptor on September 12, 2016, 12:52:01 pm
The Alien Entertainment (https://www.ufopaedia.org/index.php/Alien_Entertainment) can be found on Alien Bases. Also, the Terror Ship (https://www.ufopaedia.org/index.php/Terror_ship) and the Battleship (https://www.ufopaedia.org/index.php/Battleship) contains a numerous quantity.
Thanks for the info.
With great difficulty, I managed to clear the aliens base (Snakeman's) and get the aliens entertainment (It was a demolition operation  :) ). Laser weapons are very low power, even against Snakeman's (Muton's can kill mostly "High Explosive" and grenades).
It might be worth to provide the possibility of obtaining the stun rod a little earlier? No need to get the "Alien_Entertainment"? (In the game in September 1999, my soldiers are running only with laser rifles.)

I play on "Genius" difficulty.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: CanadianBeaver on September 13, 2016, 02:44:47 pm
Thanks for the info.
With great difficulty, I managed to clear the aliens base (Snakeman's) and get the aliens entertainment (It was a demolition operation  :) ). Laser weapons are very low power, even against Snakeman's (Muton's can kill mostly "High Explosive" and grenades).
It might be worth to provide the possibility of obtaining the stun rod a little earlier? No need to get the "Alien_Entertainment"? (In the game in September 1999, my soldiers are running only with laser rifles.)

I play on "Genius" difficulty.

Thank you for your suggestion. I will check the damage of laser weapon.

Be aware, the one of ideas in Awesome Guns modification is "Conventional weapons should be suitable as long as possible". You can found, that there is no big difference in damage between rifle (48), assault rifle (52), laser rifle (62) and converted plasma rifle (68). Also, rifle can shoot 1aim+1snap or 4 snap per turn, assault rifle - 1aim or 3snap, laser rifle - 1aim+1snap or 2snap. The idea of laser rifle is - high accuracy (85% aim and 75% snap) and no ammunition, but it can shoot only twice per turn. Each kind of weapon in the Awesome Guns modification has their weakness and strengths. There is no big fire gun for all situations.

Try to put snipers on the roof of skyranger and let your soldiers walk in pairs. In the Awesome Guns modification only SECTOID and FLOATER can be killed by one shoot. The SNAKEMAN, MUTON and other aliens have protection and can be killed from several hits.

Moreover, each race of aliens has their resistance. For example, the  SNAKEMAN has:
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.5 # Laser
      - 0.5 # Plasma
      - 1.2 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 2.4 # Smoke
It means that conventional weapon with alloy ammunition is better against SNAKEMAN - 80% of damage. Furthermore, the Snakeman can be exhausted by smoke (240% of damage), stun rod, stun grenades (120%) or melee weapon (rifles, knifes and swords). The ACID ammunition (40% of damage), laser weapon (50%) and converted plasma weapon (50%) have no great power against SNAKEMAN.

The MUTON is worst enemy:
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.6 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke
It can be killed by incendiary (grenades or rockets) or ACID ammunition (assault rifle or thunderbolt). Also, it can be exhausted by smoke.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: Interceptor on September 13, 2016, 10:47:45 pm
Hmm, that's very interesting. I underestimated the firearm, immediately jumping to laser rifles.

P.S. I look forward to the new version of your mod.  :)
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: Zyzyfer on September 25, 2016, 09:10:32 am
Really enjoying your mod for past 1 week. I really like the way you balanced weapon range/dropoff and your many other ideas you have implemented (particularly enjoyed your tuned launcher idea- albeit i think it was about April before I could bring down my first UFO with Raven interceptor and tuned stingray launcher/laser cannon (maybe it was also because I am playing nightmare mode)- had to resort following UFOs with skyranger until UFO lands and doing terror missions to get by.
One of my pet peeves was how the conventional weapons were obsolete from the get go (this mod certainly addresses this issue adequately.

Albeit the Auto-Cannon needs some loving (right now it just isn't worth using the weapon- seems to perform like a jack of all trades without being particularly good at anything), maybe improving its ammo AP ability to 40x9; I-ammo to 48x5; HE-ammo to 42x5, decreasing accuracy to 30%, increasing dropoff=4 and maybe giving it slightly more range (24-28), and removing snap shot would make it work more like a large mini-gun from the fallout series (which is what I always imagined the AC to be), would give it some life too.

Anyways thanks for the great mod, I'll probably post more comments once/if I manage to defeat the alien menace or die trying!!! XDDD
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: CanadianBeaver on September 28, 2016, 08:27:01 pm
Zyzyfer, thank you for playing Awesome Guns. This modification is designed for better balance, more excitement during the game and beautiful graphic, especially for conventional weapon.

Also, thank you for sharing your ideas. Auto-Cannon is a difficult weapon and how you understand, this is a handyman weapon. I will test and check your proposed param as soon as possible. Maybe you know, that snap shoot for auto-cannon and converted plasma cannon has been implemented (https://github.com/CanadianBeaver/AwesomeGuns/commit/8803058d4e3ee45f758165a7b30615374f877686) just in Grand Release (1.3). It was necessary for reaction fire (see this topic (https://openxcom.org/forum/index.php/topic,4873.msg70670.html#msg70670)).
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: Zyzyfer on September 28, 2016, 10:08:27 pm
Zyzyfer, thank you for playing Awesome Guns. This modification is designed for better balance, more excitement during the game and beautiful graphic, especially for conventional weapon.

Also, thank you for sharing your ideas. Auto-Cannon is a difficult weapon and how you understand, this is a handyman weapon. I will test and check your proposed param as soon as possible. Maybe you know, that snap shoot for auto-cannon and converted plasma cannon has been implemented (https://github.com/CanadianBeaver/AwesomeGuns/commit/8803058d4e3ee45f758165a7b30615374f877686) just in Grand Release (1.3). It was necessary for reaction fire (see this topic (https://openxcom.org/forum/index.php/topic,4873.msg70670.html#msg70670)).
I have considered the reaction fire without snap shot situation, but maybe the AC/PC shouldn't have reaction fire, and instead make up for this disadvantage in other areas.

Personally would like to see a conventional weapon that could shred through a Sectopod/Muton in one burst (as long as you can get into point blank range-while risking reaction fire from aliens), but far from being OP; takes a lot of TUs to fire (maybe make tuAuto=60), cannot react fire, & is near useless/extremely inaccurate at longer distances (high dropoff). Basically a high risk-reward weapon.

I can just imagine trying to sneak up on a Sectopod/Muton/Cyberdisc from behind while still trying to leave enough TUs to fire the thing while attempting to avoid reaction fire XDDD.
The AC would also come in handy while in close quarters such as inside a UFO.

Would add more tactical play into game (& less reliance on high explosives). As it stands there is really little point in using the AC as specialising with the HC/HE/shotgun/rocket launcher dose things better.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: CanadianBeaver on October 03, 2016, 03:42:03 pm
Zyzyfer, I tested your params and I have found, that these params are better for Auto-Cannon. Thank you for sharing it.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: The_Funktasm on October 17, 2016, 04:15:51 am
Man... I like this mod, I do, but I have to play a modified custom version, because I'm just that anal about realistic magazine sizes. Otherwise it's just about perfect. I just get weird about things like that, personally. That and the amount of pellets per shot-shell. That kind of irks me too, but still.

I understand that balance is the overriding concern here and not fine realism. Perfectly understandable. Vanilla XCOM really doesn't have enough options for the soldiers they give us. Not enough choices that work with everyone's strengths or weaknesses. This mod solves that, at least partially.


I should note I play on lower difficulties at the moment, and that I'm only as picky as I am with weapons because I know a lot about them. Otherwise the mod is great. It covers a few oversights in the game. My only real problem is the handling of plasma weapons, as far as real stuff. Humankind, or at least the U.S. have had plasma weapons projects since even before the 90's. Not that that'd be enough to use against aliens, of course, but I would assume you could really soup up your own examples of the same technology by having a "proper" example like an alien weapon to reverse engineer to see all the "proper" or "textbook" cases and situations for these weapons to function properly. Maybe you should have a few more steps involved technology-wise to bridge the gap. Like say, a "miniturization" tech tree to cover shrinkage of existing developmental technologies on earth like high-power lasers and railguns, or in the case of alien tech, circumventing what we can't understand with smaller versions of our own technology.

It is our only edge in that fight, to be honest.
In XCOM aliens have the edge in pre-developed tech.
We however are a species that has repurposed things since day one.
If that's our edge, I don't see why alien tech would be quite as off-limits as it is. I would however agree with it being hard to acquire with longer research times that maybe force players to create R&D focused bases to compensate for said long research times.
That said I kind of agree with the human-driven variants of plasma weapons. I will say though that they may not deserve quite the nerf they've been given, raw-power wise. I think if anything, the human plasma weapons should be inaccurate more than weak. If they fire using mental functions, that seems more like an accuracy driven function than a power one.

I dunno, just a few thoughts.

Also some things seem to weigh too much compared to a human corpse. Magazines, stuff like that.


Also on a separate note, I think HWPs would be worth reworking. Namely, the logic that if you're going to the trouble of making one, it'd probably be in either a higher caliber, rate of fire, or armor quality that a soldier armed with the same.  I notice they start in "cannon" but realistically, with their small size, they'd be either 5.56 like soldiers, .50 cal for cheapness, 20mm for power, higher for the power of a similarly sized tank, or some similar scheme. All those have bigger magazines and variable power. I dunno. Sometimes attention to detail makes it hard to enjoy games. (or make them enjoyable in my case.)
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: CanadianBeaver on October 19, 2016, 01:08:36 pm
The_Funktasm, thank you for sharing your ideas. Your offers are great and very interesting. Actually, it takes a time for thinking and realizing. Fortunately, I am collecting the new ideas for next release of Awesome Guns modification and I will think about your proposal. Thank you once again. Please, feel free to tell me more details or new ideas.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: Zyzyfer on October 20, 2016, 12:22:52 pm
I'd just up the armour modifiers of Aliens to plasma damage to make it at least on par with AP resistance.
As it stands [looking at the code] with most alien species its pretty much worse than AP.
Considering the materials to build the converted plasma weapons and ammo (some that cannot be manufactured/must be salvaged), are quite hard to come buy there should be at least a modest reward for using them (right now it just doesn't feel like it).

I guess on the flip side (another way to go), is to make it even harder to acquire materials to make converted weapons/ammo but give the converted weapons a clear advantage if one does manage to acquire them & be able to maintain the ammo for them.
Otherwise I am liking everything else, particularly love the changes to interceptors/dog fights, & I always liked using the conventional weapons even while playing vanilla Xcom (so I particularly love this aspect of the mod).
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: The_Funktasm on October 20, 2016, 02:19:30 pm
The only logic I can think of that makes plasma seem unworth adopting, is that maybe bullets are a luckily primitive weapon quite like swords would be against modern kevlar. Yeah, it's ripstop, it's strong. But it's for bullets. And if alien armor is for plasma, on the blindly adaptive logic of protecting from what you know best...

I dunno, it still seems like a stretch somehow. Granted, it would be a stretch if they worked the same or better after being reworked by someone who doesn't understand them as well as the original creators. So I'd I guess argue that it's on the preferable side of weird.


Weird to respond to a post on the one before it but I feel like I'm cluttering this thread a bit...

I would like to explain about magazine's size. I understand that this situation is not realistic, but it has been implemented for balancing. I have increased the magazine's size for conventional weapons and played a few days and now I have realized that idea to increase the magazine's size is not a good idea. It makes unpleasant and uninteresting the OpenXcom game. I will keep observing this situation and will correct mistakes, if they will be found.

I understand that. I mentioned before I know you're thinking of balance over realism. I've seen firsthand how weird realism can make the game. Ammo belts of 100 in LMGs never are expended enough to repurchase, that sort of thing. It's why I mentioned that it's just one of my personal hangups where it comes to your mod. I think the only fair thing to say is that maybe you should give a few weapons a minor clip increase if only due to what the graphic advertises. Like your sniper rifle is a semi-auto as far as the sprite shows. But it holds less than a bolt-action rifle. Like I said, personal taste. Balance is important in its own right, but little things get to me. I figure you can consider me a half a review since I'm as particular as I am. It only counts for so much from a picky person, I suppose.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: CanadianBeaver on October 20, 2016, 02:32:42 pm
Man... I like this mod, I do, but I have to play a modified custom version, because I'm just that anal about realistic magazine sizes. Otherwise it's just about perfect. I just get weird about things like that, personally. That and the amount of pellets per shot-shell. That kind of irks me too, but still.

I understand that balance is the overriding concern here and not fine realism. Perfectly understandable. Vanilla XCOM really doesn't have enough options for the soldiers they give us. Not enough choices that work with everyone's strengths or weaknesses. This mod solves that, at least partially.

I would like to explain about magazine's size. I understand that this situation is not realistic, but it has been implemented for balancing. I have increased the magazine's size for conventional weapons and played a few days and now I have realized that idea to increase the magazine's size is not a good idea. It makes unpleasant and uninteresting the OpenXcom game. I will keep observing this situation and will correct mistakes, if they will be found.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: Zyzyfer on October 20, 2016, 07:27:14 pm
The only logic I can think of that makes plasma seem unworth adopting, is that maybe bullets are a luckily primitive weapon quite like swords would be against modern kevlar. Yeah, it's ripstop, it's strong. But it's for bullets. And if alien armor is for plasma, on the blindly adaptive logic of protecting from what you know best...

I dunno, it still seems like a stretch somehow. Granted, it would be a stretch if they worked the same or better after being reworked by someone who doesn't understand them as well as the original creators. So I'd I guess argue that it's on the preferable side of weird.
Firstly, Kevlar is also used against knifes- commonly referred to as "knifeproof body armour" - it is not just vs bullets. One can also look at it as alien armour being an advancement over conventional armour (the Alien species is older that human one so while the human species rely mostly on kinetic projectile type weapons, the aliens have advanced onwards).
So while alien Armour is geared towards protecting vs plasma weapons (& it  does this well), kinetic projectile weapons are even less effective as Alien Armour is advancement of earlier kinetic projectile type armours.

Secondly, WWII (as an example), shows us abundant examples of reverse engineering that resulted in design(s) on par and/or arguably even better than original. So lack of understanding (as compared to original creators), would/should have little to do with it- besides the alien plasma would still be stronger because it does more point damage over converted plasma weapons.

Point being I don't see a huge problem with the logic. Practically it would be easy to mod such change. Game-wise I might actually use the converted weapons... because right now maintaining ammo for them is a nightmare and they offer negligible advantage over conventional weaponary utilising HE/acid/AP ammo.



Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: The_Funktasm on October 21, 2016, 01:14:09 am
Firstly, Kevlar is also used against knifes- commonly referred to as "knifeproof body armour" - it is not just vs bullets. One can also look at it as alien armour being an advancement over conventional armour (the Alien species is older that human one so while the human species rely mostly on kinetic projectile type weapons, the aliens have advanced onwards).
So while alien Armour is geared towards protecting vs plasma weapons (& it  does this well), kinetic projectile weapons are even less effective as Alien Armour is advancement of earlier kinetic projectile type armours.

Secondly, WWII (as an example), shows us abundant examples of reverse engineering that resulted in design(s) on par and/or arguably even better than original. So lack of understanding (as compared to original creators), would/should have little to do with it- besides the alien plasma would still be stronger because it does more point damage over converted plasma weapons.

Point being I don't see a huge problem with the logic. Practically it would be easy to mod such change. Game-wise I might actually use the converted weapons... because right now maintaining ammo for them is a nightmare and they offer negligible advantage over conventional weaponary utilising HE/acid/AP ammo.

Ok, the Germans may have been pretty impressive technologically but they were a far cry from aliens. Especially considering we got the same scientists to work for us.

And I thought kevlar was rip-stop and could protect from slashes but without impact plates was almost useless against a combat knife point stab just on the basis of sharp wedge meets fabric.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: Zyzyfer on October 21, 2016, 04:50:20 pm
Ok, the Germans may have been pretty impressive technologically but they were a far cry from aliens. Especially considering we got the same scientists to work for us.
Interrogation of alien scientists/engineers can do wonders; almost like they were working for us XDDD


Quote
And I thought Kevlar was rip-stop and could protect from slashes but without impact plates was almost useless against a combat knife point stab just on the basis of sharp wedge meets fabric.
Without impact plates Kevlar is also "almost useless" against rifle rounds. There are also a lot of rounds that rip right through a I & IIA vest. You probably need a IIIA vest to protect you from most handguns threats  apart form the big boys say for an example the  460 or 500 S&W magnum that are pretty much rifle rounds in revolvers.
You also don't have to go through it, if you dump enough power to cause trauma that will hurt or possibly stop your heart and kill you, so you better be investing in trauma plates too.

So basically it all depends but now I am digressing.
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: CanadianBeaver on November 08, 2016, 02:12:57 pm
I'd just up the armour modifiers of Aliens to plasma damage to make it at least on par with AP resistance.
As it stands [looking at the code] with most alien species its pretty much worse than AP.
Considering the materials to build the converted plasma weapons and ammo (some that cannot be manufactured/must be salvaged), are quite hard to come buy there should be at least a modest reward for using them (right now it just doesn't feel like it).

I guess on the flip side (another way to go), is to make it even harder to acquire materials to make converted weapons/ammo but give the converted weapons a clear advantage if one does manage to acquire them & be able to maintain the ammo for them.
Otherwise I am liking everything else, particularly love the changes to interceptors/dog fights, & I always liked using the conventional weapons even while playing vanilla Xcom (so I particularly love this aspect of the mod).

Yes, you are right. I have increased the damage of CONVERTED weapon. Thank you for advice.

--- posts merged - Solarius Scorch ---

I understand that. I mentioned before I know you're thinking of balance over realism. I've seen firsthand how weird realism can make the game. Ammo belts of 100 in LMGs never are expended enough to repurchase, that sort of thing. It's why I mentioned that it's just one of my personal hangups where it comes to your mod. I think the only fair thing to say is that maybe you should give a few weapons a minor clip increase if only due to what the graphic advertises. Like your sniper rifle is a semi-auto as far as the sprite shows. But it holds less than a bolt-action rifle. Like I said, personal taste. Balance is important in its own right, but little things get to me. I figure you can consider me a half a review since I'm as particular as I am. It only counts for so much from a picky person, I suppose.

The_Funktasm, sorry for late response. May I ask you, what weapon clip should be increased?
Title: Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
Post by: The_Funktasm on November 08, 2016, 11:35:42 pm
Yes, you are right. I have increased the damage of CONVERTED weapon. Thank you for advice.

--- posts merged - Solarius Scorch ---

The_Funktasm, sorry for late response. May I ask you, what weapon clip should be increased?

I think the sniper rifles could use somewhat rounded up in size magazines. Like 5 and 10 instead of 3 and 5. The assault rifle would also make a bit more sense with a 20 round magazine compared to the existing I think it was 15. I dunno. In any case I'm not sure how useful my opinions are since they may not go with the intended balance of the mod.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on November 09, 2016, 02:57:22 am
I would like to inform, that Awesome Guns modification has been updated to the new minor release (1.4):

Download release 1.4 (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.4)
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on November 23, 2016, 07:03:03 am
I would like to announce that additional modification, AwesomeGuns.Laser has been updated to new 1.5 version.

In this version the Laser Flare has been implemented (Power of Electro Flare has been decreased).

https://www.openxcom.com/mod/awesome-guns-laser

Title: Re: [FULL MOD] Awesome Guns
Post by: ThirtyFour on December 06, 2016, 11:46:26 pm
What version of nightlies is the latest version of this mod compatable with?
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on December 07, 2016, 12:32:36 am
What version of nightlies is the latest version of this mod compatable with?

The Awesome Guns modification has been developed and tested for the OpenXcom version 1.0. There is no purpose for compatibility with the OpenXcom nightly, but the Awesome Guns modification works well on each version of OpenXcom nightly, except the cities on the globe (see the AwesomeGuns.Cities (https://www.openxcom.com/mod/awesome-guns-cities)).
Title: Re: [FULL MOD] Awesome Guns
Post by: Mr. Quiet on December 07, 2016, 02:38:19 am
I suppose I don't just put this mod into the mod folder in documents.

Does the download file "AwesomeGuns-master" in your website have Lasers and Cities included? I ask because I would like to run your main mod with the Terrain Pack mod, so the Cities addon of your mod probably is incompatible with Terrain Pack by Hobbes. Thanks.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on December 07, 2016, 03:11:13 am
I suppose I don't just put this mod into the mod folder in documents.


PS: For OpenXcom nightly you should put the AwesomeGuns folder (AwesomeGuns-master or AwesomeGuns-[released_version]) into your openxcom/user/mods folder

Does the download file "AwesomeGuns-master" in your website have Lasers and Cities included? I ask because I would like to run your main mod with the Terrain Pack mod, so the Cities addon of your mod probably is incompatible with Terrain Pack by Hobbes. Thanks.

Yes, it does. Awesome Guns modification contains all features and you don not need to install the satellited modifications (AwesomeGuns.Laser and AwesomeGuns.Cities).
Title: Re: [FULL MOD] Awesome Guns
Post by: Mr. Quiet on December 07, 2016, 06:13:45 am
Thanks for the clear answers.

So I noticed Laser Weapons was already on my research list from the start. After researching it, I unlocked every laser weapon in the mod. Then I disabled Robin's alien race mods, Waspites, Anthropods and the Gazers (I don't like MIB), and that fixed it. I hope you can add them in later, at least Waspites and don't put MIB in hehehe.

Another question. Does enabling any of the Advanced/Mod options that are already in OXC break anything? I had Improved Base and Improved Heavy Laser checked.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on December 08, 2016, 04:46:27 am
...Waspites, Anthropods and the Gazers (I don't like MIB), and that fixed it. I hope you can add them in later, at least Waspites and don't put MIB in hehehe.

I avoid making changes in alien's missions or UFOs so far. There are a few mods for improving alien behaviour and they work fine with Awesome Guns modification. I recommend to use these mods:

- Lukes Expanded Terror Mission
- Solar's New UFOs (be careful, only version 1.1 is for stable game's release)

And yes, I am thinking about extending the alien races.

Another question. Does enabling any of the Advanced/Mod options that are already in OXC break anything? I had Improved Base and Improved Heavy Laser checked.

The Awesome Guns is FULL modification, therefore I ask to set all option "NO", especially:
- Aliens Pick Up Weapons (Awesome Guns set this option to ON)
- UFOextender Gun Melee (Awesome Guns set this option to ON for several type of weapon, ex: rifles, shotgun and heavy cannon)
- UFOExtender Starting Avalanches (Awesome Guns has their own starting schema)
- XcomUTIL High Explosive Damage (Awesome Gun introduces balanced Grenades and Explosives)
- XcomUTIL Improved Ground Tanks (Awesome Gun introduces balanced Tanks and HWP)
- XcomUTIL Improved Heavy Laser (Awesome Gun has their own Laser Weapon Arsenal)
- XcomUTIL No Psionics (some kind of weapon depends on Psionic research in the Awesome Guns)
- XcomUTIL Pistol Auto Shot (it makes game unbalanced, Awesome Guns introduces the Machine Pistol)
- XcomUTIL Starting Defense/Defensive Improved/Improved Base (all three options should be OFF, Awesome Guns has their own starting schema)

I recommend to set ON for:
- UFOextender Psionic Line of fire before 1.5 release (especially if you play IRONMAN), from 1.5 release Awesome Guns has their own property for psionics
- XcomUTIL Statstrings (if you prefer to see more information in the name of the soldiers)
Title: Re: [FULL MOD] Awesome Guns
Post by: Mr. Quiet on December 11, 2016, 09:53:55 am
Thanks for the answers. Kinda off-topic, I would like to enable statstrings, but I can't find enough info on what each abbreviation means.

I just started a fresh game after disabling the alien race mods. I am keeping Hobbes's Terrain mod, I'm going in with it. So anything new you added you want me to check for balance or something?
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on December 11, 2016, 07:00:18 pm
Thanks for the answers. Kinda off-topic, I would like to enable statstrings, but I can't find enough info on what each abbreviation means.

https://www.ufopaedia.org/index.php/Statstrings

I just started a fresh game after disabling the alien race mods. I am keeping Hobbes's Terrain mod, I'm going in with it. So anything new you added you want me to check for balance or something?

Of course, it will be great. Please, feel free to write in this topic all your ideas, feelings and proposals.
Title: Re: [FULL MOD] Awesome Guns
Post by: Mr. Quiet on December 12, 2016, 06:48:45 am
Well... don't mind if I do. I posted this idea way back. Got lots of great input. I know you'll you'll like it. I put quite a lot into this and  I allowed our forum operatives to fill in the rest of the blanks.
New Scenario: Continue fighting after the Council officially shut you down (https://openxcom.org/forum/index.php?topic=1542.msg14101#msg14101)

Second idea was to make reapers go through walls like the Kool-Aid man. As soon a you're close enough to them, even hiding in a house, they'll still smell you and crash in.That makes these bulky monsters a greater threat. I have an audio clip for the realistic side of this idea. It's somewhere in the forums. Last update on this was Warboy said no, it's too difficult. Maybe he's not interested. Understandable.

Edit: here's the clip. Forums don't accept MP3, so you just change the extension back to MP3 or whatever.
https://openxcom.org/forum/index.php/topic,4218.msg65868.html#msg65868
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on December 14, 2016, 08:26:07 pm
Well... don't mind if I do. I posted this idea way back. Got lots of great input. I know you'll you'll like it. I put quite a lot into this and  I allowed our forum operatives to fill in the rest of the blanks.
New Scenario: Continue fighting after the Council officially shut you down (https://openxcom.org/forum/index.php?topic=1542.msg14101#msg14101)

Second idea was to make reapers go through walls like the Kool-Aid man. As soon a you're close enough to them, even hiding in a house, they'll still smell you and crash in.That makes these bulky monsters a greater threat. I have an audio clip for the realistic side of this idea. It's somewhere in the forums. Last update on this was Warboy said no, it's too difficult. Maybe he's not interested. Understandable.

Edit: here's the clip. Forums don't accept MP3, so you just change the extension back to MP3 or whatever.
https://openxcom.org/forum/index.php/topic,4218.msg65868.html#msg65868

Mr. Quiet, thank you for sharing. Your ideas are so good and I am according your point. Unfortunately, implementation of your ideas has to be introduced into the game code, because it cannot be done by YAML-modifiications. Only the game developers can do it.
Title: Re: [FULL MOD] Awesome Guns
Post by: Mr. Quiet on December 15, 2016, 08:29:22 am
I see. That's a bummer. Thanks for your response :)

I'm running Awesome Guns with the latest nightly. Is the nightly patch you uploaded to the mod portal save compatible? I'm currently knee deep and I could restart.. but I like to finish my play-through once I'm 4 or 5 months in. Also what's the bug issue? I assume it's mainly with the Geoscape. Nothing gamebreaking/ right?
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on December 15, 2016, 04:48:17 pm
I see. That's a bummer. Thanks for your response :)

I'm running Awesome Guns with the latest nightly. Is the nightly patch you uploaded to the mod portal save compatible? I'm currently knee deep and I could restart.. but I like to finish my play-through once I'm 4 or 5 months in. Also what's the bug issue? I assume it's mainly with the Geoscape. Nothing gamebreaking/ right?

OpenXcom nightly has 2 observable problems:
a) cities - there is a different in the YAML definition, this is compatibility problem and can be solved by different YAML files
b) melee animation - OpenXcom 1.0 uses 10 frames, OpenXcom nightly uses just 4, this situation can not be solved

The patch (https://www.openxcom.com/mod/awesome-guns-nightly-patch) solves problem a). The problem b) is not a big problem, just a poor visualization in the OpenXcom nightly. You don not need to replay the game from beginning, because the patch just add cities on the globe.
Title: Re: [FULL MOD] Awesome Guns
Post by: Meridian on December 15, 2016, 05:32:11 pm
There's no need to be like this.
I understand and share your frustration about the lack of version 2.0 (or 1.1), which is long long overdue, but hating nightlies won't help a bit.

The 2 problems you're mentioning are not problems, they're features.

And also there are less bugs with each new nightly version, not more... please don't confuse other people.
Title: Re: [FULL MOD] Awesome Guns
Post by: Mr. Quiet on December 15, 2016, 09:01:16 pm
That's a relief. Onward to Cydonia then.

So what are your plans for the next update of Awesome Guns? Hoping for a new alien race. Maybe one that's pure melee like the religious void explorers from Starcraft. We don't have a religious race, unless the ethereal are one.

They don't need to look like the Protoss. Just gotta have that religious zealot race.

1. Zealots are really cool. Armor + kinetic shielding + high TUs makes this foe very dangerous in late-game encounters.

2. Throw in one Dark Templar as the commander. Weak armor + melee + avg TUs + cloaking ability. Instant detection at close range. 80% decloak chance from a hit. Then, you gotta make them less annoying after the first encounter. Researching a corpse unlocks a better Motion Scanner to research, one with much less TUs, detecting all life, giving you color codes for human/aliens/mechs.

3. The Stalkers can be the ranged mechanized terror unit. Good armor + kinetic shielding + low TUs with advanced movement ability to teleport short distances aka "Blink" ability.

4. A Colossus terror unit would be really amazing, but I'm sure it wouldn't be as tall as we imagine. A chibi version is good enough, but still a powerful unit. Think of having to take out 3 of them in a Terror-Site.. Impossible unless you have a strategy. Beating missions with a Colossus yield a lot of alien alloys and Elerium.

I just want to thank you for this awesome mod, CanadianBeaver. It really is a gem and hope you bring more to the X-COM community!!

Edit: I uploaded some screenshots, but I realized some folks are still on limited data plans so if you want a good visual of the aliens I'm listing: The Protoss (https://www.google.com/search?newwindow=1&biw=1536&bih=712&tbm=isch&sa=1&q=Protoss&oq=Protoss&gs_l=img.3..0j0i67k1j0l7j0i67k1.7814.7814.0.7934.1.1.0.0.0.0.102.102.0j1.1.0....0...1c.1.64.img..0.1.101.JJw2-jPNRXs)

Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on December 16, 2016, 01:43:44 am
That's a relief. Onward to Cydonia then.

So what are your plans for the next update of Awesome Guns? Hoping for a new alien race. Maybe one that's pure melee like the religious void explorers from Starcraft. We don't have a religious race, unless the ethereal are one.

Thank you for questions and for playing the Awesome Guns modification. New release is almost done. You can see all introduced changes here: https://github.com/CanadianBeaver/AwesomeGuns/compare/1.4...master (https://github.com/CanadianBeaver/AwesomeGuns/compare/1.4...master). Now, I have to test some things.

About new races. I am according your point, but the big problem is pictures. It will be great, if somebody can offer images for UFOpedia and alien moving. I am asking for a help.

I think images can be extracted from StarCraft. It will be great, if someone has this game and can print-screen different positions. Excellent, if there are extracted resource direct from StarCraft files. But this is a big copyright problem.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on December 18, 2016, 10:06:10 pm
I would like to inform, that Awesome Guns modification has been updated to the new release (1.5). This release implements increased damage of Laser and Converted weapons and the new smoke cloud's images. Also, the new release introduces the big Laser weapon and the Laser flare. Other changes:Download release 1.5 (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.5)

In addition, from now on the Awesome Guns modification will have nightly patch. This patch solves compatibility problem and gives possibility for comfortable playing the Awesome Guns modification on OpenXcom Nightly version.

https://www.openxcom.com/mod/awesome-guns-nightly-patch
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on December 18, 2016, 10:08:12 pm
Moreover, I would like to announce that additional modification, AwesomeGuns.Laser has been updated to new 1.6 version.

https://www.openxcom.com/mod/awesome-guns-laser

Also, the additional modification AwesomeGuns.Cities has been updated to new 2.0 version.

https://www.openxcom.com/mod/awesome-guns-cities
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on February 13, 2017, 02:16:06 am
I am looking for someone, who would like to improve Awesome Guns articles and check the English grammar in the UFOpedia articles.
Title: Re: [FULL MOD] Awesome Guns
Post by: The Reaver of Darkness on February 13, 2017, 03:30:40 am
I am looking for someone who would like to improve Awesome Guns articles and check the English grammar in the UFOpedia articles.
Done.

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_LASER_SWORD: "Laser Sword"
      STR_LASER_SWORD_UFOPEDIA: "A long time ago in a galaxy far, far away...{NEWLINE}{NEWLINE}The soldiers insisted we make this thing. No it doesn't hum or buzz. Due to the nature of the laser cutter, the wielder's strength is not added to the weapon, but the cutting damage is very high regardless."
      STR_LASER_PISTOL_UFOPEDIA: "Laser technology fully miniaturized. This weapon sacrifices accuracy and range over conventional pistols, but has superior power and a sleek design that is lightweight and easy to hold."
      STR_LASER_RIFLE_UFOPEDIA: "Adaptation of laser technology for use in combat. This weapon is vastly superior in power over conventional rifles, but due to the heat it generates it is not able to re-fire quickly."
      STR_HEAVY_LASER_UFOPEDIA: "This monster of a weapon is essentially a laser shotgun: it fires three laser beams at once. Unfortunately it charges and fires at a slow pace due to the extreme amount of heat it generates. Nonetheless, it has immense power and infinite ammunition."
      STR_TANK_LASER_CANNON_FROM_TANK_CANNON: "Laser Tank from Tank Cannon"
      STR_TANK_LASER_CANNON_FROM_TANK_ROCKET: "Laser Tank from Tank Rocket"
      STR_SNIPER_LASER: "Laser Sniper Rifle"
      STR_SNIPER_LASER_UFOPEDIA: "Heavy laser rifle. This laser weapon combines unbelievable power with excellent precision at mid to long ranges. In addition, it has unlimited ammo."

I did more than check your grammar: I modified the statements a bit such that it still conveys the same basic idea, but adds a bit of color and sounds like something a dramatic poet would say. That's basically how most UFOPaedia articles are written, including in Vanilla.

I didn't make any changes to the Laser Sword. It's not how I would have written it, and it's not how MicroProse would have written it, but its grammar is perfect and it is plenty colorful enough as it is.
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on February 19, 2017, 05:51:37 am
Thank you The Reaver of Darkness. I have implemented your changes.
Title: Re: [FULL MOD] Awesome Guns
Post by: The Reaver of Darkness on February 20, 2017, 02:20:49 am
I like that laser sniper rifle art! Mind if I strip off the scope and use it for my Laser Pulse Rifle art? I never liked the straight recolor as it looks too much like the original (which I'm using for my Laser Rifle).

Also could you make some plasma guns? I like your style, especially for my automatic weapons line. I'm quite happy with Shadow's alien and terran plasma guns, but I'm currently using the original arts for my automatic plasma weapons.

I don't suppose you're up for the challenge of re-designing fusion ball art for the UFOPedia? I've got two versions of the weapon but they share the same art which is boring and dumb. I also have a plasma torpedo weapon which needs its own art.
Title: Re: [FULL MOD] Awesome Guns
Post by: Zyzyfer on February 20, 2017, 06:59:30 pm
Here's a little more UFOpedia stuff fixes:

Craft Weapons:
Code: [Select]
# Craft Weapons
  - type: en-US
    strings:

      STR_IMPROVED_ROCKETS: "Improved rocket launchers"
      STR_IMPROVED_ROCKETS_TITLE: "Improved launchers"
      STR_IMPROVED_ROCKETS_UFOPEDIA: "Using alien alloys and UFO navigation to increase the homing of standard missiles and improve craft launchers.{NEWLINE}{NEWLINE}Blueprints include an improved craft launcher and a land-based missile launcher. Particularly interesting development is a new compact armor-piercing rocket, capable of penetrating the body of the UFO during combat, this opens the way for boarding by our soldiers."

      STR_STINGRAY: "STINGRAY"
      STR_STINGRAY_LAUNCHER: "Stingray Launcher"
      STR_STINGRAY_MISSILES: "Stingray Missiles"
      STR_STINGRAY_UFOPEDIA: "ADVANCED AIR TO AIR MISSILE WITH SPECIALLY SHIELDED ELECTRONICS."
      STR_ALLOY_STINGRAY: "TUNED STINGRAY"
      STR_ALLOY_STINGRAY_LAUNCHER: "Tuned Stingray Launcher"
      STR_ALLOY_STINGRAY_UFOPEDIA: "IMPROVED LAUNCHER AND HOMING ELECTRONICS FOR THE STINGRAY MISSILE."

      STR_AVALANCHE: "AVALANCHE"
      STR_AVALANCHE_LAUNCHER: "Avalanche Launcher"
      STR_AVALANCHE_MISSILES: "Avalanche Missiles"
      STR_AVALANCHE_UFOPEDIA: "AIR TO AIR MISSILE WITH A NUCLEAR WARHEAD, POSSESSING AN EXTREMELY HEAVY PAYLOAD."
      STR_ALLOY_AVALANCHE: "TUNED AVALANCHE"
      STR_ALLOY_AVALANCHE_LAUNCHER: "Tuned Avalanche Launcher"
      STR_ALLOY_AVALANCHE_UFOPEDIA: "IMPROVED LAUNCHER AND HOMING ELECTRONICS FOR THE AVALANCHE MISSILE."

      STR_CANNON_UC: "CANNON"
      STR_CANNON: "Cannon"
      STR_CANNON_ROUNDS_X50: "Cannon Rounds(x50)"
      STR_CANNON_UFOPEDIA: "HIGH POWERED CANNON WHICH FIRES ARMOR PIERCING ROUNDS CAPABLE OF PENETRATING 16 INCHES OF STEEL."
      STR_ALLOY_CANNON_UC: "TUNED CANNON"
      STR_ALLOY_CANNON: "Tuned Cannon"
      STR_ALLOY_CANNON_UFOPEDIA: "IMPROVED HIGH POWERED CANNON.{NEWLINE}{NEWLINE}FIRING PATTERNS HAVE BEEN IMPROVED AGAINST UFO EVASIVE MANEUVERS."

      STR_LASER_CANNON_UFOPEDIA: "THIS CONVENTIONAL LASER CANNON IS POWERED FOR DOGFIGHTS AGAINST UFOs."
      STR_PLASMA_BEAM_UFOPEDIA: "OUR ENGINEERS HAVE FOUND A WAY TO MANUFACTURE THIS PLASMA GENERATOR FROM ALIEN HEAVY WEAPON COMPONENTS."

      STR_ELECTROMAGNETIC_CANNON_UC: "ELECTROMAGNETIC CANNON"
      STR_ELECTROMAGNETIC_CANNON: "Electromagnetic Cannon"
      STR_ELECTROMAGNETIC_SLUGS_X40: "Electromagnetic Cannon Slugs(x40)"
      STR_ELECTROMAGNETIC_CANNON_UFOPEDIA: "RAIL HIGH POWERED CANNON.{NEWLINE}{NEWLINE}FIRING PATTERNS HAVE BEEN IMPROVED AGAINST UFO EVASIVE MANEUVERS."

      STR_FUSION_MISSILE: "AVALANCHE upgrading"
      STR_FUSION_BALL_UC: "STORM"
      STR_FUSION_BALL_LAUNCHER: "Storm Launcher"
      STR_FUSION_BALL: "Storm Missile"
      STR_FUSION_BALL_UFOPEDIA: "THIS IS A MODERNIZATION OF THE \"AVALANCHE\" WITH BUILT-IN UFO NAVIGATION AND ALIEN BLASTER BOMB."



Conventional weapons:
Code: [Select]
# Conventional weapons

  - type: en-US
    strings:

      STR_ALLOY_CLIPS: "Improved ammunition"
      STR_ALLOY_CLIPS_UFOPEDIA: "New technology for manufacturing ammunition from alien alloys can significantly increase the firepower of conventional weapon.{NEWLINE}{NEWLINE}A few clips of ammunition can be made from one alien alloys, depending on type of weapon. Also, engineers can produce clips in one production stream for multiple types of weapons. The next section contains more information about manufacturing."

      STR_ACID_CLIPS: "Acid ammunition"
      STR_ACID_CLIPS_UFOPEDIA: "Poison extracted from the chryssalid corpse can be used for the production of a particular acid. The capsule shape holds the acid inside the ammunition and sprays it into the targets body on direct contact. Production of such clips from alien alloys for the Assault Rifle and Thunderbolt is now available.{NEWLINE}{NEWLINE}It seems that most of aliens have immunity to acid. However, robotic components are highly vulnerable from this type of weapon."

      STR_AL_CLIPS: "Armor-piercing ammunition"
      STR_AL_AMMO: "Armor-piercing shells"

      STR_ALLOY_CLIPS_MANUFACTURE: "Production of ammunition"
      STR_ALLOY_CLIPS_MANUFACTURE_UFOPEDIA: "Armor-piercing ammunition> 3 alien alloys are needed to produce 1 clip for the pistol, machine pistol, rifle and sniper rifle.{NEWLINE}{NEWLINE}Armor-piercing shells> 2 alien alloys are needed to produce 1 clip for the shotgun, heavy cannon and auto-cannon.{NEWLINE}{NEWLINE}It is profitable to produce several types of ammunition. The production of ammunition for pointed weapons incurs defective products. In this case just one ammo or clip can be manufactured from the alien alloys."

      STR_ELERIUM_CLIPS: "Elerium ammunition"
      STR_ELERIUM_CLIPS_UFOPEDIA: "The complex science-intensive and technologically advanced process allows using the energy of the Elerium-115. A powerful blast wave could be created after such detonation takes place..."

      STR_KNIFE: "Combat Knife"
      STR_KNIFE_UFOPEDIA: "A combat knife is a fighting knife designed solely for military use and primarily intended for hand-to-hand or close combat fighting."

      STR_PISTOL_AL_CLIP: "Pistol-AP Clip"
      STR_PISTOL_UFOPEDIA: "The semi-automatic pistol with a standard pistol caliber 9x19 mm Parabellum. The clip contains 9 bullets. It is light, cheap and an integral part of a soldiers equipment."

      STR_MACHINE_PISTOL: "Machine Pistol"
      STR_MACHINE_PISTOL_CLIP: "Machine Pistol Clip"
      STR_MACHINE_PISTOL_AL_CLIP: "Machine Pistol-AP Clip"
      STR_MACHINE_PISTOL_UFOPEDIA: "The Machine Pistol is designed to be fired with one hand. It is less accurate than the Pistol, but provides automatic fire of 9x19mm bullets at a high rate of fire using large clips containing 15 rounds."

      STR_RIFLE_AL_CLIP: "Rifle-AP Clip"
      STR_RIFLE_UFOPEDIA: "This highly accurate rifle has laser guided sights and takes 5,56x45mm ammunition utilizing clips containing 12 rounds. It is suitable for fighting at close to medium range."

      STR_ALLOY_RIFLE: "Assault Rifle"
      STR_ALLOY_RIFLE_UFOPEDIA: "The Assault rifle is manufactured from alien alloys. This weapon has excellent precision and fire rate. ROF=2 in Brust mode."
      STR_ALLOY_RIFLE_CLIP: "Assault Rifle-AP clip"
      STR_ACID_RIFLE_CLIP: "Assault Rifle-AC clip"
      STR_ELERIUM_RIFLE_CLIP: "Assault Rifle-EL clip"

      STR_SNIPER_RIFLE: "Sniper Rifle"
      STR_SNIPER_RIFLE_CLIP: "Sniper Rifle Clip"
      STR_SNIPER_RIFLE_AL_CLIP: "Sniper Rifle-AP Clip"
      STR_SNIPER_RIFLE_UFOPEDIA: "Modification of the rifle includes the 7,62x51mm round. The increased accuracy and stoping power make this rifle indispensable at medium and long range."

      STR_ALLOY_SNIPER_RIFLE: "Thunderbolt"
      STR_ALLOY_SNIPER_RIFLE_RESEARCH: "Heavy Sniper Rifle"
      STR_ALLOY_SNIPER_RIFLE_UFOPEDIA: "Heavy sniper rifle. This weapon has great stopping power and extreme precision over long distances. Unfortunately, it is extremely cumbersome with a small clip containing 2 bullets."
      STR_ALLOY_SNIPER_RIFLE_CLIP: "Thunderbolt-AP clip"
      STR_ACID_SNIPER_RIFLE_CLIP: "Thunderbolt-AC clip"
      STR_ELERIUM_SNIPER_RIFLE_CLIP: "Thunderbolt-EL clip"

      STR_SHOTGUN: "Shotgun"
      STR_SHOTGUN_AMMO: "Shotgun AMMO"
      STR_SHOTGUN_CLIP: "Shotgun-AL AMMO"
      STR_SHOTGUN_UFOPEDIA: "Semi-automatic shotgun rifle fires with five pellets per shot. Ideal for close range, door-to-door fighting. The standard AMMO contains 6 shells."

      STR_HEAVY_CANNON_UFOPEDIA: "The heavy cannon is a devastating, but cumbersome weapon."
      STR_AUTO_CANNON_UFOPEDIA: "The auto-cannon combines the versatility and power of a heavy cannon with a ROF of 4."

      STR_GRENADE_LAUNCHER: "Grenade Launcher"
      STR_GL_HE_AMMO: "40mm HE Grenade"
      STR_GL_I_AMMO: "40mm Incendiary Grenade"
      STR_GL_S_AMMO: "40mm Smoke Grenade"
      STR_GRENADE_LAUNCHER_UFOPEDIA: "Able to fire explosive, incendiary and smoke grenades over long distances."

      STR_ROCKET_LAUNCHER_UFOPEDIA: "The rocket launcher utilizes a laser guided system capable of firing varied sized rockets."
      STR_FUSION_ROCKET: "ANTI-tank blaster ROCKET"
      STR_SMALL_ROCKET: "Blaster Rocket"
      STR_SMALL_ROCKET_UFOPEDIA: "Blaster rocket for Rocket Launcher. This rocket is manufactured from alien ammunition."

      STR_SINGLE_ROCKET_LAUNCHER: "Armor-piercing Rocket"
      STR_SINGLE_ROCKET_LAUNCHER_UFOPEDIA: "Single rocket launcher. Fires a single armor-piercing rocket that can penetrate the wall of the UFO. Not intended for reuse."

      STR_INCENDIARY_GRENADE: "Incendiary Grenade"
      STR_INCENDIARY_GRENADE_UFOPEDIA: "Incendiary Grenades are thrown incendiary devices that burn at extremely high temperatures through a violent chemical reaction. Keep well clear of the ignition point."

      STR_STUN_GRENADE: "Stun Grenade"
      STR_STUN_GRENADE_UFOPEDIA: "An alien stun bomb attached to a grenade casing. Although some effectiveness is lost during the conversion process, this fusion of human and alien technology trades power for convenience."


First-Aid kit:

Code: [Select]
# Soldier's toys

  - type: en-US
    strings:
      STR_MEDI_CHEST: "First Aid Kit"
      STR_MEDI_CHEST_UFOPEDIA: "A first aid kit is a collection of supplies and equipment for use in giving first aid on the battlefield."


Electromagnetic weapons:
Code: [Select]
# Electromagnetic weapons

  - type: en-US
    strings:
      STR_ELECTROMAGNETIC_WEAPONS: "Electromagnetic Weapon"
      STR_RAILGUN: "Railgun"
      STR_RAILGUN_SLUGS: "Railgun Slug"
      STR_RAILGUN_UFOPEDIA: "A mobile electromagnetic accelerator, well almost. It is capable of firing at enormous distances with little or no loss of accuracy. A high velocity slug capable of stopping even the bravest of the Mutons. However, the Railgun is quite cumbersome, only capable of firing a single-shot. Creating an automatic cannon design utilizing a multi-round belt proved difficult."


Alien Weapons:
Code: [Select]
- type: en-US
    strings:
      STR_ALIEN_WEAPON: "Aliens weapons and technologies"
      STR_ALIEN_WEAPON_UFOPEDIA: "Aliens use different kinds of weapons, but the mainstream utilize energy of Elerium-115. The Aliens utilize principles radically different from our technologies and maintain full control of their weapon using psionic skills. This knowledge of nature we have yet to explore. However, some kinds of alien weapons are quite easy to handle and do not require psionic skills. For example, our soldiers are quite capable of utilizing alien grenades.{NEWLINE}{NEWLINE}We need to catch and interrogate more sentient aliens. Perhaps in this way we will find a solution to use or adapt alien technology."
      STR_ALIEN_WEAPON_USING: "Using aliens weapons"
      STR_ALIEN_WEAPON_USING_UFOPEDIA: "Our soldiers can utilize some alien weapons without much difficulty. For example, some ammunition converted from plasma pistols and rifles can now be used in combat. Other types of weapons can not be adapted to human nature and warfare techniques.{NEWLINE}{NEWLINE}However, we may still find a way to use the alien weapons. It may be prudent to store some of the alien weapons for a later time."

      STR_CONVERTED_PLASMA_PISTOL: "Converted Pistol"
      STR_CONVERTED_PLASMA_PISTOL_UFOPEDIA: "Converted Plasma Pistol from alien pistols. It is not the size that matter but how you use it."
      STR_CONVERTED_PLASMA_PISTOL_CLIP: "Converted Pistol Clip"

      STR_CONVERTED_PLASMA_RIFLE: "Converted Rifle"
      STR_CONVERTED_PLASMA_RIFLE_UFOPEDIA: "Converted Plasma Rifle from alien rifles. Just like the plasma pistol only bigger...also known as the Ron Jeremy."
      STR_CONVERTED_PLASMA_RIFLE_CLIP: "Converted Rifle Clip"

      STR_CONVERTED_PLASMA_CANNON: "Converted Cannon"
      STR_CONVERTED_PLASMA_CANNON_UFOPEDIA: "Converted Plasma Cannon from alien heavy plasma rifles. Our engineers have no idea what it is..."
      STR_CONVERTED_PLASMA_CANNON_CLIP: "Converted Cannon Clip"

      STR_CONVERTED_GRENADE_LAUNCHER: "Converted Launcher"
      STR_CONVERTED_GRENADE_LAUNCHER_UFOPEDIA: "Converted Grenade Launcher from alien small launchers. It can be a BFG... or not..."
      STR_CGL_PLASMA_AMMO: "Plasma bombs"
      STR_CGL_STUN_BOMBS: "Stun bombs"
      STR_CGL_ELERIUM_BOMBS: "Elerium bombs"

      STR_PLASMA_SWORD: "Plasma Blade"
      STR_PLASMA_SWORD_UFOPEDIA: "This lethal implement of sword combines a large blade, a micron thick at the edge, a plasma emitter, and an electromagnet. When activated, hot plasma floods the EM field surrounding the blade, superheating it to the point where its touch would make titanium run like water."

      STR_ALIEN_GRENADE_UFOPEDIA: "This device works in the same way as a terrestrial grenade - except that it is more powerful and does not requires psi-skills."
      STR_SMALL_LAUNCHER_UFOPEDIA: "A small launcher which fires stun bombs. Unfortunately, cannot be used by our soildiers."
      STR_BLASTER_LAUNCHER_UFOPEDIA: "This is an alien guided missile launcher which fires powerful 'blaster bombs'. When you click to fire the weapon it will generate 'way points' for the blaster bomb to follow. This weapon is controlled by mind and only aliens can use it."

      STR_UFO_POWER_SOURCE_UFOPEDIA: "The power source of alien craft is an anti-matter reactor which uses Elerium (element 115), to generate powerful gravity waves as well as other forms of energy.  The conversion of matter to energy is an incredible 99% efficient, therefore tiny quantities of Elerium can produce a huge amount of power."
      STR_UFO_NAVIGATION_UFOPEDIA: "Alien craft use sophisticated computers to navigate on earth and through space. The system is based on optical processors arranged in network fashion. The control interface is relatively simple - the navigator controls the direction of gravity waves generated by the power source to move the craft in any direction. This system can easily be utilized by humans."


Alien Containment:
Code: [Select]
- type: en-US
    strings:
      STR_ALIEN_BIOLOGY: "Alien Biology"
      STR_ALIEN_BIOLOGY_UFOPEDIA: "The Alien DNA is totally different from mankind, but some of the pieces have been added artificially and have a terrestrial origin. This was done for adaptation with the Earth's environment. However, a prolonged stay on the Earth is not possible. Their immune system is not adapted to fight against our diseases, they are very picky about food and, their nervous system is poor at dealing with constant external and sensory stimuli. We have to build a special containment facility for keeping aliens alive for examination and interrogation."
Title: Re: [FULL MOD] Awesome Guns
Post by: CarbonMonoxide on February 27, 2017, 03:37:36 pm
Many thanks for your mod. Of all OXC mods i have tried recently, your mod i enjoyed  most. And special thanks for the "reinvention" of the LAW (a disposable rocket launcher with HEAT warhead).
Title: Re: [FULL MOD] Awesome Guns
Post by: CanadianBeaver on March 04, 2017, 05:38:24 pm
Thank you Zyzyfer and The Reaver of Darkness for checking my English articles. I have implemented all proposed changes and the next release will contain these changes:

https://github.com/CanadianBeaver/AwesomeGuns/compare/1.5...master

If somebody will find any mistakes, please, feel free to tell me about.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on March 20, 2017, 06:31:52 pm
I would like to inform, that the Final Release has been implemented.

The Awesome Guns modification has fulfilled all purposes and there are no new targets at the moment. I will keep observing the situation with OpenXcom and will make necessary changes if it needs.

Awesome Guns website (https://canadianbeaver.github.io/AwesomeGuns/)
Download the Final Release (https://github.com/CanadianBeaver/AwesomeGuns/releases/tag/1.6)
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: wsmithjr on March 21, 2017, 09:14:32 pm
Does this final release work with the Nighty or does it require the Stable version?  I'm asking because I was looking at your website and it says to use the Stable but it has a link for a patch for the Nightly but the link is broken.

Also, will it work with Luke's Extra UFOs?  I find the mod indispensable for variety in UFO assaults.

Thanks.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on March 22, 2017, 03:58:51 am
Does this final release work with the Nighty or does it require the Stable version?  I'm asking because I was looking at your website and it says to use the Stable but it has a link for a patch for the Nightly but the link is broken.

Awesome Guns modification works on the OpenXcom Stable and Nightly (with patch (http://www.openxcom.com/mod/awesome-guns-nightly-patch)). I recommend to play Awesome Guns modification on the Stable version because:
- Stable version has better animation for melee attack (stable uses 10 frames, nightly uses just 4)
- Awesome Guns modification has been tested very well on the stable version
- Stable version has better performance (soldier moving)

Also, will it work with Luke's Extra UFOs?  I find the mod indispensable for variety in UFO assaults.

Awesome Guns modification is a FULL modification. There are a few mods for improving alien behaviour and they work fine with my creation. I recommend to use these mods:
- Lukes Expanded Terror Mission
- Solar's New UFOs (be careful, only version 1.1 is for stable game's release)
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: wsmithjr on March 23, 2017, 03:45:54 am
Awesome Guns modification works on the OpenXcom Stable and Nightly (with patch (http://www.openxcom.com/mod/awesome-guns-nightly-patch)). I
Clicking on the patch link does not work. I get an Error 523 Origin unreachable.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Meridian on March 23, 2017, 12:38:45 pm
Clicking on the patch link does not work. I get an Error 523 Origin unreachable.

Link is for the mod portal.
Mod portal is down... as usual... I recommend attaching the file either here on the forum, or using anything else than the mod portal... you'll make everyone's life much easier avoiding the portal completely.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on March 28, 2017, 02:59:36 am
Does this final release work with the Nighty or does it require the Stable version?  I'm asking because I was looking at your website and it says to use the Stable but it has a link for a patch for the Nightly but the link is broken.

Also, will it work with Luke's Extra UFOs?  I find the mod indispensable for variety in UFO assaults.

Thanks.

Here you are
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Mr. Quiet on April 25, 2017, 09:58:39 am
FYI, Terrain pack worked smoothly during my playthrough with your mod. I would recommend it as well. One of the best mods I've ran last year, so thanks mate!
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: PAK001 on August 29, 2017, 06:22:34 pm
Does this mod work with newer nightlies? I can't get it  to work with 2017-08-01 nightly. I've copied the nightly ruleset file into the AwesomeGuns-1.6 folder, the mode shows up on the list in the game, but when I turn it on - nothing happens. Game restarts properly, no errors but when I start to play it is vanilla version.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on August 29, 2017, 06:35:47 pm
Does this mod work with newer nightlies? I can't get it  to work with 2017-08-01 nightly. I've copied the nightly ruleset file into the AwesomeGuns-1.6 folder, the mode shows up on the list in the game, but when I turn it on - nothing happens. Game restarts properly, no errors but when I start to play it is vanilla version.

Try to rename folder from [AwesomeGuns-1.6] to [AwesomeGuns] and tell the result. In addition, you can try this patch (http://www.openxcom.com/mod/awesome-guns-nightly-patch).
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: SteamXCOM on August 30, 2017, 06:48:16 am
A small thing
Sanfrancisco
should be SanFrancisco, no?
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: PAK001 on August 30, 2017, 12:02:34 pm
Try to rename folder from [AwesomeGuns-1.6] to [AwesomeGuns] and tell the result. In addition, you can try this patch (http://www.openxcom.com/mod/awesome-guns-nightly-patch).
Rnaming the folder worked. Thanks for assistance and thanks for this great mod. Looks gorgeous and plays superbly.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on August 30, 2017, 02:52:30 pm
A small thing
Sanfrancisco
should be SanFrancisco, no?

It can be on Nightly version of OpenXcom without path (http://www.openxcom.com/mod/awesome-guns-nightly-patch). Please install the patch.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on August 30, 2017, 03:04:59 pm
Rnaming the folder worked. Thanks for assistance and thanks for this great mod. Looks gorgeous and plays superbly.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: SteamXCOM on August 31, 2017, 05:53:44 am
It can be on Nightly version of OpenXcom without path (http://www.openxcom.com/mod/awesome-guns-nightly-patch). Please install the patch.

Yes, thank you,  the patch took care of it, I see the patch is an update to the .rul file,
and San Francisco shows up ingame as it should.
Moral of story, run patch then complain
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: PAK001 on October 09, 2017, 01:04:56 am
Is there any info about vulnerabilities and resistances of alien races (just like You gave earlier in this post about Mutons and Snakemen)?
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Zyzyfer on October 09, 2017, 04:02:28 pm
Is there any info about vulnerabilities and resistances of alien races (just like You gave earlier in this post about Mutons and Snakemen)?
That stuff can be found in the AwesomeGuns.rul file

Code: [Select]
- type: SECTOID_ARMOR0
    spriteInv: sectoidInventoryImage
    frontArmor: 4
    sideArmor: 3
    rearArmor: 2
    underArmor: 2
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 1.5 # Laser
      - 0.6 # Plasma
      - 1.4 # Stun
      - 1.6 # Melee
      - 0.4 # Acid
      - 2.5 # Smoke

  - type: CYBERDISC_ARMOR
    spriteInv: cyberdiscInventoryImage
    frontArmor: 34
    sideArmor: 34
    rearArmor: 34
    underArmor: 34
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.8 # Incendiary
      - 0.5 # High Explosive
      - 0.6 # Laser
      - 0.6 # Plasma
      - 0.0 # Stun
      - 0.6 # Melee
      - 1.5 # Acid
      - 0.0 # Smoke

  - type: FLOATER_ARMOR0
    spriteInv: floaterInventoryImage
    frontArmor: 8
    sideArmor: 6
    rearArmor: 4
    underArmor: 12
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 1.1 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 2.0 # Smoke

  - type: FLOATER_ARMOR1
    spriteInv: floaterInventoryImage
    frontArmor: 16
    sideArmor: 12
    rearArmor: 8
    underArmor: 14
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 1.0 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 1.8 # Smoke

  - type: FLOATER_ARMOR2
    spriteInv: floaterInventoryImage
    frontArmor: 24
    sideArmor: 18
    rearArmor: 12
    underArmor: 16
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 1.0 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 1.6 # Smoke

  - type: REAPER_ARMOR
    spriteInv: reaperInventoryImage
    frontArmor: 28
    sideArmor: 28
    rearArmor: 28
    underArmor: 4
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.8 # Incendiary
      - 0.7 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 0.7 # Stun
      - 0.7 # Melee
      - 0.4 # Acid
      - 2.2 # Smoke

  - type: SNAKEMAN_ARMOR0
    spriteInv: snakemanInventoryImage
    frontArmor: 20
    sideArmor: 20
    rearArmor: 16
    underArmor: 16
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.55 # Laser
      - 0.5 # Plasma
      - 1.2 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 2.4 # Smoke

  - type: SNAKEMAN_ARMOR1
    spriteInv: snakemanInventoryImage
    frontArmor: 24
    sideArmor: 24
    rearArmor: 20
    underArmor: 20
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.55 # Laser
      - 0.5 # Plasma
      - 1.15 # Stun
      - 1.1 # Melee
      - 0.4 # Acid
      - 2.2 # Smoke

  - type: SNAKEMAN_ARMOR2
    spriteInv: snakemanInventoryImage
    frontArmor: 26
    sideArmor: 26
    rearArmor: 22
    underArmor: 22
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.55 # Laser
      - 0.5 # Plasma
      - 1.1 # Stun
      - 1.0 # Melee
      - 0.4 # Acid
      - 2.0 # Smoke

  - type: CHRYSSALID_ARMOR
    spriteInv: chryssalidInventoryImage
    frontArmor: 34
    sideArmor: 34
    rearArmor: 34
    underArmor: 34
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 0.2 # Incendiary
      - 1.5 # High Explosive
      - 0.3 # Laser
      - 0.2 # Plasma
      - 1.0 # Stun
      - 1.0 # Melee
      - 0.4 # Acid
      - 2.0 # Smoke

  - type: ZOMBIE_ARMOR
    spriteInv: zombieInventoryImage
    frontArmor: 4
    sideArmor: 4
    rearArmor: 4
    underArmor: 4
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.8 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.0 # Stun
      - 1.0 # Melee
      - 0.0 # Acid
      - 0.0 # Smoke

  - type: MUTON_ARMOR0
    spriteInv: mutonInventoryImage
    frontArmor: 20
    sideArmor: 20
    rearArmor: 20
    underArmor: 10
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke

  - type: MUTON_ARMOR1
    spriteInv: mutonInventoryImage
    frontArmor: 24
    sideArmor: 24
    rearArmor: 24
    underArmor: 15
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke

  - type: MUTON_ARMOR2
    spriteInv: mutonInventoryImage
    frontArmor: 28
    sideArmor: 28
    rearArmor: 28
    underArmor: 20
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke

  - type: CELATID_ARMOR
    spriteInv: celatidInventoryImage
    frontArmor: 20
    sideArmor: 20
    rearArmor: 20
    underArmor: 20
    damageModifier:
      - 1.0 # None
      - 1.4 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.3 # Laser
      - 0.2 # Plasma
      - 0.8 # Stun
      - 1.2 # Melee
      - 0.0 # Acid
      - 0.0 # Smoke

  - type: SILACOID_ARMOR
    spriteInv: silacoidInventoryImage
    frontArmor: 50
    sideArmor: 50
    rearArmor: 50
    underArmor: 10
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.0 # Incendiary
      - 0.8 # High Explosive
      - 1.0 # Laser
      - 0.9 # Plasma
      - 0.8 # Stun
      - 0.6 # Melee
      - 0.0 # Acid
      - 0.0 # Smoke

  - type: ETHEREAL_ARMOR0
    spriteInv: etherealInventoryImage
    frontArmor: 40
    sideArmor: 40
    rearArmor: 40
    underArmor: 40
    damageModifier:
      - 1.0 # None
      - 1.0 # Armor Piercing
      - 0.8 # Incendiary
      - 1.0 # High Explosive
      - 0.85 # Laser
      - 0.8 # Plasma
      - 0.8 # Stun
      - 1.6 # Melee
      - 1.6 # Acid
      - 3.0 # Smoke

  - type: ETHEREAL_ARMOR1
    spriteInv: etherealInventoryImage
    frontArmor: 44
    sideArmor: 44
    rearArmor: 44
    underArmor: 44
    damageModifier:
      - 1.0 # None
      - 1.1 # Armor Piercing
      - 0.8 # Incendiary
      - 1.0 # High Explosive
      - 0.85 # Laser
      - 0.8 # Plasma
      - 0.75 # Stun
      - 1.5 # Melee
      - 1.4 # Acid
      - 3.5 # Smoke

  - type: ETHEREAL_ARMOR2
    spriteInv: etherealInventoryImage
    frontArmor: 48
    sideArmor: 48
    rearArmor: 48
    underArmor: 48
    damageModifier:
      - 1.0 # None
      - 1.2 # Armor Piercing
      - 0.8 # Incendiary
      - 1.0 # High Explosive
      - 0.85 # Laser
      - 0.8 # Plasma
      - 0.7 # Stun
      - 1.4 # Melee
      - 1.2 # Acid
      - 3.8 # Smoke

  - type: SECTOPOD_ARMOR
    spriteInv: sectopodInventoryImage
    frontArmor: 145
    sideArmor: 130
    rearArmor: 100
    underArmor: 90
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.8 # Incendiary
      - 0.8 # High Explosive
      - 2.0 # Laser
      - 0.4 # Plasma
      - 0.0 # Stun
      - 0.4 # Melee
      - 2.4 # Acid
      - 0.0 # Smoke

ps. this is still the best mod out there; as it is so true to the original only much more awesome & minus the bugs.   ;D
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: PAK001 on October 14, 2017, 02:41:20 am
Thanks.
Yes, this mod is the best indeed. It really gives the feeling of desperation to the game.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on November 12, 2017, 06:16:14 pm
Basically, the information of vulnerabilities and resistances of alien races can be found in the UFOpedia. I am just following by original game scenario in the Awesome Guns modification.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: .Mero on December 05, 2017, 11:16:47 am
Been Playing this mod for the last week, and i absolutely love this.
Fantastic new sprites/images/effects. expanded research tree really gives you options and tough decisions on what route to go.

Took me several games to even make it through the first month.. (i play superhuman exclusively) because of wrong decisions on tech and weapons.

Hats of to you for making this.

I do however wish this mod was a bit more modular though, i love the new weapons and restrictions on them (before i used the terran plasma weapon mod to block the use of alien weapons) but i find some of the research pre-requisits a bit harsh (hyper wave decoder, grav shield, avenger)  so it would have been great to be able to choose what to use.

But other then that, great mod, Thanks a lot for giving us more ways and new challenges to enjoy this great game. ^^
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: The Reaver of Darkness on March 18, 2018, 08:24:46 am
Can you make the nightly patch available on the forum?

edit: I see it available as an attachment on reply #98 (https://openxcom.org/forum/index.php/topic,4823.msg81313.html#msg81313), however this is difficult to find, so could you attach it to the OP?
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Lord_Kane on March 18, 2018, 10:54:29 am
Can you make the nightly patch available on the forum?

I tried the patch attached on page 7 or so and it did not load on the latest nightly, the game actually complains about the clipsize of STR_KNIFE.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: The Reaver of Darkness on March 19, 2018, 12:00:43 pm
I tried the patch attached on page 7 or so and it did not load on the latest nightly, the game actually complains about the clipsize of STR_KNIFE.

That's the same thing it does if you try to load the mod without the patch. Maybe you didn't install it correctly? I haven't tried the nightly patch yet.

- - - - - - - - - -

Canadian Beaver:

I ran the game on 1.0 and had it working properly. After playing several months through the game, I have a few comments on it. First, a text bug: the upgraded shotgun ammo is called 'Shotgun AL-AMMO', but I believe it is supposed to be called 'Shotgun AP-AMMO'.

Second, I note that the mod seems geared toward veteran players. I found it difficult to beat the missions or even to catch craft at times. Then again, the council reports have been extremely lenient so far. Maybe I'm just trying to rush the game. Not judging here, just describing.

But I'll put in more energy into the following gripe about balance. I feel like several items are too strong or weak relative to other things available around the same time. I'll go into detail about some--MINOR SPOILER ALERT:

a.) Sniper Rifle (weak) - It doesn't do enough damage above the Rifle to justify its way higher snap shot time unit cost. Also, aimed shots seem pretty lackluster in general in your mod. I presume it is designed to go with UFOExtender Accuracy, and I understand that means aimed shots are good at very long range when it's too far for snap shots. But in practice, I don't get very many opportunities to shoot that far even when I am trying to. So aimed shots are usually just way higher time unit cost for a meager increase in accuracy. Snap shots have a good range, so I arm my snipers with Rifles and they pretty much just use snap shots.

b.) Thunderbolt and Assault Rifle (weak) - I didn't actually use either of these but they appear to be about the same power as, if not slightly weaker than, the Sniper Rifle and the Rifle. They do a bit more damage and are slightly accurate, but have larger time unit costs to fire. Looking at them in the UFOPedia, I didn't want to spend so much materials to make them. In fact if they were free, I would still pay money to get Rifles instead.

c.) Rifle (strong) - Maybe the Rifle is overpowered. Its snap shot does seem a little too good given its overall versatility, comparing with other weapons available in the mod. I was reasonably happy to switch my snipers to Laser Rifles, but I really miss that autoshot every once in a while. If you nerf the Rifle's snap shot, it would still be good as a snap shot weapon because it can do auto in a pinch, but it would give more reason to use the Sniper Rifle instead.

d.) Shotgun, upgraded ammo (strong) - The shotgun is very strong at first, but doesn't do well against armor. But after the upgrade, it penetrates armor all too well. The damage increase matches what other weapons are getting, but I think it's too high because several armored opponents are very tough to take down, but I can pump a few shells into them at point blank range and take them down a bit too easily. I don't know if Chryssalids have high armor but the only thing I could kill them with was those shotguns. But maybe they just have really high HP. Well the shotgun is an excellent way to beat Chryssalids, Mutons, Snakemen, Cyberdiscs, Reapers, Silacoids, and pretty much everything else that I assume has armor. I'd recommend reducing its damage and increasing the number of pellets instead. Even before the damage went up, it was still pretty decent against Reapers and Cyberdiscs, especially because of their size.

e.) Laser Cannon (expensive) - The Laser Cannon seems worth using in air combat, but it's not going to revolutionize anything. It's also useful for making laser tanks, which are also neat but not particularly wonderful. (Granted, I haven't used a laser tank yet.) But the cost is very high, seemingly unreasonable, especially when I can very cheaply produce the Tuned Cannon which is about the same power. Air combat just isn't worth that much. Even if I had no other way to shoot stuff down, I still wouldn't want to pay so much for those lasers. I'd rather just catch them landed. And even if the laser tank is very powerful, I still wouldn't want to risk so much resources on a tank with the same durability, which has a high chance of being destroyed on exiting the craft.

f.) Power Suit (cheap) - Most things that are high tech in the mod are pretty expensive, but the Power Suit is comparatively very cheap. It is a huge and important upgrade to troop armor, but I can churn them out like a Ford assembly factory pumps out over-sized off-road SUVs. As soon as I get that tech, it's only a matter of time before my whole squad is equipped with the armor as well as my reserve troops, and several back-up suits at home for when soldiers die and get replaced. The Power Suit is only barely more expensive than the much weaker Heavy Armor.


I'm a stickler for game balance, so I just thought I'd mention some stuff from my gameplay experience. Cool mod, it's a lot of fun to play! I see it's also similar to what I did with my mod, mostly true to the original but fixes several problems the original game had. I noticed you did the same thing I did with alien containment.


edit: forgot one thing -- I'm getting major interface lag when I zoom in far enough to see the cities. Has anyone else reported this, or do you know what may be causing it? Simply being at that zoom level anywhere on the planet causes the game to slow to around 3-4 FPS.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Lord_Kane on March 20, 2018, 03:02:52 am
That's the same thing it does if you try to load the mod without the patch. Maybe you didn't install it correctly? I haven't tried the nightly patch yet.

- - - - - - - - - -

I ran the game on 1.0 and had it working properly. After playing several months through the game, I have a few comments on it. First, a text bug: the upgraded shotgun ammo is called 'Shotgun AL-AMMO', but I believe it is supposed to be called 'Shotgun AP-AMMO'.

Second, I note that the mod seems geared toward veteran players. I found it difficult to beat the missions or even to catch craft at times. Then again, the council reports have been extremely lenient so far. Maybe I'm just trying to rush the game. Not judging here, just describing.

But I'll put in more energy into the following gripe about balance. I feel like several items are too strong or weak relative to other things available around the same time. I'll go into detail about some--MINOR SPOILER ALERT:

a.) Sniper Rifle (weak) - It doesn't do enough damage above the Rifle to justify its way higher snap shot time unit cost. Also, aimed shots seem pretty lackluster in general in your mod. I presume it is designed to go with UFOExtender Accuracy, and I understand that means aimed shots are good at very long range when it's too far for snap shots. But in practice, I don't get very many opportunities to shoot that far even when I am trying to. So aimed shots are usually just way higher time unit cost for a meager increase in accuracy. Snap shots have a good range, so I arm my snipers with Rifles and they pretty much just use snap shots.

b.) Thunderbolt and Assault Rifle (weak) - I didn't actually use either of these but they appear to be about the same power as, if not slightly weaker than, the Sniper Rifle and the Rifle. They do a bit more damage and are slightly accurate, but have larger time unit costs to fire. Looking at them in the UFOPedia, I didn't want to spend so much materials to make them. In fact if they were free, I would still pay money to get Rifles instead.

c.) Rifle (strong) - Maybe the Rifle is overpowered. Its snap shot does seem a little too good given its overall versatility, comparing with other weapons available in the mod. I was reasonably happy to switch my snipers to Laser Rifles, but I really miss that autoshot every once in a while. If you nerf the Rifle's snap shot, it would still be good as a snap shot weapon because it can do auto in a pinch, but it would give more reason to use the Sniper Rifle instead.

d.) Shotgun, upgraded ammo (strong) - The shotgun is very strong at first, but doesn't do well against armor. But after the upgrade, it penetrates armor all too well. The damage increase matches what other weapons are getting, but I think it's too high because several armored opponents are very tough to take down, but I can pump a few shells into them at point blank range and take them down a bit too easily. I don't know if Chryssalids have high armor but the only thing I could kill them with was those shotguns. But maybe they just have really high HP. Well the shotgun is an excellent way to beat Chryssalids, Mutons, Snakemen, Cyberdiscs, Reapers, Silacoids, and pretty much everything else that I assume has armor. I'd recommend reducing its damage and increasing the number of pellets instead. Even before the damage went up, it was still pretty decent against Reapers and Cyberdiscs, especially because of their size.

e.) Laser Cannon (expensive) - The Laser Cannon seems worth using in air combat, but it's not going to revolutionize anything. It's also useful for making laser tanks, which are also neat but not particularly wonderful. (Granted, I haven't used a laser tank yet.) But the cost is very high, seemingly unreasonable, especially when I can very cheaply produce the Tuned Cannon which is about the same power. Air combat just isn't worth that much. Even if I had no other way to shoot stuff down, I still wouldn't want to pay so much for those lasers. I'd rather just catch them landed. And even if the laser tank is very powerful, I still wouldn't want to risk so much resources on a tank with the same durability, which has a high chance of being destroyed on exiting the craft.

f.) Power Suit (cheap) - Most things that are high tech in the mod are pretty expensive, but the Power Suit is comparatively very cheap. It is a huge and important upgrade to troop armor, but I can churn them out like a Ford assembly factory pumps out over-sized off-road SUVs. As soon as I get that tech, it's only a matter of time before my whole squad is equipped with the armor as well as my reserve troops, and several back-up suits at home for when soldiers die and get replaced. The Power Suit is only barely more expensive than the much weaker Heavy Armor.


I'm a stickler for game balance, so I just thought I'd mention some stuff from my gameplay experience. Cool mod, it's a lot of fun to play! I see it's also similar to what I did with my mod, mostly true to the original but fixes several problems the original game had. I noticed you did the same thing I did with alien containment.

I plop the compat patch in the modfolder in my user directory and still complains so I dunno as to install it on 1.0 you need to copy folders directly into the install folder for 1.0
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: The Reaver of Darkness on March 20, 2018, 09:02:22 am
I plop the compat patch in the modfolder in my user directory and still complains so I dunno as to install it on 1.0 you need to copy folders directly into the install folder for 1.0

You have to follow the installation instructions in the readme file. 1.0 didn't use the same mod folder.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Lord_Kane on March 20, 2018, 06:55:33 pm
You have to follow the installation instructions in the readme file. 1.0 didn't use the same mod folder.

I did and things still broke, bah I will just wait and hope the author updates the mod for the nightlies or just wait till 2.0 comes out.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: XSauroxPlayer on March 23, 2018, 12:05:23 pm
Hi,
I followed the entire installation process to make this mod work on the latest nightly.

I used the compatibility patch (put it into AwesomeGuns/Ruleset folder and named it AwesomeGuns.rul)

through the ingame options I can activate the mod without errors, but the game is still vanilla.

Any Advice?
May you write a detailed guide on how to install the mod on the latest nightly?

Thanks
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: zaibakk on March 23, 2018, 02:40:35 pm
I changed this ruleset by my own. Now it works for nightly.

I made this changes to the AwesomeGuns ruleset of 1.6 version:
1) I replaced all the "region" part in the file with the content of AwesomeGuns.NightlyPatch.rul
2) I entered the lines "clipSize: -1" to all melee weapons.

Hope this can help! See ya!  :D
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: The Reaver of Darkness on March 24, 2018, 02:22:22 am
Another way to do it:

OpenXcom is good with having multiple installations. You can easily have a 1.0 installation in a different folder from your nightly installation, and you can simply run the 1.0 to play Awesomeguns. You won't be able to find other mods for that version, but you don't need them since Awesomeguns covers such a wide variety of game features.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: anomalou on August 14, 2018, 08:34:36 pm
This mod is support OXCE+? Or not?
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Solarius Scorch on August 14, 2018, 10:00:14 pm
This mod is support OXCE+? Or not?

Any mod can by run with OXCE+.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: The Reaver of Darkness on August 15, 2018, 12:49:50 am
Any mod can by run with OXCE+.

That's not actually true. This mod uses the 1.0 file system and cannot be run on any recent version, it just crashes. If I fixed what was making it crash, for all I know it'd just crash for a different reason.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Solarius Scorch on August 15, 2018, 04:45:26 pm
That's not actually true. This mod uses the 1.0 file system and cannot be run on any recent version, it just crashes. If I fixed what was making it crash, for all I know it'd just crash for a different reason.

Well, perhaps I should have clarified that it must be an OpenXCom mod too? :P
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: FeruEnzeru[RETIRED/I QUIT] on August 15, 2018, 06:56:28 pm
That's not actually true. This mod uses the 1.0 file system and cannot be run on any recent version, it just crashes. If I fixed what was making it crash, for all I know it'd just crash for a different reason.
Well, perhaps I should have clarified that it must be an OpenXCom mod too? :P
Yeah, i'm kinda unhappy that the creator of the mod CanadianBeaver's not coming back the OXC forums by not updating it.
I would liked to try that mod after i'm done with my MVII stuff (like converting TFTD nodes to UFO nodes first, then do map node collecting via making maps that can help me collect and learn all of the nodes from vanilla UFO and TFTD maps including or excluding custom maps), but the issue is, the mod's kinda outdated and still uses 1.0 system (unless you/we have a nightly patch).

I wish CanadianBeaver comes back maybe next year or in the 2020s future i believe. :-[
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: anomalou on August 15, 2018, 09:54:21 pm
That's not actually true. This mod uses the 1.0 file system and cannot be run on any recent version, it just crashes. If I fixed what was making it crash, for all I know it'd just crash for a different reason.
This would be cool if you try fix this mod becouse he really good.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: The Reaver of Darkness on August 16, 2018, 12:30:11 pm
Yeah, i'm kinda unhappy that the creator of the mod CanadianBeaver's not coming back the OXC forums by not updating it.
It's actually not out of date, and it has had quite recent support. CanadianBeaver has intentionally built the mod with 1.0 compatibility in mind.

This would be cool if you try fix this mod becouse he really good.
I might try it at some point, but I don't have a concept for how difficult it will be. It might be just a few minutes of changes, or it could be more difficult than rewriting it from scratch. So don't get your hopes up for anything from me.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: FeruEnzeru[RETIRED/I QUIT] on August 16, 2018, 12:33:06 pm
It's actually not out of date, and it has had quite recent support. CanadianBeaver has intentionally built the mod with 1.0 compatibility in mind.
Okay, cool.

Thanks for the reminder, Reaver. I'll be waiting for replies and responses on the OXC froums then. (https://s.pximg.net/common/images/emoji/308.png)
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: anomalou on August 17, 2018, 09:02:31 pm
I might try it at some point, but I don't have a concept for how difficult it will be. It might be just a few minutes of changes, or it could be more difficult than rewriting it from scratch. So don't get your hopes up for anything from me.
No problem. I understand.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on November 15, 2018, 08:39:51 pm
I would like to inform, that the Czech translation has been started. Big thanks to Garrom Orc Shaman!

If you are interested, please check the separated branch: Czech translation (https://github.com/CanadianBeaver/AwesomeGuns/tree/translation-CZ). In the near  future all translation will be committed into master branch.

Czech RuleSet (https://github.com/CanadianBeaver/AwesomeGuns/blob/translation-CZ/Ruleset/AwesomeGuns.rul)

If you have any further questions, please don’t hesitate to contact me.

Awesome Guns website (https://canadianbeaver.github.io/AwesomeGuns/)

Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Meridian on August 04, 2019, 07:54:53 pm
Attached is a version compatible with latest OXCE.

Based on Warboy's update for latest OXC nightly, I just added one missing research.

Code: [Select]
  - name: STR_ALIENS_ONLY # unobtainable
    cost: 0
    points: 0
    dependencies:
      - STR_ALIENS_ONLY
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on August 07, 2019, 12:33:14 am
For playing the original Awesome Guns modification, you could download the OpenXcom 1.0 from web.archive:

http://web.archive.org/web/20170120202029/http://openxcom.org/downloads-milestones/

or via direct links:
Windows Installer (http://web.archive.org/web/20170120202029/http://openxcom.org/file/1720/)
Windows 32-bit ZIP Archive (http://web.archive.org/web/20170120202029/http://openxcom.org/file/1722/)
Windows 64-bit ZIP Archive (http://web.archive.org/web/20170120202029/http://openxcom.org/file/1724/)

And please, do not forget about extras:
https://openxcom.org/downloads-extras/
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Warboy1982 on August 07, 2019, 01:29:51 am
please, don't download 1.0, there's a reason it's not available through official sources any more.
if you absolutely must, please don't count on any kind of support.
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: SIMON on August 09, 2019, 05:08:51 pm
Just tested out the latest version on the modsite v2.0alpha and it crashes on startup. I was using the latest openxcom extended v5.61 and had no other mods on nor any of the preinstalled mods activated. Unfortunately, I have no save available as the game never starts-see attached
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: Meridian on August 09, 2019, 06:29:01 pm
Just tested out the latest version on the modsite v2.0alpha and it crashes on startup. I was using the latest openxcom extended v5.61 and had no other mods on nor any of the preinstalled mods activated. Unfortunately, I have no save available as the game never starts-see attached

It works fine for me.

Can you try without the mod? And then enable it again?
Title: Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
Post by: CanadianBeaver on August 10, 2019, 01:16:35 am
Just tested out the latest version on the modsite v2.0alpha and it crashes on startup. I was using the latest openxcom extended v5.61 and had no other mods on nor any of the preinstalled mods activated. Unfortunately, I have no save available as the game never starts-see attached

Looks like you did not install OpenXcom correctly or removed necessary files after installation. Please, check the following folder and copy there all files from installation .zip: ../openxcom/standard/xcom1/Resources/UI/