OpenXcom Forum

Modding => Work In Progress => Topic started by: Cirius on January 11, 2013, 03:38:26 pm

Title: [ALIENS] The Dalek Invasion of XCom
Post by: Cirius on January 11, 2013, 03:38:26 pm
(This project has now been rolled into the U.N.I.T. Operations project, located https://openxcom.org/forum/index.php/topic,5666.0.html (https://openxcom.org/forum/index.php/topic,5666.0.html))


(https://i25.photobucket.com/albums/c65/njwheeler/test_zps7da0a867.png) (https://s25.photobucket.com/user/njwheeler/media/test_zps7da0a867.png.html)

Based on the Mk 1 dalek travel machine, I've had to make a few compromises with respect to accuracy due to pixel limitations. However, I am quite pleased with the result. It's been tried in-game in Xcom 2000, and whilst I'm no artist, it doesn't look too out of place.

Dalek Variants
(https://i25.photobucket.com/albums/c65/njwheeler/155fe6b1-115a-4497-907e-1d0b1e363095_zpsuooxeoc3.png) (https://s25.photobucket.com/user/njwheeler/media/155fe6b1-115a-4497-907e-1d0b1e363095_zpsuooxeoc3.png.html)

UNIT Service Revolver
(https://i25.photobucket.com/albums/c65/njwheeler/pistolupload_zps5dfe8034.png) (https://s25.photobucket.com/user/njwheeler/media/pistolupload_zps5dfe8034.png.html)


I originally made this to be used for the XCOM 2000 project, but it appears to have been dead for quite a long time, and I'd hate to see it sit and rot.

Out of respect for the open-source nature of openxcom, this work is completely free for anyone to use and adapt for whatever purpose they see fit. There are far better artists than me out there, and if anyone feels like they could improve it, knock yourselves out.

Oh, also hi everybody. I'm Cirius.
Title: Re: The Dalek Invasion of XCom
Post by: luke83 on January 12, 2013, 07:56:11 am
HaHa , i was thinking about doing some Daleks the other week , good to know there already done :P
Title: Re: The Dalek Invasion of XCom
Post by: redrat9595 on January 20, 2013, 11:02:41 am
Here ya go.

I really need to do stuff for OXC more, but I have so little time.
Title: Re: The Dalek Invasion of XCom
Post by: darkestaxe on May 01, 2013, 11:48:37 am
ROFL Daleks in X-COM!

exterminate all xcom soldiers. Exterminate! Kill! DESTROY X-COM BASE! DESTROY LARGE RADAR FACILITY!
Title: Re: The Dalek Invasion of XCom
Post by: luke83 on May 01, 2013, 02:14:06 pm
Has anyone tried adding these yet?
Title: Re: The Dalek Invasion of XCom
Post by: Cirius on May 01, 2013, 07:24:44 pm
Not yet. I was waiting for the next update, where the ruleset changes would mean a little more flexibility.

Feel free to do what you want with them - However, you'll find the palette's completely off, as I didn't need to stick to XCom colours when I first made them. I'll try and find time this week for a recolour.

I'm hoping we'll reach a point in the future where we don't need to worry about a restricted palette - then I'll go nuts.
Title: Re: The Dalek Invasion of XCom
Post by: Volutar on May 01, 2013, 08:27:31 pm
that reminded me this one https://www.youtube.com/watch?v=k0Wc_MxHWhc#t=100s
Title: Re: The Dalek Invasion of XCom
Post by: papamaanbeer on May 02, 2013, 07:25:39 pm
great stuff, would be even better with sound effects, maybe while fireing exterminate!!!
Title: Re: The Dalek Invasion of XCom
Post by: Cirius on May 03, 2013, 12:28:27 pm
Original post updated with a first pass at the Dalek Supreme.

I've got sounds aplenty. Are there any guides around for sound file types/sizes when it comes to adding them to Xcom? it's not something I've really looked into.

Additional question, to what degree is it possible to add new aliens to the current build of openxcom? Are we talking full replacements, or solely palette swaps at present? Does the current ruleset modifier allow you to change what aliens/ how many of them are aboard each ship type?

Also, are commander/pilot/engineer etc roles new creatures, or merely stat altered? ie would it be possible to have a red dalek engineer aboard a ship of grey daleks? Forgive my incessant questions.
Title: Re: The Dalek Invasion of XCom
Post by: Warboy1982 on May 03, 2013, 02:07:49 pm
sound files: currently we're pulling raw WAV data from the catalog files provided with XCom. while it is theoretically possible to add more sound effects to this file, the appropriate tool for it no longer exists, the closest you'll find was built for a later revision of the cat file format, and as such progress can be... challenging.

as for the additional questions...

new races can be easily added via the ruleset.
replacers are lame, make an addon instead. (unless you're doing a total conversion, in which case, replacers are GREAT)
the current ruleset allows you to change/add damn near anything, including crew numbers and composition.
commander/soldier/engineer are technically seperate creatures, just with a lot in common.
so if you wanted to make a "starfleet" alien race, you could have all the navigators and medics in blue, engineers and soldiers in yellow, and the leaders and commanders in red (assuming you're using a Picard-era uniform) and all with different heads.
Title: Re: The Dalek Invasion of XCom
Post by: Cirius on May 03, 2013, 02:18:53 pm
Thanks for the quick response.

Ultimately, I'd love to do a UNIT inspired total conversion,  where you command UNIT forces against a plethora of whovian aliens, but one step at a time as they say.
Title: Re: The Dalek Invasion of XCom
Post by: redrat9595 on May 05, 2013, 06:19:24 am
Hey there again. Just did the same thing again, let me know if I messed anything up.

-Redrat
Title: Re: The Dalek Invasion of XCom
Post by: Cirius on May 05, 2013, 10:14:43 am
Hey there again. Just did the same thing again, let me know if I messed anything up.

-Redrat

Yes, I noticed this morning I used the wrong, unfixed version as the template for the new variants. Already fixed, but thanks for your help anyway.

The currently planned roster for the dalek race consists of the following. Considering it's pretty much just a simple colour switching job to produce most of them, it shouldn't take too long to get them all completed. After that, I just need to start figuring out how to get them in game.

grey soldier
red navigator
blue engineer
white medic
black leader
gold commander
special weapons dalek

I have a problem. I've just acquired PCKVIEW from the mod site, and it loads ok. However, as soon as I hit file-open, the whole thing just keels over and dies. Anyone else hit this problem? I've tried running it in Admin mode and compatability mode for all versions of Win, but it always has the same problem. Should the file be in a speciific place to function?

I'm running Win Vista, (and yes, I know I shouldn't be), & I'm also hitting exactly the same problem with a Win 8 machine.


EDIT: I'VE FIXED IT! For anyone who hits the same problem, the solution was to run in compatibility mode for XP service pack 3, and reduced 256 colour mode. Why? No idea, but it works, and that's the main thing.

Also, first post updated with further variants.
Title: Re: the Dalek Invasion of XCom
Post by: papamaanbeer on May 06, 2013, 09:20:19 pm
now the daleks opend the door,... will we seen things like "the predator" and "alien" (including facehuggers!!!!!!) comming to the xcom universe?,...
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on May 06, 2013, 09:38:04 pm
now the daleks opend the door,... will we seen things like "the predator" and "alien" (including facehuggers!!!!!!) comming to the xcom universe?,...

Once I've got the hang of this, it's more going to be a question of stopping me...

My current plan, however, is to work through the main Dr Who villains:

Daleks
Cybermen
Sontarans

Once they're out the way, I'll be looking at adding some more 'flavour' races, that'll come from either my fevered imagination, or wherever the hell I feel like pulling them from...

OK. On with today's problem:

The daleks are now in the game. (WOOHOO!) but I've hit a bit of a snag. (BOO!)

I'm using PCKView to replace the PCK sprites. Now I've figured out how to get the palette right, the colours all look fine in game.

However, here's the problem - I'm placing the sprites in the appropriate slots in PCKView, ie putting 'dalek facing north' in 'alien facing north' box, but when I go to test them in game, the PCK view seems to have shuffled itself.  'Dalek facing north' is now 'alien's left hand', and 'alien facing east' is now 'alien facing north' etc. I'm more than a little confused as to why it's choosing to do this, and am curious if anyone else had hit similar problems in the past?

Title: Re: the Dalek Invasion of XCom
Post by: moriarty on May 07, 2013, 11:01:50 am
did you replace all alien sprites? the original sprite data is segmented by body parts, so you would need to replace all alien arms and legs with transparent sprites, and replace the "walking animation" sprites with appropriate-facing Dalek sprites as well (otherwise they will disappear while moving).

did you use pckview for replacing the sprites? perhaps you can post a screenshot of the overview so we can figure out what's going on.

(more possibly helpful information here (https://openxcommods.weebly.com/xcom-soldier-sprites.html)) :)
Title: Re: the Dalek Invasion of XCom
Post by: Warboy1982 on May 07, 2013, 12:54:58 pm
you could always define them to use the civlian/ethereal drawing method, their spritesets don't include arms or legs.
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on May 07, 2013, 01:38:39 pm
Thanks guys.

Here's the current PCK as it stands.

(https://i25.photobucket.com/albums/c65/njwheeler/test_zps071d9c90.png) (https://s25.photobucket.com/user/njwheeler/media/test_zps071d9c90.png.html)

I've currently only replaced the torso/head sprites up in the top right, as I figured as they were always visible, I'd be seeing them show up straight away in game. However, the alien is now completely invisible, aside from his weapon. The dalek pops up periodically, but the angle it faces seems to be unrelated to the sprite I've erased.

I appreciate I'll need to erase the rest of the limbs at some point, but since adding the dalek sprites, I don't even seem to be seeing them either.
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on May 07, 2013, 02:02:17 pm
you could always define them to use the civlian/ethereal drawing method, their spritesets don't include arms or legs.

Hitting exactly the same problem with using the Ethereal spriteset.

I've replaced ALL of the Ethereal sprites, apart from the death animations. The sprites are rendering correctly, but in completely the wrong situations. When the ethereal moves, it plays the death animation in a loop, despite the fact I never changed the death anims. I'm beginning to suspect it's a problem with PCKView correctly saving the PCK after I make changes to it, as I can't for the life of me see what I'm doing wrong here.

UPDATE: Yes, there's definitely something weird going on with PCKView. I tried to replace the pistol texture, and after saving and trying in game, every single weapon had screwed up royally.
Title: Re: the Dalek Invasion of XCom
Post by: moriarty on May 07, 2013, 09:25:46 pm
hmmm... okay, wait... you have replaced half the torso sprites, and the first set of moving legs animations.

so basically, you should see a dalek with secotid arms and legs when facing right, left, down or up (diagonally, for in-game-tile purposes) and a normal sectoid for the other directions. you should also see a dalek when moving in the right-up direction ("north" in the mini-map).

from my experience with the Interceptor for the skyscape alternative interception mock-up, you probably shouldn't use the torso at all. why? because the game is hard-coded to have the torso bobbing up and down while walking :) so simply replace the "standing-still-legs" (frame 17-24) instead, and make the torso sprites transparent blank, as well as all arms.

I can't really see why your version should be all weird in-game. the frames look fine in pckview. perhaps you didn't "replace", but "deleted" and "inserted" instead, and now the indexes are wrong? try clicking on the frames in turn and watching the number in the lower-left corner of the pckview window... if the numbers are not in order, something was messed up :)
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on May 07, 2013, 10:15:54 pm
Perhaps you didn't "replace", but "deleted" and "inserted" instead, and now the indexes are wrong? try clicking on the frames in turn and watching the number in the lower-left corner of the pckview window... if the numbers are not in order, something was messed up :)

Nope. Indexes all read exactly the same as vanilla xcom.  This is really putting a downer on things, as I've absolutely no idea what's going on here.
Title: Re: the Dalek Invasion of XCom
Post by: moriarty on May 07, 2013, 10:37:56 pm
can you post your modified sectoid.pck so I can have a look at it?
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on May 07, 2013, 10:44:59 pm
Knock yourself out.

I've added the original sectoid files, the ethereal files I tested and also the bigobs file I added the pistol to. All are suffering from the same apparent problem.

https://www.mediafire.com/?a7hk4l5v9q8alo4 (https://www.mediafire.com/?a7hk4l5v9q8alo4)
Title: Re: the Dalek Invasion of XCom
Post by: moriarty on May 07, 2013, 11:28:50 pm
okay, I just took the sprite frames from your .pck file and replaced them in a fresh sectoid.pck, and everything is working as it should. I don't know what's wrong here, but now it's working.

which version of pckview are you using? mine is reading version 1.5 and it's the one that came with mapview.

I've attached the weird dalek/sectoid for you to try... it's a "mostly-sectoid-but-sometimes-dalek-with-sectoid-torso-and-head-superimposed" :P
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on May 07, 2013, 11:38:40 pm
I'm using 1.41 apparently, no idea where i picked that up. I'll try downloading 1.5 to see if it makes a difference.

Title: Re: the Dalek Invasion of XCom
Post by: moriarty on May 07, 2013, 11:41:48 pm
yeah, I have 1.41 on my PC too, but it keeps crashing on me, so I'm using the other one instead :P apparently, it also fixed some other problems. :)

you can get mapview here (https://openxcommods.weebly.com/mapview.html)
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on May 07, 2013, 11:49:29 pm
(https://i25.photobucket.com/albums/c65/njwheeler/test_zps7da0a867.png) (https://s25.photobucket.com/user/njwheeler/media/test_zps7da0a867.png.html)

And we are in business. Thank you so much for your help. Now the work begins in earnest...
Title: Re: the Dalek Invasion of XCom
Post by: moriarty on May 07, 2013, 11:53:32 pm
you're welcome :)
Title: Re: the Dalek Invasion of XCom
Post by: luke83 on May 08, 2013, 11:11:32 am
Looking GOOD :P
Title: Re: the Dalek Invasion of XCom
Post by: papamaanbeer on May 08, 2013, 10:45:56 pm
looking amazing
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on May 08, 2013, 11:00:02 pm
Thanks, I'll try and put up an upload for anyone interested in trying them later tonight.

I haven't had the chance to integrate them into the ruleset, so they're currently just a texture replacement for the Ethereal, (hence why they're holding weapons), but it's a start.

Once I've got the ruleset figured out, we'll see about the possibility of adding them as a separate race altogether.

[UPDATE: 08/05 21:30] There you go - Download link added to first post.
Title: Re: the Dalek Invasion of XCom [V0.01 RELEASED]
Post by: Cirius on July 07, 2013, 12:52:27 am
(https://i25.photobucket.com/albums/c65/njwheeler/sa80_zpse7c2c903.png) (https://s25.photobucket.com/user/njwheeler/media/sa80_zpse7c2c903.png.html)

Provisional work on the UNIT SA-80 infantry rifle has begun. As the standard medium range weapon of UNIT, the SA-80 will be equipped by the vast majority of your forces.

It is designed to be an accurate weapon, but somewhat slow to fire. As a result, it is capable of firing single or aimed rounds only.

Unless I change my mind, that is.

(And yes, I know it currently looks absymal.)

This week I've been thinking a little more in depth about the UNIT forces. I'm planning to make soldiers a little more disposable for this conversion, so soldier costs will be decreased accordingly.

With more troops in the field, I can also afford to make them a little more vulnerable. Gone will be the anime-armours of the late game, replaced by simpler kevlar and military-grade flak armour. They'll protect your troops a little more from glancing shots, but ultimately if you're caught in the open, you can kiss your grunt goodbye.
Title: Re: the Dalek Invasion of XCom [V0.01 RELEASED]
Post by: Warboy1982 on July 07, 2013, 11:30:56 am
while this looks nice, i don't feel the green quite suits the xcom aesthetic, perhaps something like this variant might make a better basis:

https://world.guns.ru/userfiles/images/assault/as22/sa80-iw.jpg (https://world.guns.ru/userfiles/images/assault/as22/sa80-iw.jpg)

also the carry handle/iron sight looks to be a tiny bit too far forward, maybe too long, i'm not sure

https://2.bp.blogspot.com/_80_yaznP3lM/TTh1Q5aKqkI/AAAAAAAABcs/W3sBsgWloYs/s400/SAA_L85_1_L.jpg (https://2.bp.blogspot.com/_80_yaznP3lM/TTh1Q5aKqkI/AAAAAAAABcs/W3sBsgWloYs/s400/SAA_L85_1_L.jpg)

you can probably see what i mean.
Title: Re: the Dalek Invasion of XCom [V0.01 RELEASED]
Post by: Cirius on July 07, 2013, 11:42:40 am
while this looks nice, i don't feel the green quite suits the xcom aesthetic...

also the carry handle/iron sight looks to be a tiny bit too far forward, maybe too long, i'm not sure

you can probably see what i mean.

I agree about the green. It was the nearest i could find on the Xcom palette, but I'm still not 100% happy about it. On the other hand, I'm not planning on keeping many, if any of the vanilla weaponry, so matching colours with the rest of them is a bit irrelevant.

I think you're right about the carry handle, I'll move it back a couple of pixels and see if that makes a difference.

Like I said, work in progress, learning as I go...
Title: Re: the Dalek Invasion of XCom [V0.01 RELEASED]
Post by: Cirius on July 07, 2013, 01:01:19 pm
(https://i25.photobucket.com/albums/c65/njwheeler/sa80_zps90f65a1c.png) (https://s25.photobucket.com/user/njwheeler/media/sa80_zps90f65a1c.png.html)

I'm a little happier now. I toned down the green's coverage of the weapon and added a little additional detail. Still not perfect, but I'm happy enough with it currently to put it aside and move on to the next weapon.
Title: Re: the Dalek Invasion of XCom [V0.01 RELEASED]
Post by: Warboy1982 on July 07, 2013, 01:30:21 pm
that's more like it.
Title: Re: the Dalek Invasion of XCom [V0.01 RELEASED]
Post by: Cirius on October 01, 2015, 11:13:42 pm
Two years later...

(https://i25.photobucket.com/albums/c65/njwheeler/bugger_zps9x5zue5v.png) (https://s25.photobucket.com/user/njwheeler/media/bugger_zps9x5zue5v.png.html)

Holy christ, I actually got them working properly. Just call me Dave Ross.

I was chatting yesterday with someone about Doctor Who and XCom and suddenly realised I had an unfinished project just sat waiting on my desktop. Three hours later, and I've got the things actually working.

I say working. They're in game and trundle around, but I'm currently trying to get them functioning with built-in weapons. I'm  tempted to just fudge it and give them invisible guns, but presumably there's a way to actually have weapons built in to the creatures, such as the cyberdisk etc that don't appear to carry anything?
Title: Re: the Dalek Invasion of XCom [V0.01 RELEASED]
Post by: Meridian on October 01, 2015, 11:23:24 pm
This is great.... I really need to start reading this forum... like everything, to the very first post.
Title: Re: the Dalek Invasion of XCom [V0.01 RELEASED]
Post by: Solarius Scorch on October 02, 2015, 08:22:38 am
I'm  tempted to just fudge it and give them invisible guns, but presumably there's a way to actually have weapons built in to the creatures, such as the cyberdisk etc that don't appear to carry anything?

Sure it is. I'm not sure how to help you in any way other than just "copy what you can see in other rulesets", at least not before you ask specific questions. In my Recycled Alien Collection (https://www.openxcom.com/mod/recycled-alien-collection) mod there is a race of Cerebreals (using Tentaculat sprites) who all have built-in weapons; maybe try to examine it.

On a side note, it depends on the writer and so on, but I am worried if any weapon seen in X-Com could hurt a Dalek. :) Hmm, actually if you used OpenXCom Extended, you could give them constant regeneration (each turn as long as they're alive), but I think it's getting way too far at this point. :)
Title: Re: the Dalek Invasion of XCom [V0.01 RELEASED]
Post by: Cirius on October 02, 2015, 08:28:03 pm
Thanks! I'll have a poke round the Recycled collection this evening to see what I can piece together.

Is it possible to implement creature specific weapons? Eg a Cyberman always packing a cyber rifle? I did ask when I started on this and was told no, but that was over two years ago, so I'm  hoping it might have changed.

The daleks are currently pretty heavily armoured, but slow as hell. You can outflank them pretty easily, but yes, cracking them open is pretty tricky. I'm thinking they'll be pretty few in number, with a slave race of some sort to do the most of the usual fighting. We're talking more 1980's daleks than anything too recent - before the Time War made them over-powered and nigh on invincible. A well aimed rocket will toast one pretty easily.

Thanks for the help.
Title: Re: the Dalek Invasion of XCom [V0.01 RELEASED]
Post by: Solarius Scorch on October 02, 2015, 09:17:01 pm
Is it possible to implement creature specific weapons? Eg a Cyberman always packing a cyber rifle? I did ask when I started on this and was told no, but that was over two years ago, so I'm  hoping it might have changed.

In normal OpenXCom no. In OpenXCom Extended yes - you can define alternate alienDeployment for a specific race.

The daleks are currently pretty heavily armoured, but slow as hell. You can outflank them pretty easily, but yes, cracking them open is pretty tricky. I'm thinking they'll be pretty few in number, with a slave race of some sort to do the most of the usual fighting. We're talking more 1980's daleks than anything too recent - before the Time War made them over-powered and nigh on invincible. A well aimed rocket will toast one pretty easily.

It might be more balanced game-wise, but on the other hand I think a bit charm point for the Daleks is that they are totally uniform. But I'm not really sure what's best, I'm sure you're better qualified. :)
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on October 03, 2015, 12:15:39 pm
I've done yet another pass on the dalek shape, as I'm still not 100% happy with it. It looked a bit big, and diagonal movement didn't quite line up right. Getting there though.

I also spent an hour this morning doing a few recolours and a special weapons variant. (WIP, and apologies for the blur, it was a quick resize job for clarity.)

(https://i25.photobucket.com/albums/c65/njwheeler/155fe6b1-115a-4497-907e-1d0b1e363095_zpsuooxeoc3.png) (https://s25.photobucket.com/user/njwheeler/media/155fe6b1-115a-4497-907e-1d0b1e363095_zpsuooxeoc3.png.html)

To be honest, I'm not having much luck with the ruleset which is irritating me slightly. Using a modified Gazer ruleset I've managed to get the daleks in game, but I can either have them packing conventional alien weapons, which looks a bit odd, or I can have them completely unarmed. Ideally they'd use an internal weapon system, but I'm struggling to get it working. Ho hum.

Nevertheless, I'm a firm believer in sharing work, so once I'm fully happy with the dalek sprites I'm going to open them up to everyone to do whatever they want with, under the request that you let me know if you release anything, purely so I can learn from it.
Title: Re: the Dalek Invasion of XCom
Post by: Solarius Scorch on October 03, 2015, 12:46:05 pm
If you put your code here, people will be able to help you, we have a great community with some people having become very skilled over the last two years. I think just pasting your code here
Code: [Select]
like this would be enough for now.
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on October 03, 2015, 03:07:40 pm
Question - am I limited to only applying fixed weapons to TERRORIST types, because that's going to restrict me to only being able to field daleks on Terror missions, surely, unless I do some serious jiggery pokery?

I've attempted to add a fixed weapon type into the gazer code that I'm working with,

Code: [Select]
 
- type: STR_GAZER_WEAPON
    weight: 3
    bigSprite: -3
    floorSprite: 31
    handSprite: 104
    bulletSprite: 6
    fireSound: 11
    hitSound: 19
    hitAnimation: 36
    clipSize: -1
    power: 85
    damageType: 4
    accuracyAuto: 28
    accuracySnap: 28
    accuracyAimed: 28
    tuAuto: 10
    tuSnap: 10
    tuAimed: 10
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
    autoShots: 1

And also modified the race to include 'livingweapon: true'

Code: [Select]
units:
  - type: STR_GAZER_SOLDIER
    race: STR_GAZER
    rank: STR_LIVE_SOLDIER
    stats:
      tu: 50
      stamina: 80
      health: 70
      bravery: 80
      reactions: 45
      firing: 58
      throwing: 65
      strength: 49
      psiStrength: 50
      psiSkill: 0
      melee: 76
    armor: GAZER_ARMOR0
    standHeight: 19
    kneelHeight: 15
    value: 16
    moveSound: 108
    deathSound: 10
    intelligence: 4
    aggression: 2
    livingWeapon: true
    energyRecovery: 40

All I seem to be getting is a bunch of unarmed daleks wandering around looking bewildered... any ideas?
Title: Re: the Dalek Invasion of XCom
Post by: Dioxine on October 03, 2015, 06:14:09 pm
1. From my experience, if your race is called STR_DALEK, you need to name your fixed weapon DALEK_WEAPON (No STR_ !) - the weapon is added based on the
Code: [Select]
race: STR_DALEK portion under the unit entry. It will be then added to any and all units which have their race set as STR_DALEK, regardless of any other considerations. Living weapon: true is not needed, but it is useful - it will make sure the Daleks have no grenades, as it will make them ignore equipment section in the alienDeployment. Rank: STR_TERRORIST is basically irrelevant, it neither does limit deployment in any way or forces any specific behaviour. You can have a race made of terrorists only, or without any terrorists - what counts is the position on the race list, from 0 (assumed to be Commander) to 7 (assumed to be second terror unit).
An example would be:
Code: [Select]
alienRaces:
  - id: STR_DALEK
    members:
      - STR_DAVROS
      - STR_CULT_OF_SKARRO_DALEK
      - STR_DALEK
      - STR_DALEK
      - STR_DALEK
      - STR_DALEK
      - STR_DALEK
      - STR_DALEK

Do not confuse Race: in the unit entry with the AlienRaces: above. Alienraces are simply sets of units, used for deployments, they have no bearing on how the units behave, or how they're armed, etc., and the name of the race has only bearing on what will be displayed on the Hyperwave Decoder's screen.

2. Make sure your Daleks are indeed unarmed, or they're just pretending. Fixed weapons are not displayed in any way - you can only tell if it shoots or not.

3. Instead of tying a weapon to a race, a weapon can be also added using the "built-in weapon" system. Example:

Code: [Select]
  - type: STR_LOBSTERMAN_TERRORIST
    race: STR_LOBSTERMAN
    rank: STR_LIVE_NAVIGATOR
    stats:
      tu: 45
      stamina: 60
      health: 90
      bravery: 110
      reactions: 25
      firing: 50
      throwing: 40
      strength: 75
      psiStrength: 50
      psiSkill: 0
      melee: 80
    armor: DEEP_ONE_ARMOR_P6
    standHeight: 22
    kneelHeight: 14
    value: 20
    deathSound: 8
    intelligence: 3
    aggression: 2
    energyRecovery: 22
    builtInWeapons:
      - LOBSTER_CLAWS

If you want 2 weapons (Plunger of Death!), you can have either both systems working simultaneously, or no race weapon at all, just 2 builtInWeapons. A word of warning, though - the AI can only handle 1 ranged and 1 melee weapon; if it has more than 1 of either, it will be only using the one that has lower TU cost.

4. I have your Dalek sprites laying on my disk for many months now, I was going to make them appear as an Easter Egg in my Piratez mod :)
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on October 03, 2015, 06:44:15 pm
4. I have your Dalek sprites laying on my disk for many months now, I was going to make them appear as an Easter Egg in my Piratez mod :)

You're welcome to! I'd hold off until I post the completed sprites though, as they're looking a lot better than they used to.

Thanks for the tips, I'll see if I can make any more headway this evening.
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on October 03, 2015, 07:47:28 pm
2. Make sure your Daleks are indeed unarmed, or they're just pretending. Fixed weapons are not displayed in any way - you can only tell if it shoots or not.

It turns out that I've been suffering from the exact opposite of what you're saying here. I've discovered the daleks are mounting their fixed weapon as instructed, but are deciding to display a held weapon whilst they do it. I've been presuming this weapon was an inventory item, but it seems to be connected to whatever's listed in 'handsprite' below. I've tried ditching the line altogether, but it seems to be defaulting to a grenade. Anyone know an easy way to get it to display nothing?

Code: [Select]
  - type: GAZER_WEAPON
    weight: 3
    bigSprite: -3
    floorSprite: 31
    handSprite: 104

On a separate note, now the weapon's kind of working, I'll need to find appropriate sounds for it. Is there a list of sound references for 'fireSound' somewhere, as I don't relish the thought of going through them one by one...
Title: Re: the Dalek Invasion of XCom
Post by: Dioxine on October 03, 2015, 08:58:14 pm
Uuuh, are you using a Nightly? The handob display for fixed weapons was bugged in 1.0 and fixed later.

AS for sounds, it's best to add a custom one... example:

Code: [Select]
extraSounds:
  - type: BATTLE.CAT
    files:
      14: Resources/Sounds/TankMove.wav

Try a number of 55 or higher (I think) to avoid replacing normal game sounds. As for handob, the only way to get rid of them (except for upgrading OXCom) is to define a blank graphic file, eg:

Code: [Select]
extraSprites:
  - type: HANDOB.PCK
    height: 40
    width: 256
    subX: 32
    subY: 40
    files:
      120: Resources/HANDOB/1EmptyHand.png
      128: Resources/HANDOB/Grenade.png

(this one is from my mod; it makes the default an empty hand, and moves the grenade to the next position - this way allowing me to simply omit the handob line if I don't want the handob, just like you've wanted :) )
Title: Re: the Dalek Invasion of XCom
Post by: Arthanor on October 03, 2015, 09:50:51 pm
That's a pretty dirty workaround. It works well since Piratez is a master mod, but for general mod, that's not a great idea. What about the vanilla grenade? For regular mods, you'd need to redefine its handob too, and then if some other mod has a grenade and didn't bother to make a new handob, suddenly nothing will display. If that makes it into the Dalek mod (such an awesome thing to say!), then someone wanting to play just vanilla+Dalek, or vanilla+Dalek+other mod, needs to deal with that too.

In general, if you don't set a handob for an item, a grenade will be displayed. If you want something else than a grenade, you should define it specifically. It is better regular mod design (where you only change a few things, not for Piratez) to just define an empty frame and reference it in your item declaration if you don't want anything to show.
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on October 03, 2015, 10:09:58 pm
Dioxine, you're an absolute star. I've been running V1.0 because I was under the bizarre impression that was the most recent release. I've just downloaded the latest nightly and it runs perfectly, no dirty work-arounds required.

Just ran my first full mission against a single dalek using early game weapons. The devious little blighter took shelter in a barn and managed to take down two of my men before I managed to bring him down. I'm going to have to do a fair amount of tweaking to stats before I'm happy with them, but I'm really happy with the progress I've made today.

Thanks everyone for the help and advice, you've all been great and I can't wait to be able to share this with you all.

(https://i25.photobucket.com/albums/c65/njwheeler/3_zpsr6atvqkx.png) (https://s25.photobucket.com/user/njwheeler/media/3_zpsr6atvqkx.png.html)
Title: Re: the Dalek Invasion of XCom
Post by: Cirius on October 04, 2015, 01:29:15 pm
(https://i25.photobucket.com/albums/c65/njwheeler/swd_zps8c9nfktv.png) (https://s25.photobucket.com/user/njwheeler/media/swd_zps8c9nfktv.png.html)
The Special Weapons Dalek emerges from an alleyway.

So, thanks to Dioxine, dalek weapon sounds are in. The Special Weapons terror unit is also-semi operational, but it's currently packing a standard dalek weapon until I can figure out how to get it firing high-explosive rounds. I'm considering giving it a fresh coat of paint as well, as currently it blends in with the standard dalek units a little too well. While canonically a bit odd, I might give it back its imperial colouring from Remembrance.

(https://i25.photobucket.com/albums/c65/njwheeler/Special_Weapons_Dalek_zps4efj6orv.jpg) (https://s25.photobucket.com/user/njwheeler/media/Special_Weapons_Dalek_zps4efj6orv.jpg.html)

Terror missions are currently a crapshoot. The daleks are currently managing to get off about six shots each, at a high accuracy. XCOM units are currently lucky to get more than a couple of steps off the boarding ramp before being cut down mercilessly from about four different directions. I love it, but yeah...should probably tone that down a little.

So, things left to do -

Corpse pictures.
Death animations.
UFOpedia entries.
Title: Re: the Dalek Invasion of XCom
Post by: Hobbes on October 06, 2015, 02:55:53 am
XCOM units are currently lucky to get more than a couple of steps off the boarding ramp before being cut down mercilessly from about four different directions.

Smoke grenades are your best friend - pop out one to the bottom of the Skyranger ramp and wait the first turn inside the Skyranger before you disembark - moving units into the aliens sight on the first turn is close to suicide since the aliens start with full TUs for reaction fire.
Title: Re: the Dalek Invasion of XCom
Post by: davide on October 13, 2015, 01:24:50 pm
, I was going to make them appear as an Easter Egg in my Piratez mod :)

+1 for Dalek faction
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Cirius on October 18, 2015, 07:25:00 pm
Ok, aside from the death animations, work on the Daleks is basically complete. Hopefully I'll be ready for a public release by the end of next week, work depending.

Here's a rather unsubtle clue as to the second adversary I'll be working on...

(https://i25.photobucket.com/albums/c65/njwheeler/images%204_zpstgj261d5.jpg) (https://s25.photobucket.com/user/njwheeler/media/images%204_zpstgj261d5.jpg.html)



Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: moriarty on October 18, 2015, 07:33:19 pm
Haha, very nice. "See? Armless."

Though not very special from a gaming point of view, since they won't look any different from civilians...

EDIT: Cybermen, on the other hand... or perhaps Judoon?
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Solarius Scorch on October 18, 2015, 07:43:09 pm
I think Sontarans would look great as X-Com sprites.
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: moriarty on October 18, 2015, 07:50:32 pm
True. Sontar-ha!

EDIT: What about the Mire, while we're at it? Very distinctive silhouette, I guess they would make good pixel art sprites.
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Cirius on October 18, 2015, 08:25:14 pm
Haha, very nice. "See? Armless."

Though not very special from a gaming point of view, since they won't look any different from civilians...

EDIT: Cybermen, on the other hand... or perhaps Judoon?

Yes, I'm not going to lie, I'm picking up the Autons as a 'quick win' in that it shouldn't take me too long to turn around slightly modified civilians with auton weapon sound effects. The next 'big' project will definitely be the Cybermen, but early attempts I've made on them have looked a little shoddy.

In the long run, I'd love to see Sontarans as well, but that all depends on how much time I've got to put in. If anyone else feels a Whovian itch at any point, they're welcome to take a crack at them or any other races.
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Cirius on October 20, 2015, 08:50:40 pm
Random question - is the start date adjustable? I'm looking more for an 80's vibe with the mod, so the 1999 start is a bit of a pain.
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Arthanor on October 20, 2015, 09:03:45 pm
Yup, just look at Piratez which starts in 2601 instead of 1999. Can't remember what the names are, but it's right there in the rulesets.
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Dioxine on October 21, 2015, 09:09:31 am
Code: [Select]
startingTime:
  second: 0
  minute: 0
  hour: 12
  weekday: 4
  day: 1
  month: 1
  year: 2601

Just check the proper weekday if you change that to, say, 1981 :3
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Cirius on October 23, 2015, 12:54:38 am
Brilliant, works like a charm, thanks.

(https://i25.photobucket.com/albums/c65/njwheeler/daleks_zpslrmz3fky.png) (https://s25.photobucket.com/user/njwheeler/media/daleks_zpslrmz3fky.png.html)
Not a sight you want to see after immediately starting the mission.
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Cirius on October 26, 2015, 09:41:48 pm
It's time for 'help the noob' again.

The special weapons dalek is supposed to explode when killed, much like the Cyberdisk. Rather disappointingly however, it doesn't. Instead just spawing a corpse and remaining sadly unxploded.

I've added 'power' and 'blastRadius' to the corpse item, but I get the impression I'm missing something somewhere. Any suggestions?

Code: [Select]
  - type: STR_SWD_CORPSE
    size: 0.4
    costSell: 30000
    weight: 30
    bigSprite: 108
    floorSprite: 108
    invWidth: 1
    invHeight: 3
    recoveryPoints: 5
    battleType: 11
    armor: 26
    power: 120
    blastRadius: 6
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Dioxine on October 26, 2015, 10:35:39 pm
You also need this:
Code: [Select]
units:
  - type: STR_DALEK
    specab: 1

The 'specab 1 ' tells the unit to explode when killed.
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Cirius on October 26, 2015, 11:16:46 pm
The 'specab 1 ' tells the unit to explode when killed.

It's always the little things that are easy to miss. Problem solved, thanks!
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Wolfstarr on October 01, 2016, 10:45:25 pm
Does anyone have this still? :)

I'd love to try this but the download link has gone :(
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Wolfstarr on August 05, 2017, 04:16:28 am
So I thought I'd resurrect this little gem :)

Almost finished the spritesheet using the art posted earlier in the thread, just needs a death animation and then will work with animation routine 4.
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Cirius on August 06, 2017, 02:24:20 pm
I really need to be more active on the forums.

You'll be pleased to hear the project's not scrapped - I've just not been active on the forums.

I'll be updating more fully later on in the week, and am aiming for a release in the next couple of weeks, but for now, here's a taster of what I've been working on...

(http://i.imgur.com/sBfOAik.png)

(http://i.imgur.com/RFxhcQx.png)

(http://i.imgur.com/tHEaY1v.png)

(http://i.imgur.com/JdyRMYg.png)
Title: Re: [ALIENS] The Dalek Invasion of XCom
Post by: Wolfstarr on August 06, 2017, 03:42:07 pm
Awesome news! :)

Il hold fire doing anything further with it then ... the work in progress looks stunning some nice spritework there!

Watched some classsic who last night so was getting motivated to pick up the baton.

Look forward to seeing more!

EDIT: I've collected a lot of sound files for Daleks and some for Cybermen if need them ;)