OpenXcom Forum

Modding => Resources => Topic started by: The_Funktasm on October 17, 2016, 03:02:45 am

Title: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on October 17, 2016, 03:02:45 am
Feel free to use these sprites as long as you use credit where it's due and aren't an overt jerk to me.


I am pretty familiar with XCOM, and to a lesser extent modding it. (When I was little there were these programs that were installed on the computer for editing various things, with strange MS-Paint level graphics for splash screens and a frame around the program. I recall a super simple few weapon and equipment editors, and a full blown base/storage/soldier editor with a GUI showing various parts of your base, but I digress, just curious if anyone had the same programs...)

But graphically I'm completely unfamiliar with modding XCOM, though I'm pretty good at spriting in general and do it for Zdoom projects.

To start with, here's a sheet in progress of a bunch of weapons that I have in various levels of scale. I'm pretty sure I'll need to use rotsprite (https://info.sonicretro.org/RotSprite) to get them looking better and at a more proper scale, to say nothing of palette.

I'm aware it's messy, but I'm kind of working on it as I go along.
If anyone could spare any links or resources for getting graphics game-ready, I have a mod I'd like to do using some of these, at least in a modified form.

Also, first post. Hoping this will be a better community for me than some others I've tried.

If you look and squint, you can see an (IMI: Uzi Family[Micro, Mini, Stock], Desert Eagle) (H&K: MP5, MP5K, MP5SD, G3, HK53,PSG1, G11 Caseless AR, and single shot GL) (Steyr: AUG, TMP/silenced) (Colt: 1911, M16, M4, Carbine, Python) (FN: FAL[partial]) (Russian/Ismash?: SVD, AKS-74u, AK-74, PM, PMM) (One-Offs: Scorpion Machine Pistol, Ingram M10/silenced, Glock 17/18, Ruger LCP, S&W .38 +P Snubnose, FABARM, Franchi SPAS-12, Pancor Jackhammer, Pulse Rifle from Aliens, USAS-12, Sawn-Off Shotgun, Short Pump Shotgun [Winc. 1300 or Rem. 870], Armsel/Protecta Assault Shotgun, African GL from MGS4, Dan Wesson PPC, Remington 700? Sniper Rifle, More) Also see my Xcom Advanced Caseless Bullpup series, and my two attempts at laser weapons.

Edit: Added small sheet of scaled sprites. Added link to Rotsprite Tool.  Also it took me ages on my crappy 56k connection to get registered and everything.
EDIT 2&1/2: Added my attempt at a classic style rifle/shotgun/carbine/smg/more tree, the start of a broader laser family, some rocket/grenade launchers, and a few equipment pieces.

EDIT 3&1/2: Updated a lot of shit... again.

Current Full Sheet, now with names:
(https://i.imgsafe.org/0807446563.png)

New Alien (sting/manta)Ray guns.
(https://i.imgsafe.org/08ddf9ef5c.png)

TFTD-esque energy weapon family:
(https://i.imgsafe.org/248cfa8bfa.png)
Title: XTREME MEASURES: WIP XCOM mod
Post by: The_Funktasm on October 17, 2016, 06:28:11 am
My mod is going well at the moment. Now I have to get some research stuff squared away. Aside from that and figuring out the order of my various new items I've gotten to a smoother and less irritating spot in development. It was damn hard at first...
Title: Re: The_Funktasm's Hugh-Jazz Sprite Pile
Post by: ohartenstein23 on October 17, 2016, 02:38:36 pm
Welcome to the forums!  You can use any image editor that supports creating indexed images to make resources for OXC. This thread contains some information on using palettes for GIMP/Photoshop (https://openxcom.org/forum/index.php/topic,1557.0.html).  I personally use GIMP, having made a template with the correct palette and size for weapon sprites - I'll upload a sample weapon inventory image in a bit if you want to take a look.  You could also look at some mega-mods like FMP, Area 51, Xeno Ops, and Piratez for plenty of examples of modded sprites.  Other useful tools to look for are MCD Edit and Falko's modding tools, check on this (https://openxcom.org/forum/index.php/board,13.0.html) board for some links to them.
Title: Re: The_Funktasm's Hugh-Jazz Sprite Pile
Post by: Solarius Scorch on October 17, 2016, 02:55:33 pm
It's an  interesting collection, but most objects are the wrong size. ;) Bigob size is 32x48, and many of your guns are bigger. It's already something, but they would have to be resized to be useful. And of the ones that do fit, many seem just too big visually, for example an ordinary assault rifle which fills the entire window looks unnatural. So, scaling is needed.

Also, your weapons look rather flat, since they are mostly shaded with a gradient. It works well for Doom, where it's expected to scale with distance, but in X-Com the graphics are static, so they beg for a more realistic detail. I don't mean anything elaborate, but more shading would be nice.

But it's a very interesting starting collection, it shows promise! I might steal a thing or two from it.
Title: Re: The_Funktasm's Hugh-Jazz Sprite Pile
Post by: ohartenstein23 on October 17, 2016, 04:10:13 pm
Here, if you use GIMP, this is a template for creating the BIGOBS sprites for the inventory images.  It should have the correct Battlescape palette attached, and there's a layer for the grid for inventory item sizes.  I've also attached a sample weapon sprite that I've been working on - I export as a .png (.gif also works) file with only the top layer visible, and that creates the proper file for use in OXC.

Title: Re: The_Funktasm's Hugh-Jazz Sprite Pile
Post by: The_Funktasm on October 17, 2016, 11:24:17 pm
It's an  interesting collection, but most objects are the wrong size. ;) Bigob size is 32x48, and many of your guns are bigger. It's already something, but they would have to be resized to be useful. And of the ones that do fit, many seem just too big visually, for example an ordinary assault rifle which fills the entire window looks unnatural. So, scaling is needed.

Also, your weapons look rather flat, since they are mostly shaded with a gradient. It works well for Doom, where it's expected to scale with distance, but in X-Com the graphics are static, so they beg for a more realistic detail. I don't mean anything elaborate, but more shading would be nice.

But it's a very interesting starting collection, it shows promise! I might steal a thing or two from it.

I figured it'd be easiest to go light on detail until I've shrunken my sprites down to around the size I need. I can kind of see what you mean as far as the scaling too. It's a shame we can't scale graphics down in-game since actually scaling them down will mean I'll have to make sacrifices of specific recognizable details. I think the AKs and SPAS I scaled are a good example of how that can go. While they look ok, they aren't quite as recognizable.

Here, if you use GIMP, this is a template for creating the BIGOBS sprites for the inventory images.  It should have the correct Battlescape palette attached, and there's a layer for the grid for inventory item sizes.  I've also attached a sample weapon sprite that I've been working on - I export as a .png (.gif also works) file with only the top layer visible, and that creates the proper file for use in OXC.



Thanks for the templates and resources.

I've been looking around and acquiring some of the various editors I'll need. I'm planning on making an initially simple mod to broaden the weaponry choices for not only Soldiers, but also Crafts, Bases and Aliens.

An important element will be greater choice among purchasable weaponry, though often one of economy or utility versus raw quality. Say for example AK pattern weapons bought for cheap from a country that was getting rid of them anyway, or more expensive made to order weapons. Stuff that when taken into account can lead to a cheapskate game where a second base being built the first month is actually practical, or alternatively can lead to the entire budget being spent in the first month in an attempt to cover any possible situation with almost too good of equipment for barely trained infantry.

I also would like to revamp and expand the HWPs to fit more realistic and obvious roles than they do in vanilla. I'm willing to wait on graphics for the HWPs since I know it'll be a bit involved. Same thing with craft weapons, because I have to actually extract some of the proper resources to tweak before I can much with them.
Mainly I want them to have more clearly labeled weapons. In real life the "cannon" would probably be around 20mm considering it's not the size of a full tank. As cool as a 20mm cannon is though, it's explosive so there would need to be yet more variants to cover the requirements for a non-explosive weapon platform.
Since it's a tank, and pretty heavy weapons fit better, I guess .50 BMG would be a good fit for one, with good accuracy and damage, but costly burst. Similarly, I think a machinegun HWP would be a fair idea. An inaccurate, rather dangerous, quasi-shotgun of a machine gun with somewhat weak bullets but a long suppressive fire burst.

As far as the other explosive HWPs I would make a heavier "Rocket" HWP with medium aircraft scale rockets, and a lighter "Missile" HWP with small, soldier scale waypoint rockets.

I have to wonder though if there might be some way to have a HWP use clips, like with an inventory somehow, so that the same HWP could fire IC, HE, or AP ammo at will like a lot of real autocannon systems?
Title: Re: The_Funktasm's Hugh-Jazz Sprite Pile
Post by: ohartenstein23 on October 18, 2016, 11:54:34 pm
For the HWP stuff, you can actually make an armor type for a soldier that is a 2x2 unit with a built-in weapon for the turret, which you could load with special ammunition types.  It's a bit kludgy and would need a lot of tweaking though.
Title: Re: The_Funktasm's Hugh-Jazz Sprite Pile
Post by: The_Funktasm on October 20, 2016, 09:20:56 am
For the HWP stuff, you can actually make an armor type for a soldier that is a 2x2 unit with a built-in weapon for the turret, which you could load with special ammunition types.  It's a bit kludgy and would need a lot of tweaking though.

Sounds interesting, but I think I'm tempted to just fine tune each HWP to make it worthwhile in its own right even without ammo types to simplify any quirks that might cause. A good start might be to have lighter parts for quick 1 hour conversion of the same HWP in "living" and broken states into a new functional one. Not sure if that would work or not.

I also think the aliens need an armory expansion to reflect their disregard of common human morality. I'm thinking poison gas, arcing explosive plasma shots, and occasional bombs planted in their units as a discovery countermeasure. Granted, I think XCOM should have some of the same options.

EDIT: Added a better scaled XCOM derived weapon family, and some equipment to first post, and even here through the magic of image hosting. (https://i.imgsafe.org/ded36147e0.png)

I think the new X-Fausts are some of my favorites even if they're cheap and sketchy as hell.
Title: Re: The_Funktasm's Crap-U-Copia: Still On a Spriting roll - 10/24/16
Post by: The_Funktasm on October 24, 2016, 02:30:28 pm
So I've updated my main post with a lot of stuff lately and felt it was worth a new post to ask if anyone has any suggestions.

Any changes, or new weapons I should do? There are a few limitations, sadly... I wasn't able to do a scorpion smg in this sprite scale for one, or a PPK. Aside from really small stuff or stuff that requires super fine detail to identify a lot of stuff would work fine, I bet.

And as a modding question, would a flamethrower having a realistic weight of about a TFTD human body make it completely unworthy of using with a realistic fuel capacity, but also realistic range, arc, and spreading projectiles, at least within XCom engine limitations? Realistic fuel capacity meaning that you empty it in around ten-twenty seconds of TU equivalent.  Granted since I intend it for clearing foliage around the ship and as a trainer for an alien tech variant, it's sort of intended to empty and then drop in favor of Skyranger ramp weapons, and to mostly just set a whole lot on fire at once without relying on like an auto-shot or two's worth per turn.

I suppose it'd also be useful with power suits researched since I'm planning on having them boost strength, and they're flame resistant to begin with.
Title: Re: The_Funktasm's Crap-U-Copia: Still On a Spriting roll - 10/24/16
Post by: Solarius Scorch on October 24, 2016, 06:46:33 pm
So I've updated my main post with a lot of stuff lately and felt it was worth a new post to ask if anyone has any suggestions.

Yeah, like I said before in the PM, I really like your collection and would like to see some more!

Any changes, or new weapons I should do? There are a few limitations, sadly... I wasn't able to do a scorpion smg in this sprite scale for one, or a PPK. Aside from really small stuff or stuff that requires super fine detail to identify a lot of stuff would work fine, I bet.

Are you more interested in making real-life weapons, or sci-fi weapons?
As a modder, I have to say that real life weapons are very useful, but for me it's more of a "I have a sprite for Glock 17, so I'm adding Glock 17 to the mod if it makes sense" rather than "I want a Glock 17, I just need a sprite". That's because so freakishly many real weapon models exist that I usually find it hard to decide if I need a Barett, or maybe a Galil, because often it doesn't really matter (unless I'm making a very specific faction). Sci-fi weapons on the other hand are more of a hit-and-miss, since I do need them but also there is a large collection to choose from already.
I'm not very concise here... My point is, both categories are potentially welcome, but for different reasons.

And as a modding question, would a flamethrower having a realistic weight of about a TFTD human body make it completely unworthy of using with a realistic fuel capacity, but also realistic range, arc, and spreading projectiles, at least within XCom engine limitations?

You mean a male civilian TFTD corpse (weight 30) or female civilian (weight 50)? :P
But seriously, weight 30 or 35 (like most human corpses) seems fine. Real weight to X-Com weight isn't 1:1, but some sort of logarithmic equation (so three items with weight 3 would be lighter in real life than an item with weight 9).

Realistic fuel capacity meaning that you empty it in around ten-twenty seconds of TU equivalent.

Which is...?

I suppose it'd also be useful with power suits researched since I'm planning on having them boost strength, and they're flame resistant to begin with.

Boosting strength will also give them huge throwing capabilities, I'm not sure you want this. If not, I suggest you give them negative weight instead, so only their carrying capacity gets increased.
Title: Re: The_Funktasm's Crap-U-Copia: Still On a Spriting roll - 10/24/16
Post by: Dioxine on October 24, 2016, 06:56:49 pm
Checkered-pattern orky rockets? Yummy!
Title: Re: The_Funktasm's Crap-U-Copia: Still On a Spriting roll - 10/24/16
Post by: The_Funktasm on October 24, 2016, 07:29:00 pm
Yeah, like I said before in the PM, I really like your collection and would like to see some more!

Are you more interested in making real-life weapons, or sci-fi weapons?
As a modder, I have to say that real life weapons are very useful, but for me it's more of a "I have a sprite for Glock 17, so I'm adding Glock 17 to the mod if it makes sense" rather than "I want a Glock 17, I just need a sprite". That's because so freakishly many real weapon models exist that I usually find it hard to decide if I need a Barett, or maybe a Galil, because often it doesn't really matter (unless I'm making a very specific faction). Sci-fi weapons on the other hand are more of a hit-and-miss, since I do need them but also there is a large collection to choose from already.
I'm not very concise here... My point is, both categories are potentially welcome, but for different reasons.

You mean a male civilian TFTD corpse (weight 30) or female civilian (weight 50)? :P
But seriously, weight 30 or 35 (like most human corpses) seems fine. Real weight to X-Com weight isn't 1:1, but some sort of logarithmic equation (so three items with weight 3 would be lighter in real life than an item with weight 9).

Which is...?


Boosting strength will also give them huge throwing capabilities, I'm not sure you want this. If not, I suggest you give them negative weight instead, so only their carrying capacity gets increased.

Good to know about boosting strength. I've heard of the limitations of the game engine as far as allowing max-strength throws, so that negative weight thing seems fair. I figure the weight of 35 points because while it's less than a person's weight, it's not as pressing as a body to reclaim, and it involves an unbalanced, sloshing tank of fuel. Ideally it should fatigue a simple squaddie to carry around such a weapon.

As far as the TU equivelant, I think the weapon would be emptied in a turn and a half to two turns of theoretical pure full auto fire without any other actions made. Perhaps three? It's hard to tell when a soldier can sometimes walk/jog all the way around from the rear of the skyranger down around to about the front in a single turn. That could be either five seconds, or thirty. But considering the aiming and the burst count for an average weapon, it'd likely be more in the region of eight to 15 or so. So I'm not certain. In any case it'll be frightening to see from a flying enemy.


On the subject of what I want to make, I want to make resources for both a mod of my own, and other people's mods, but enough that I have a nice broad choice from them for each class of weapons I want to include. As far as sci-fi weapons go, lasers seem to work in the scale and style, but the rest are a little harder to work with. Alien stuff especially. I want to do more movie style sci-fi weapons like some of the recognizable ones from "Aliens", and singular examples like the railgun from "Eraser."

It also might be interesting to visually re-imagine parts of XCOM to be more like a JRPG or 80's-90's anime. Like perhaps taking a page out of Appleseed's book and combining the power suit helmet with the default XCOM coverall sprites to make cyborgs. Using appropriate sound effects for weapons and aliens, etc.
(https://i.imgsafe.org/566aa854a0.png)


EDIT: Did some prog-knives. They're on the first post. Impending "everything I've done" sheet after my mod slows down on requiring my time as much.
Title: Re: The_Funktasm's Crap-U-Copia: Progressive Knives! - 11/02/16
Post by: The_Funktasm on November 08, 2016, 05:14:40 am
So my mod is coming along well but I can already tell it's making the game easier, even with what I've made harder.
Interception, namely, as I've turned the basic interceptor into a glass cannon that needs to be used in numbers but can destroy a terror ship with a lucky combo of weapons on around three interceptors, or two if one has time to reload (which realistic or not, I have weapons and fuel reloaded on average in the span of two hours, more for more complicated or energy weapons. To compensate, these planes are 1.5 mil each with cheaper fees, and the munitions fired by craft are incredibly expensive compared to vanilla. On the order of paying HWP prices for missiles every air-combat heavy month. Or more.

So I want to increase the chances of the aliens without doing too much. Stuff like making some of the lamer late-game aliens better, and aliens in general numerous like TFTD, in maybe not mixed race crews of the usual sort, but well picked combos of aliens that work just too well together in the later game. For example, dealing with weak Psionics AND zombies. Or seeing the sectopod and cyberdisc used far more universally. I had also thought about making an alternate Chryssalid and zombie, where the aliens have made a variant where rather than eggs, there are bombs in the Chryssalid that explode upon its death, and that of any zombie it makes.

Anyway, I'd like to hear your ideas on this. If it helps, things are easier because of more available weaponry, and more accurate weaponry being available. I'm working my way up from beginner testing this mod, and I've already gotten an alloy round assisted no-casualty terror mission, and I'm not exactly the best player at this game.

I'll also take ideas on alien armory expansion. Thinking about giving them more terror-oriented weapons as opposed to something XCOM even can utilize well outside of UFO landings/crashes. Plasma mortars, waypoint plasma, etc. I figure that even as advanced as they are, the aliens are kind of into crude weaponry since for all their technology, their grenade might as well just be a time-bomb you can throw. (as opposed to a more compact and focused explosion that guarantees user safety, or even a plasma grenade)

Also I figure I'll have a test version out once I've got some of the relevant permissions I'd need. I have to look up a few credits pages in a few mods, since I've borrowed a few handobs and floorobs. I could always just make my own new ones off of the originals from the game but the LMG and AK that were used in Area 51 have been perfect as bases to make my AK variants and PKM.
Title: Re: The_Funktasm's Crap-U-Copia: Time to get some input - 11/07/16
Post by: The Think Tank on November 08, 2016, 05:21:14 am
Wait, is there a download for these sprites yet? If not, keep up the good work, these are looking amazing! They are triggering some nostalgia from when I first found custom-weapon mods. If you are looking for anyone to write some description on the weapons (like a small summary) I can handle myself pretty well with modern-munition knowledge, not to mention decent at making up some sci-fi mumbo-jumbo to describe a laser. If you are at all interested please let me know, I would love to help in any way I can!

Edit: I see that you are looking for an adequate name for the RPO, and I would suggest using the name RPO Rys, an older cousin to the RPO-A "Schmel," but the model you have most closely relates to the older Rys, at least in my opinion. Here, have a looksie yourself:
https://www.military-today.com/firearms/rpo_rys.jpg
(This one doesn't have a scope, but they do come with those. Although if you are looking for simplicity, RPO is accurate enough)
Title: Re: The_Funktasm's Crap-U-Copia: Time to get some input - 11/07/16
Post by: ivandogovich on November 08, 2016, 07:19:14 pm
Some very nice work here!  :D  Quite the nice human arsenal. :)   
Question: Did you get them paletted into Xcom's palette? 
Also, one consideration:  HandObs and Floor Obs. Have you worked any of these up?  (These are shorter, 32X40, vs the 32X48 of BigObs. Just FYI, not sure if you are up on that stuff). 
Title: Re: The_Funktasm's Crap-U-Copia: Time to get some input - 11/07/16
Post by: The_Funktasm on November 08, 2016, 10:11:08 pm
Wait, is there a download for these sprites yet? If not, keep up the good work, these are looking amazing! They are triggering some nostalgia from when I first found custom-weapon mods. If you are looking for anyone to write some description on the weapons (like a small summary) I can handle myself pretty well with modern-munition knowledge, not to mention decent at making up some sci-fi mumbo-jumbo to describe a laser. If you are at all interested please let me know, I would love to help in any way I can!

Edit: I see that you are looking for an adequate name for the RPO, and I would suggest using the name RPO Rys, an older cousin to the RPO-A "Schmel," but the model you have most closely relates to the older Rys, at least in my opinion. Here, have a looksie yourself:
https://www.military-today.com/firearms/rpo_rys.jpg
(This one doesn't have a scope, but they do come with those. Although if you are looking for simplicity, RPO is accurate enough)
I think I could use a bit of backup on getting stats fixed and coming up with somewhat better descriptions for some equipment. All of my good ones end up using too much space for the ufopaedia pages. As far as a download for these sprites in a usable form, I can get all that I have together for a pack on the main post later today, but I don't have quite every weapon in a usable form yet.

Here's an example of one of my ufopaedia entries. I am interested in hearing alternatives.

(https://i.imgsafe.org/247a27d1a7.png)

(https://i.imgsafe.org/247e4620e8.png)

(https://i.imgsafe.org/24822b48cb.png)

Some very nice work here!  :D  Quite the nice human arsenal. :)   
Question: Did you get them paletted into Xcom's palette? 
Also, one consideration:  HandObs and Floor Obs. Have you worked any of these up?  (These are shorter, 32X40, vs the 32X48 of BigObs. Just FYI, not sure if you are up on that stuff). 

I have quite a few weapons paletted and in game now, including a few HandObs and FloorObs based on the AK47 from Area 51. At some point I have time for polishing some of the stuff I've made, I'm probably going to make a decent few more based on the original weapons. I got a sheet off the ufopaedia wiki that seems like I could make most of them off of. The only ingame problem I have is that I'll have to go back and align my sprites to the general BigOb grid layout rather than how I've been doing it up to now, since hardly any of my magazine/1-tile items sit in the middle of the inventory squares.


Added some energy weapons I did to the first post. And here... why not?

TFTD-esque energy weapon family:
(https://i.imgsafe.org/248cfa8bfa.png)
Title: Re: The_Funktasm's Crap-U-Copia: Time to get some input - 11/07/16
Post by: The Think Tank on November 09, 2016, 07:27:54 am
Sure, I will see what I can conjure up. I will try and do something for the Beretta and Desert Eagle, but it may be a bit until I can do that.
Title: Re: The_Funktasm's Crap-U-Copia: Time to get some input - 11/07/16
Post by: The_Funktasm on November 09, 2016, 01:59:47 pm
Sure, I will see what I can conjure up. I will try and do something for the Beretta and Desert Eagle, but it may be a bit until I can do that.

I felt those were some of my good ones, but I appreciate any input that makes for a more immediately useful description for any players needing basic usage info on the weapons in the mod.

As far as lasers, which you mentioned earlier, I'm thinking of giving them an alien alloy dependency, explained in the UFOPaedia with some info about the basic laser family of weapons explaining that alien alloys can be finely tuned for minimum or maximum conduction, meaning that much better heat-sinks and custom batteries can be made with it than before. As far as balance, my laser weapons are better than stock weapons, but not better than alloy rounds damage-wise. Their main benefit is accuracy. Even with less TU efficiency, they hit better over a distance and need no ammo. (though I've thought a recharging disposable model for them with a maximum of shots before their electronics "fuse" in any single mission might work)

If it helps, here's a list of weapons in the game already, or that I'm intending to add:
M1911, PM Makarov, Glock 18, 38+p+ Snubnose, Desert Eagle/scoped, M93r Beretta, Ingram M10, Scorpion/VZ61, Bizon 9x18mm, MP5/MP5K, AK74, AKS-74-u, RPK, FN-FAL, FN-P90, M4/Carbine/GL/Sniper, PKM, M60, M249, M2 (dismounted for power armor), 7.62x51/5.56x45 Miniguns, Mosin Nagant rifle, M-24/Remington 700, XCOM PSG-1, XCOM .50 BMG AMR, Remington 870, XCOM Benelli M4 shotgun, XCOM Serbu Super Shorty, Protecta Bulldog, Milkor MGL Grenade Launcher, H&K 69 Grenade Launcher, M-79 Grenade Launcher, RPG-7 Launcher, compact "X-Faust" launcher based on the RPG, M202 FLASH launcher, "shoulder mounted guided missile", "psionic guided missile"

Out of those I'm only really settled on the two desert eagle ones, the mp5 ones, the minigun ones, and the ones for some of the AK family.
Title: Re: The_Funktasm's Crap-U-Copia: Time to get some input - 11/07/16
Post by: The Think Tank on November 09, 2016, 09:05:25 pm
I felt those were some of my good ones, but I appreciate any input that makes for a more immediately useful description for any players needing basic usage info on the weapons in the mod.

As far as lasers, which you mentioned earlier, I'm thinking of giving them an alien alloy dependency, explained in the UFOPaedia with some info about the basic laser family of weapons explaining that alien alloys can be finely tuned for minimum or maximum conduction, meaning that much better heat-sinks and custom batteries can be made with it than before. As far as balance, my laser weapons are better than stock weapons, but not better than alloy rounds damage-wise. Their main benefit is accuracy. Even with less TU efficiency, they hit better over a distance and need no ammo. (though I've thought a recharging disposable model for them with a maximum of shots before their electronics "fuse" in any single mission might work)

If it helps, here's a list of weapons in the game already, or that I'm intending to add:
M1911, PM Makarov, Glock 18, 38+p+ Snubnose, Desert Eagle/scoped, M93r Beretta, Ingram M10, Scorpion/VZ61, Bizon 9x18mm, MP5/MP5K, AK74, AKS-74-u, RPK, FN-FAL, FN-P90, M4/Carbine/GL/Sniper, PKM, M60, M249, M2 (dismounted for power armor), 7.62x51/5.56x45 Miniguns, Mosin Nagant rifle, M-24/Remington 700, XCOM PSG-1, XCOM .50 BMG AMR, Remington 870, XCOM Benelli M4 shotgun, XCOM Serbu Super Shorty, Protecta Bulldog, Milkor MGL Grenade Launcher, H&K 69 Grenade Launcher, M-79 Grenade Launcher, RPG-7 Launcher, compact "X-Faust" launcher based on the RPG, M202 FLASH launcher, "shoulder mounted guided missile", "psionic guided missile"

Out of those I'm only really settled on the two desert eagle ones, the mp5 ones, the minigun ones, and the ones for some of the AK family.

Oh, don't worry about those ones, they are actually quite well-made, all I am saying is that if there are some you would like changes to specifically I can try my hand at writing an "revised" version. Unless you have a specific weapon with an inadequate description, I will probably tackle the M1911 first as a demonstration of sorts. Hopefully you enjoy it!
Title: Re: The_Funktasm's Crap-U-Copia: Time to get some input - 11/07/16
Post by: The_Funktasm on November 11, 2016, 03:25:09 pm
So I figure it's good to supply what I can that's useful for everybody. Here are some explosion sprites I made off of the Extra Explosion sprites as a base. They're mostly so I can include my own effects in my mod since it's going to be affecting a lot of stuff by the end. XSPLODE1.png is also based on the Duke Nukem 3d explosion sprites.
(https://i.imgsafe.org/5c89ac6f92.gif)
(https://i.imgsafe.org/5c8c5baa09.gif)
(https://i.imgsafe.org/5c8f1102f5.gif)
(https://i.imgsafe.org/5c9522dc06.gif)

I made it a bit noisy and less solid in later frames so it stacks better. I don't like how blatant the HE Skull is, personally, but it serves a purpose in allowing explosion depth to show. I think overall it's retro enough not to stick out too bad...

Oh, don't worry about those ones, they are actually quite well-made, all I am saying is that if there are some you would like changes to specifically I can try my hand at writing an "revised" version. Unless you have a specific weapon with an inadequate description, I will probably tackle the M1911 first as a demonstration of sorts. Hopefully you enjoy it!

Cool, I'm looking forward to seeing what you come up with. You'll probably sum it up better than I did.
Title: Re: The_Funktasm's Crap-U-Copia: Get your impact sprites ready to use - 11/11/16
Post by: Solarius Scorch on November 11, 2016, 07:19:31 pm
Looks pretty good!
Title: Re: The_Funktasm's Crap-U-Copia: Get your impact sprites ready to use - 11/11/16
Post by: R1dO on November 12, 2016, 01:28:36 am
Nice looking explosion.

Looks like some fuel-air detonation stuff.

With those sprites i'd say ... bring on the cyberdisks ... now i've got the coolest incendiary present for them :p
Title: Re: The_Funktasm's Crap-U-Copia: Get your impact sprites ready to use - 11/11/16
Post by: The Think Tank on November 12, 2016, 07:06:35 am
Alright, a little magic and some reference to what I personally believe makes a good UFOpedia entry (see Xeno Ops) I have finally developed an adequate M1911 entry, hopefully you find it sufficient!

M1911:

The venerable Colt 1911 is a simple, but brutally effective weapon. Used by both Civilian and Military organizations all around the world, this weapon has built a reputation for its ease of operation, firepower, and ergonomics.  Chambered in .45 ACP rounds and fed by a seven round magazine this sidearm should only be used in auxiliary roles, as its limited ammunition capacity makes it a less-than-stellar primary weapon.
Title: Re: The_Funktasm's Crap-U-Copia: Get your impact sprites ready to use - 11/11/16
Post by: The_Funktasm on November 12, 2016, 02:15:35 pm
Alright, a little magic and some reference to what I personally believe makes a good UFOpedia entry (see Xeno Ops) I have finally developed an adequate M1911 entry, hopefully you find it sufficient!

M1911:

The venerable Colt 1911 is a simple, but brutally effective weapon. Used by both Civilian and Military organizations all around the world, this weapon has built a reputation for its ease of operation, firepower, and ergonomics.  Chambered in .45 ACP rounds and fed by a seven round magazine this sidearm should only be used in auxiliary roles, as its limited ammunition capacity makes it a less-than-stellar primary weapon.

That works pretty well. I'm using a double-stack model of the 1911, but that's a small difference I should've mentioned anyway. I'm not set on the magazine size yet anyway, considering the pistols are all rather similar right now in damage. If I could make damage types I could probably make them stand out more but I know that's not a feature yet. In any case it's definitely sufficient and seems more like a description and less like a vague summary. I just hope it fits in typical UFOPaedia space.

placeholder I had, if you're interested: "Very common American issued .45 ACP handgun. Named for the year it entered service, it is a common sight among enlisted soldiers, mercenaries, and security forces. This model is compact, but features a double stack eleven round magazine. It is an easy enough to handle weapon."

More explosions. This time an HE-Skull and XSplode1 hybrid for fusion weapons and otherwise distinguishing explosions from eachother.  I decided on a pinkish tinge like a lot of 90's era nukes, like C&C's effect. Part of why I'm making it is because the aliens are getting an early-ish game terror weapon, in the Blaster Seeker. Think blaster bomb meets LAW meets those things from the Phantasm. Essentially a sphere you will toward the enemy as a single use blaster launcher.


Alright, a little magic and some reference to what I personally believe makes a good UFOpedia entry (see Xeno Ops) I have finally developed an adequate M1911 entry, hopefully you find it sufficient!

M1911:

The venerable Colt 1911 is a simple, but brutally effective weapon. Used by both Civilian and Military organizations all around the world, this weapon has built a reputation for its ease of operation, firepower, and ergonomics.  Chambered in .45 ACP rounds and fed by a seven round magazine this sidearm should only be used in auxiliary roles, as its limited ammunition capacity makes it a less-than-stellar primary weapon.

That works pretty well. I'm using a double-stack model of the 1911, but that's a small difference I should've mentioned anyway. I'm not set on the magazine size yet anyway, considering the pistols are all rather similar right now in damage. If I could make damage types I could probably make them stand out more but I know that's not a feature yet. In any case it's definitely sufficient and seems more like a description and less like a vague summary. I just hope it fits in typical UFOPaedia space. Also thanks. I guess I dropped the ball a bit by not saying so sooner. I appreciate any help. It's under-stated. And I guess I'm out of practice of saying thanks to people.

placeholder I had, if you're interested: "Very common American issued .45 ACP handgun. Named for the year it entered service, it is a common sight among enlisted soldiers, mercenaries, and security forces. This model is compact, but features a double stack eleven round magazine. It is an easy enough to handle weapon."

More explosions. This time an HE-Skull and XSplode1 hybrid for fusion weapons and otherwise distinguishing explosions from eachother.  I decided on a pinkish tinge like a lot of 90's era nukes, like C&C's effect. Part of why I'm making it is because the aliens are getting an early-ish game terror weapon, in the Blaster Seeker. Think blaster bomb meets LAW meets those things from the Phantasm. Essentially a sphere you will toward the enemy as a single use blaster launcher.


UPDATE:

I finished the game with my mod for the first time. Admittedly during development, hastening a few things. Wow... Majorly unbalanced. I almost want to release it with credits before getting permissions just to fix it faster. I need more missions, some tweaks, stuff like that, before my changes will be remotely fair.

Even on easy...

I will admit, I guess my last mission was a bit different from the one I remember years ago when I last beat the game. This time we had power-armor, rather than power suits. And though lasers figured in, we used miniguns and shotguns, and relied on a missile pack derived from fusion bombs while stalking martian halls with progressive blades, axes, knives and swords. In that sense it was fair. Humans, having enough distinct strata to train and refine warfare despite a species wide monopoly on our planet, have enough of an abstract and yet learned philosophy of warfare to adapt better technology to more focused roles than the enemy, which no doubt rely on pure technological superiority, as well as on a somewhat idiotic reliance on turning us against ourselves, which in XCOM is not as big a deal as it could be.
EDIT:
So I finished the game while developing and testing this. Oh boy... Unbalanced, and even on beginner I can tell...
I'll post the post-mortem of the game from the nightly later. The mod itself runs most effectively on OXCE+ and not nightly due to explosion handling. But still, it's damning. Only five terror sites? Out of like 150 plus crash sites? Finishing the game in a year even with lengthened research times? Finishing the game in less than a week, let alone a month? Egh. I almost need help with this...

I intend to add missions around the concept of nations making alien pacts. Namely missions against these nations, or the most affiliated elements within them.


Another big issue is that I negated alien terror. Despite orbital entries, with current settings I negated their attacks, only having five while my interception was weak enough to allow these events to happen. I messed a bit with saving and loading, but still, I can tell it's too easy, especially by the glass cannon interceptor philosophy.

On top of that, the aliens seemed to just languish for months while I developed method after method to shut them out.

Later I will post screenshots of my post-campaign stats, at least as much as happened while making the mod, and in OXCE+ for the most part, aside from the last two kills. I also have unit history screens for anyone interested.
Title: Re: The_Funktasm's Crap-U-Copia: Game destroyed by mod. Too Easy. - 11/14/16
Post by: kazek on November 26, 2016, 08:26:35 pm
OH MY GOD!!!
THE M41A!!!
Must have for me. Thank you very much!
Title: Re: The_Funktasm's Crap-U-Copia: Game destroyed by mod. Too Easy. - 11/14/16
Post by: The_Funktasm on December 12, 2016, 02:13:15 pm
Been feeling like shit lately.

Here's what I did like a couple weeks ago and never got around to posting for alternate alien weapons.
Title: Re: The_Funktasm's Crap-U-Copia: Game destroyed by mod. Too Easy. - 11/14/16
Post by: The Think Tank on December 22, 2016, 07:45:11 am
Looking awesome! Keep up the great work!

Sorry to be a bother, but any idea on when or ever if you are going to release these weapons in a compiled mod of some sorts? Any ETA would be appreciated!
Title: Re: The_Funktasm's Crap-U-Copia: Game destroyed by mod. Too Easy. - 11/14/16
Post by: The_Funktasm on December 22, 2016, 02:56:17 pm
Looking awesome! Keep up the great work!

Sorry to be a bother, but any idea on when or ever if you are going to release these weapons in a compiled mod of some sorts? Any ETA would be appreciated!

Aside from that the only issue I can think of is that I have a few OXCE type features in for testing. Radius damage of more types than HE, IC, or Stun; non radius damage of usually radius damage types; some little bits of screwing about with weapon stats here and there. Nothing I couldn't patch but it'd take a bit and sacrifice good items.

So I hope to release a WIP or alpha or something at some point within like, I dunno... a month if I'm lucky.
Title: Re: The_Funktasm's Crap-U-Copia: Alien Crap on page 2. - 12/12/16
Post by: chaosshade on December 22, 2016, 06:23:29 pm
Okay, I have two things to say, one of which a lot of people are doing to dislike.

First off, that new explosion animation looks terrible.  It looks extremely out of place in X-Com's setting, and I don't just mean because it doesn't match the vanilla "skull" explosion, I mean it looks like it doesn't even belong in the game.

Secondly, do you do handobs/floorobs too?  I have been STRUGGLING to get some decent Bigobs/handobs/floorobs for a project and you might be the go-to on them if you're willing to set aside some time and give me a hand.
Title: Re: The_Funktasm's Crap-U-Copia: Alien Crap on page 2. - 12/12/16
Post by: Nord on December 23, 2016, 09:51:38 pm
First off, that new explosion animation looks terrible.  It looks extremely out of place in X-Com's setting, and I don't just mean because it doesn't match the vanilla "skull" explosion, I mean it looks like it doesn't even belong in the game.
Plus one. They are quite pretty, but not fit in here.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha-ish thing - 1/1/17
Post by: The_Funktasm on January 02, 2017, 12:28:57 am
Ok, people. Don't expect a balanced mod here. This requires OXCE+ to run correctly (I use 3.3+) so make sure you only test it with that if you want to try it. The sounds work best at a low sample rate.

https://www.dropbox.com/s/k2wsboppxsaazqq/TF-XtremeMeasures.7z?dl=0


Oh, Forgot the credits!

"
Code: [Select]
Borrowed and reused resources:

CODE, ETC:

Skymarshall is based on and modified off of Reaver's Armada Custodian. Name has apparently been thought of before. Here I thought I was original...

Alloy ammo concept based on various mods, referenced from Area 51, AwesomeGuns.

Code snippets repaired and tweaked based on ruleset for Area 51, AwesomeGuns.


SPRITES:

All BigObs based on basic XCOM sprites by MPS, as well as basic sprites from DOOM and DOOM 2 by id software.

-FloorObs and HandObs-

Combat Knife by : Warboy1982

Snubnose modified from base made by: Gifty

Inclusion/modification of Improved HandObs by: IvanGodovich

Minigun Graphics by: Solarius Scorch and Dioxine

Sniper rifle Graphics by: Warboy1982, Toshiaki2115

LMG, assuming they made the Hand/FloorObs: XOps

Just in case, as Area51's credits say "Several Weapons and units taken from his Piratez mod.": Dioxine

SOUNDS:

Various sounds modified from sounds released by Qubodup
https://www.freesound.org/people/qubodup/

Various sounds taken and modified from the following games:

Counter Strike Source: Machine gun sounds, belt portion, and bits of modified sounds.
Quake 2: Some shotgun sounds and bits of modified sounds.
Fallout 1/2/Tactics: Shotgun sounds, rifle sounds, and some modified sounds.
Command and Conquer Tiberian Sun: Plasma energy hum. Rest of plasma sounds made up of fireworks sounds reversed.
The Punisher(capcom): Knife/Machete sound based on this.
Default XCOM: Various weapons sounds and aliens sounds modified off of the originals.
Goldeneye 64: Weapon sounds. If you know what to look for, or listen rather, you may know which ones.
Call Of Duty 2: Weapon sounds. Mosin.
"


Okay, I have two things to say, one of which a lot of people are doing to dislike.

First off, that new explosion animation looks terrible.  It looks extremely out of place in X-Com's setting, and I don't just mean because it doesn't match the vanilla "skull" explosion, I mean it looks like it doesn't even belong in the game.

Secondly, do you do handobs/floorobs too?  I have been STRUGGLING to get some decent Bigobs/handobs/floorobs for a project and you might be the go-to on them if you're willing to set aside some time and give me a hand.

I am not in a mood or situation to really invest much time at once into any projects. I just kind of do what I can when I can do it. I will say though that on a provisional basis you can send me assets to either improve as I get to them, or render as other forms of graphics like handobs/floorobs as I have time to do so.


On the explosion, I guess that's a matter of opinion. I got really tired of the explosion sprite after a few missions to secure crashed planes. It's so obviously a skull that the only remaining benefit of how it's made is better layering, IMO. So I went with the Duke Nukem one for its generic Nuke-like, "america fuck-yeah" cheap explosion effect quality.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: chaosshade on January 02, 2017, 08:23:54 pm
It's cool, I know people have a life outside of the net, so no hard feelings!
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on January 05, 2017, 09:47:24 am
It's cool, I know people have a life outside of the net, so no hard feelings!

If it helps, I can possibly do stuff on a "let me see what I can do" basis. "Dedicated team member or artist" I can't do right now. I'm too depressed. Yeah, I know. To depressed to draw cheap pixely guns. But it's the truth. I don't really do well at keeping up on any of my hobbies or projects. Like if it makes sense, though I'm perfectly willing to do a sprite favor every now and then, I have like five other projects in other games I'm working on. Ironically one on the back-burner is a ZDoom project based on XCom.

Like let me know here, or in PM what kind of sprites you need and I'll see what I can do when I can do stuff. I mean I can't guarantee the same speed as I did then, but when I was really starting to sprite XCom weapons, most of them were made in one week, so I clearly can at least try... I'll have the decency to give you a new timeframe if I can't get anything even nearly soon.

I know it isn't like a good dedicated agreement to make resources but I hope at least something about that offer works.




Also to everyone else, I'd like to know if you have at least poked around in the mod I uploaded. No, I mean it. You could have even opened it just to peek and not play it and I would want to know at least what you thought.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: Dioxine on January 05, 2017, 10:15:31 pm
Don't be anyone's slave artist, do only what you enjoy! Requests can be inspiring for an artist, but if you don't feel like it, fuck'em. And if they insist, ask for a monetary compensation :)
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: chaosshade on January 06, 2017, 12:42:09 am
Don't be anyone's slave artist, do only what you enjoy! Requests can be inspiring for an artist, but if you don't feel like it, fuck'em. And if they insist, ask for a monetary compensation :)

I'm happy to take "no" for an answer, Dioxine.  I'd never force an artist to do work for me... what satisfaction is there when the artist isn't happy?
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on January 07, 2017, 04:59:56 pm
Yeah, it's less that I don't want to, as I like to help people with sprites. It's good inspiration sometimes. It's more though that I'm too depressed and inconsistent to really be effective for like, a position as a spriter for a project. I can do one or two just fine so long as I can do them on my own time.


Also I don't know when I might be able to release a more general release of this mod. In any case it'd be nice to hear at least something about it. I mean it occupied at least a month or two of good time to playtest to the end...
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The Think Tank on January 22, 2017, 09:40:29 pm
I actually think the explosion sprite works better than the previous one, the rich colors really work well with X-Com's diverse color palette, and after a bit of fine-tuning I can see it becoming a replacement for the default sprite.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The Reaver of Darkness on December 15, 2017, 02:51:02 pm
I played this mod for a bit. I think there's too many weapons to pick from, but it's fun. I ran a terror site and some other missions. Overall I'd say the guns in this mod are a fair bit more powerful than the starter guns in vanilla. The tanks are straight-up OP. And interception is a bit harder but not too bad.

Given the low price and overall lack of drawbacks, there's pretty much no reason not to switch immediately from Skyranger to Skymarshall, especially considering how OP the tanks are. The Skymarshall is much better at carrying tanks inside.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on December 17, 2017, 04:42:56 am
I will definitely agree it's unbalanced. I feel kind of like aside from balance the main point of my mod is that humans are a bad group to invade since they turn any technological advantage into their own over time. Sorry to all that I've been offline for so long.

Also I was hard-pressed on whether to nerf tanks or not. I figured overpowered they could be the double edged sword that lets people clear aliens out of terrorzones and other spots in the quickest and dirtiest way possible. There's also the whole thing that each tank at a later point could be four power-armored lunatics with shotguns and machetes. Or even miniguns and LAWs. At least as far as space usage. (I'll totally admit parts of my mod are for both revenge, and the concept that at some point that tech will come into play against TFTD aliens. Maybe that's a good idea for later. Link what I have to a TFTD mod where the player feels over prepared but is in fact under prepared.)
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: chaosshade on December 17, 2017, 09:40:51 am
Welcome back, Funktasm ^^
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The Reaver of Darkness on December 18, 2017, 01:52:30 pm
Also I was hard-pressed on whether to nerf tanks or not. I figured overpowered they could be the double edged sword that lets people clear aliens out of terrorzones and other spots in the quickest and dirtiest way possible. There's also the whole thing that each tank at a later point could be four power-armored lunatics with shotguns and machetes. Or even miniguns and LAWs. At least as far as space usage.
Why not have both, but on separate tanks? You could have one really durable tank that doesn't hit very hard, and a slammer tank that smashes the enemy but isn't so tough. Or some other trade-off like that.

When you have power armor on your soldiers, you would ideally have better tanks, such as hovertanks. That way you can make your soldiers stronger without making your tanks useless. In my mod I upgraded the laser tank to have armor between the basic tanks and the hovertanks, and I gave it a bit more speed also.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: niculinux on December 19, 2017, 09:43:35 am
INteresting, added it here (https://openxcom.org/forum/index.php/topic,3924.0.html)! How about to put it along the sprites (like these (https://openxcom.org/forum/index.php/topic,4983.msg75869.html#msg75869))  in the first thread page, and a detailed changelog? Also, some sprites are not shown, as the ones in the secon page  :'(

Current version is labelled 0.5 And in the end, some starting game screenshots!

(https://s7.postimg.org/dvatj13cn/screen000.png) (https://postimg.org/image/dvatj13cn/) (https://s7.postimg.org/gcmkqbaef/screen001.png) (https://postimg.org/image/gcmkqbaef/) (https://s7.postimg.org/4ar6w6obb/screen002.png) (https://postimg.org/image/4ar6w6obb/) (https://s7.postimg.org/j6pq3qx53/screen003.png) (https://postimg.org/image/j6pq3qx53/) (https://s7.postimg.org/t40qwtcgn/screen006.png) (https://postimg.org/image/t40qwtcgn/) (https://s7.postimg.org/z4yftweif/screen007.png) (https://postimg.org/image/z4yftweif/)

Edit: I wonder if it may be conpatible with Area 51 (https://openxcom.org/forum/index.php/topic,3328.0.html)?
Edit 2: Removed duplicated screenshot
Edit 3: some inventroy sprites, like magaznes and HE grenade, semms to be offset, nedd fixing for the next (eventual) version :)
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on November 18, 2018, 11:22:55 am
Hey all. I've been playing OXC again, with this mod. Thinking of patching a few things, retesting it, and then moving onto a TFTD mod.

Kinda want to inject some William Gibson-esque Cyberpunk (no, not like the game from the transphobic devs, the actual genre) aesthetic into it. I get and like the retro sci-fi feel it has but with the difficulty and my general spriting style I think 80's/90's anime and cyberpunk style will make a good replacement.

When I have a sheet of some mockup equipment/weapons I will post them here. For now, a snippet of an old design file I plan on following as best I can:

Quote
PLANNING PHASE:

Abstract Goals: Complete Overhaul of TFTD, bringing difficulty through more initial variety and changed alien weaponry. Old friends from the previous mod and new fictional futuristic weaponry to go with it.
Starting difficulty overhaul that focuses on actually hitting the enemy and being smart rather than dying from weird not-really realistic alien attacks.

Restructure: A golden-age tarnished after the depletion of world elerium reserves. With the remainder locked away by first the COFN, and then their successors,


Alien Goals: All Aliens have melee or melee weapons. This means contact with any alien is dangerous.

Weapon Goals: Diverse Sci-fi inspired arms and equipment. Underwater-based weaponry, and Alien Disrupter weapons. Explosions kill through hydroshock, making all explosives a bigger deal.
Strange hybrid weapon classes that are hard to utilize among easier to use but somewhat lacking standard weaponry.

A who's-who would include dart/flechette weapons, torpedoes, harpoons both CO2 and rail/gauss assisted, explosive tipped harpoons, bang sticks,
mining tools, spec-ops weapons of current times, and the best of oshii's sci-fi weapons. Some really old but economical and heavy stuff should exist
like the return of the M2, usable from the beginning this time.

ex:

Steyr Hand-Fletcher - 14 round handgun class flechette weapon.

Civilian Harpoon Gun - 1 round rifle class harpoon gun. multiple payload types. Varies in size, accuracy.

Xyrinx Side-kick Stub - 7 round mini-shotgun.

AP Fletcher - 40 rounds of 3x30 damage, fired like a fast SMG.

Krieger 20/4 - 4 round 20mm Grenade Pistol. Lower yield but better aim, safer.

Krieger Kurz HV Millenium - 16 round High-Velocity 10mm Combat Pistol, old by TFTD Standards. Superior in many ways to classic XM guns.

Krieger KMP-HV Millenium - 32 round High-Velocity SMG, old by TFTD Standards. Not accurate so much as powerful.

Krieger KMP-K-HV Millenium - 32 round High-Velocity Machine Pistol, old by TFTD Standards. Not accurate so much as powerful.

Krieger KG-14 5.56x45 - 30 round compact assault rifle with GL and SAW variants. Accurate.

Krieger K-M12 - Semi-auto mini-shotgun with high capacity and ease of use.

Krieger Scout - Semi-auto Hybrid AR and Sniper rifle.

Gavarin Gun - 45 round cheap to reload 5.45x39 multi-barrel AR/SAW.

M48 Smart-Gun - 100 round high-accuracy MG with good damage but high weight. Ten-round bursts, not unlike a minigun.
A51 Battle Rifle - 50 round high-capacity space marine rifle. High quality but incredibly costly.

Also balancing questions: What's missing from Xcom's arsenal? More importantly, how do I strengthen aliens without overpowering them? How might I add specialty units? (I have wondered at plasma pistol/alloy sword muton terror units)
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on November 19, 2018, 08:07:00 am
So I figured I'd have to get the palette down if I want to make anything for TFTD.

I decided to test a few color combos on my laser weapons and see how they'd look.

Then I decided to do it classic TFTD gaudy and supersoaker-esque.

The palette really is different, and hard to work with for uniforms especially...

Also I did end up doing a few mockup TFTD weapons.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on December 17, 2018, 02:30:40 pm
I've been doing really slowly at modding overall but I'm releasing an updated version of my mod this week.

Here's a limited use set of sprites for now: An xcom hybrid and a guy that we know had to do it to the aliens (with characteristic posture).
Title: Re: The_Funktasm's Crap-U-Copia: Alpha, page 3 - Xtreme Measures update inbound
Post by: The_Funktasm on December 28, 2018, 01:57:37 am
Ok for real this time I'm uploading a later version of my mod soon. I need to replace some old lower sample-rate sounds first and then it'll be ready.

I could really use some input when I do.




On a separate note I'm kinda stalling with sprites at the moment and would be willing to try to make some in my general style of what people want to see. Have thought of trying an xcom resolution Steyr AUG.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: Dioxine on December 29, 2018, 12:59:13 am
You mean this?
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on December 29, 2018, 11:58:13 am
You mean this?

Yeah. That's a really good example. XCom probably doesn't have the right sorta green for it so I guess tan is the most obvious replacement color.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17 REMINDER
Post by: FeruEnzeru[RETIRED/I QUIT] on December 29, 2018, 01:56:07 pm
@The_Funktasm
Mr. Funktasm. Since i've read all 48 posts in 1 topic/thread.

Is it okay for me to wait for more new replies on there, i think i'm kinda moody with reading stuff on OXC forums, and me watching YouTube (XCOM, Starcraft, Halo, etc). :)
I'll be eating rice in the morning i suppose just for it cooling down.

I'm kinda dense right now today. -o-
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on December 30, 2018, 01:32:23 am
Mr. Funktasm. Since i've read all 48 posts in 1 topic/thread.

Is it okay for me to wait for more new replies on there, i think i'm kinda moody with reading stuff on OXC forums, and me watching YouTube (XCOM, Starcraft, Halo, etc). :)
I'll be eating rice in the morning i suppose just for it cooling down.

I'm kinda dense right now today. -o-

I don't really know what you're asking.


On an unrelated note, I forgot to post these earlier. Late-game XCOM made weapons for Powersuit units.

First set is a .50BMG assault rifle/mg hybrid, including a variant so overboard it led to the filename "action figure guns.png" Yes, that is a 40mm rotary GL attached to the bottom. Yes, I am aware that is a magnitude of excess that almost undoes any realism in my mod.

The next set is a micro rocket launcher I made to fill a different sort of niche for explosives. I have grenade launchers, which can put a grenade in an arc onto or over a building or wall, but the only straight-trajectory explosives I have are all much too strong/slow to use for multiple targets. So I figured it might be useful to have micro-rockets with smaller payloads. As XCOM doesn't have multi-payload/breaching rockets I figured the next best thing is to just pump a lot of them at the target as if you're Duke Nukem. The one on the top is either 2 or 4 barrel. The one below has a rotary barrel setup with three.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The Reaver of Darkness on December 30, 2018, 05:54:59 am
The next set is a micro rocket launcher I made to fill a different sort of niche for explosives.
That's really cool!

I've been looking for a rocket launcher that loads 3 rockets at a time, and also a grenade launcher.

These are very cool sprites!
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on January 01, 2019, 04:10:50 pm
That's really cool!

I've been looking for a rocket launcher that loads 3 rockets at a time, and also a grenade launcher.

These are very cool sprites!

Thanks! As previously stated they're open for usage. I can also adapt the weapon if you want, and make a triple rocket pack for your weapon. It depends on your intended look for your weapon. I was making a middle ground between Duke Nukem's devastator and the HALO rocket launcher. (Serious Sam also, not gonna lie.)
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The Reaver of Darkness on January 06, 2019, 02:44:21 pm
Thanks! As previously stated they're open for usage. I can also adapt the weapon if you want, and make a triple rocket pack for your weapon. It depends on your intended look for your weapon. I was making a middle ground between Duke Nukem's devastator and the HALO rocket launcher. (Serious Sam also, not gonna lie.)
I'm not sure what it should look like. It just seems like a good idea for a weapon. If the rocket pack is too big, then it's just a heavy cannon with fins on the ammo. But with 3, it actually straddles the line between rocket launcher and heavy cannon. 2 would also work. High tech look might work well, if it's for mid-game or later.

edit: I suppose I should add: it's more of a suggestion than a request. I wouldn't necessarily use such a thing in my mod. But I think it would be cool if it existed and I haven't seen a sprite like that yet in anyone else's collections.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: Biggieboy on March 30, 2019, 12:43:32 am
I really like your graphics! Can i use it to my mod?

I attached example.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on April 05, 2019, 08:23:56 pm
I really like your graphics! Can i use it to my mod?

I attached example.

Sure. It's a modder's resource.
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: Biggieboy on April 05, 2019, 11:23:44 pm
Sure. It's a modder's resource.

Thank you!
Title: Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
Post by: The_Funktasm on May 21, 2019, 11:37:28 am
So, I haven't worked on anything XCom in ages.

I have however had an idea I at least wanted to share or maybe test the waters on. Tokusatsu XCom. Ultraman/Ultraseven and Kamen Rider blended into XCom.


"eXACT - eXtraterrestrial Advanced Counter-Terrorism unit" The name of a secret coalition founded by the nations of Earth to protect its people from the threat of extraterrestrial forces, terrorist organizations, and secret societies. These brave men, women, turncoat aliens and cybernetic humans fight a neverending war against all those who would threaten Earth's peace.

Using all the super-science of the late 60's and 70's, these jumpsuited and stalwart heroes defend earth from the alien of the month, and various nefarious schemes and plots from them and other evildoers. The genius scientific staff is ever busy creating advances to help defend eXACT agents and assist them against their foes.

(https://vignette.wikia.nocookie.net/ultra/images/7/74/Uleo_M.A.jpg/revision/latest?cb=20120414151424)