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Modding => Released Mods => IDT Modding Hub => Topic started by: efrenespartano on April 08, 2021, 02:51:14 am

Title: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on April 08, 2021, 02:51:14 am
UNEXCOM: Bureau 11

The year is 1961. The Cold War between the United States and the Soviet Union is at its heist. The espionage and counter-espionage has become a common activity for the intelligence services of both world powers. But... there is something that is different. Recent strange phenomena, missing persons, crop circles... there is an increase in unknown activities, carried by unknown individuals. The intelligence agencies scramble to investigate them and try to find if the enemy is behind. A branch of the CIA is tasked to find the truth. This group is known as Bureau 11.

This DLC is a prequel of the mod for OpenXcom, UNEXCOM. Set in the same timeline, but a decade before, this story is full of secrets and unknown dangers. We have been working on this since November, the progress is slow and steady (mostly due real life work). Our plan is make a release as soon as the Act 1 missions are done. 

Based on the original ideas of Ace009, made by Brother^2 and efrenespartano.


Code: [Select]
Credits by name:
*Ace009: original background idea
*Alex_D: Cadillac El Dorado sprites and ruleset
*Andr: original creator of F-104 Starfighter, Beretta M12, AR-15, Sawed-off Shotgun, Winchester M1897, Flask, Field Dressing, Cigarettes, Medical Pouch
*Brother^2: lead design, ruleset creator
*efrenespartano: lead design, sprite & ruleset creator
*Dioxine: M79 Thumper sprites
*RamoZ: D17, B11 and US Army rulesets
*Hans Woofington: B11 and US Army unit sprites
*The Martian: D17 unit sprites
*wolwerin: Alien Lasers, Model 1900, sprite creator
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: HT on April 08, 2021, 03:18:53 pm
Looks good! Although your main mod is nowhere done yet though...
Will this be kinda like the start of XCF then, as in, regular guys going against aliens, cultists and such?
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on April 09, 2021, 05:16:33 am
Looks good! Although your main mod is nowhere done yet though...
Will this be kinda like the start of XCF then, as in, regular guys going against aliens, cultists and such?

Haha yeah, the main mod is still WIP. Not far from being finished, tho.

This is more like a standalone prologue, split apart to avoid cluttering too much the main mod (also because there are 10 years between both campaigns). You could expect more XCF/Spy-ish vibes from here than UNEXCOM, more action-focused
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on August 18, 2021, 09:10:53 am
A new update is ready.

UNEXCOM: Bureau 11 is alive! (https://openxcom.mod.io/unexcom-bureau-11)


What's new in this update?

Code: [Select]
30-May-2020 v0.1 Proving Grounds
Changes made:
*Removed vanilla content
*Added Act 1 weapons, ruleset by Brother^2, sprites by efrenespartano
*Added Act 2 weapons, ruleset by Brother^2, sprites by efrenespartano
*Added Act 3 weapons, ruleset by Brother^2, sprites by efrenespartano
*Added initial research, by Brother^2
*Added ammo resprite script, wrote by Filip-H
*Added new backgrounds for all the base screens, by efrenespartano
*Added new crafts
    - Cadillac El Dorado, by Alex_D
    - U-2 Dragon Lady, by efrenespartano
    - Mudranger, by the XCF team
    - UH-1A Iroquois, by Alex_D, Nord & efrenespartano
    - F-104 Starfighter, by Andr
    - X-62 Skyranger, by efrenespartano
*Added new craft weapons, by efrenespartano
    - Sidewinder Missile
    - M61 Vulcan Cannon
    - Fuel Tank
    - Flare Dispenser
    - Improved Spy Camera
    - Experimental Jet Thruster
*Added item categories
*Added custom difficulty names
*Added Alien Laser Weapons, ruleset by Brother^2, sprites by wolwerin
*Added food and medical items, by Brother^2
*Added Laser Devil Axe, ruleset by Brother^2, sprites by wolwerin
*Added new soldierTypes, by RamoZ
    - Bureau 11 Agent
    - US Army Veteran
    - Directorate 17 Agent
*Added D17 unit, ruleset by Brother^2, sprites by The Martian & efrenespartano
*Added US Army unit ruleset by Brother^2, sprites by Hans Woofington & efrenespartano
*Added Hybrid Thin Man, ruleset by Brother^2, sprites by efrenespartano
*Added CMP Vanilla
*Added IDT_RED_FARM terrain, Experimental

The main focus on this first update is to try and test the weapons (and the enemies) on the mission simulator. This is also the second IDT mod to use Filip-H's ammo resprite script (the first one is Counter-Terrorism Operations (https://openxcom.mod.io/counter-terrorist-operations)), which allows to dynamically change the bigOb sprite based on the ammo loaded. Our goal is to have this feature on all our mods.

Our next goal is to add the campaign with both Act 1 story missions and side missions. The work is slow but steady!
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on January 12, 2022, 05:42:58 pm
We have restarted progress on the Bureau 11 mod! A new UI was created, to better fit the 1960 aesthetics! The idea was to create a bureaucratic vibe, "folder-like". We're using the serif font made by lizin5ths (https://openxcom.mod.io/serif-font), we suggest it along the mod!
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on June 04, 2022, 09:46:24 pm
A new update is ready.

UNEXCOM: Bureau 11 is alive! (https://openxcom.mod.io/unexcom-bureau-11)


What's new in this update?

Code: [Select]
May-2022 v0.2 The Work of a Nation
Changes made:
*Added all the Story missions
*Added Act 1 Side missions
- Cattle Mutilation
- Crop Circles
- Counter-Intelligence
*Added Act 2 Side missions
- Major Cattle Mutilation
- Abduction
- Counter-Intelligence, Europe
*Major rebalance on weapons and mission conditions, by Brother^2
*Modified and expanded tech tree, by Brother^2 & efrenespartano
*Added new faction: GLADIO
*Added new weapons:
- Welrod
- DeLise Paratrooper Carbine
- DeLise Sniper Carbine
*Added 30 Geoscape events, written by efrenespartano, Brother^2 and Kael Schwabauer
*Added new craft
- A-12 Oxcart, sprites by Filip-H
*Added Faceless Shapeshifter unit, sprites by efrenespartano & Gifty, rulesets by efrenespartano, Brother^2 & Filip-H
*New UI and GlobeMarkers, by efrenespartano

Finally, the campaign is fully playable from beginning to end! To spice up things a bit, there are several side missions you can play to get more bits of the lore of the game (and profits!). Or you could ignore them, if you want, as they are completely optional. 30 Geoscape events will immerse you into the early 60s geopolitical tensions here and there.
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: BlackStaff on June 05, 2022, 03:05:50 pm
Good !
Thanks to this Mod I got interested in the great Mod UNEXCOM!  ;)
Thank you very much !
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: BlackStaff on June 06, 2022, 11:46:58 pm
There are some alarms in the log!
Nothing serious apparently.

   [ERROR]   Image Resources/Gadgets/Devil_Axe/Gadget_Floor.png lodepng failed:incorrect PNG signature, it's no PNG or corrupted
   [ERROR]   Image Resources/Gadgets/Devil_Axe/Gadget_Big.png lodepng failed:incorrect PNG signature, it's no PNG or corrupted


[ERROR]   Sound::load(Resources/Weapons/Heart Attack Gun/reload.wav): mix error=Unrecognized sound file type
[ERROR]   Sound::load(Resources/Weapons/M3 Greasegun/reload.wav): mix error=Unrecognized sound file type
[ERROR]   Sound::load(Resources/Weapons/M60 Hog/reload.wav): mix error=Unrecognized sound file type
[ERROR]   Sound::load(Resources/Weapons/Ithaca 37/reload.wav): mix error=Unrecognized sound file type


Code: [Select]
[INFO] Supressed Error for 'ALIEN_SAMPLE_FLASK_EVIDENCE_UNIT_1': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'ALIEN_SAMPLE_FLASK_EVIDENCE_UNIT_2': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'ALIEN_SAMPLE_FLASK_EVIDENCE_UNIT_3': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_BLOOD_EVIDENCE_UNIT_1': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_BLOOD_EVIDENCE_UNIT_2': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_BLOOD_EVIDENCE_UNIT_3': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_ORGAN_EVIDENCE_UNIT_1': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_ORGAN_EVIDENCE_UNIT_2': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_ORGAN_EVIDENCE_UNIT_3': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'COMATOSE_ABDUCTEE_EVIDENCE_UNIT_1': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'COMATOSE_ABDUCTEE_EVIDENCE_UNIT_2': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'COMATOSE_ABDUCTEE_EVIDENCE_UNIT_3': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'PLASMA_RESIDUE_EVIDENCE_UNIT_1': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'PLASMA_RESIDUE_EVIDENCE_UNIT_2': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'PLASMA_RESIDUE_EVIDENCE_UNIT_3': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'STR_D17_SCIENTIST': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'STR_GLADIO_OPERATIVE_F': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'STR_GLADIO_OPERATIVE_M': This unit can be recovered (in theory), but there is no corresponding item to recover.
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: BlackStaff on June 07, 2022, 10:28:16 pm
Crash...

[FATAL]   A fatal error has occurred: Error processing mission script named: AbductionInvestigationSitesScript, mission type: STR_ABDUCTION_INVESTIGATION_SITES has no available races
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on June 12, 2022, 11:19:34 am
Thanks for the report, BlackStaff! We'll take care of this and it will be fixed next update  ;D
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: BlackStaff on June 30, 2022, 07:47:34 pm
The game starts on 01/01/1961 !
It is a SUNDAY !
So in the "Vars" file you need :
startingTime:
  weekday: 1

 ;)
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on June 30, 2022, 09:19:05 pm
Lots of useful feedback! Thanks for taking the time to report them, mate.

Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: Finnik on July 01, 2022, 09:18:52 am
IMO every true xcom game should start at Friday)
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on July 03, 2022, 02:47:46 am
There's no better day than Friday!  ;D
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: BlackStaff on July 03, 2022, 11:04:22 am
And waste a good weekend fishing or barbecuing with friends?
No, it's best to start on Monday!  ;)   ;D
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: AndyFox on July 27, 2022, 04:53:00 pm
Attached are the names of KGB agents, CIA agents and veterans translated into russian language.
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: AndyFox on July 28, 2022, 04:33:56 am
Can russify the whole mod, if anyone is interested.
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on July 29, 2022, 03:42:20 am
Attached are the names of KGB agents, CIA agents and veterans translated into russian language.

Thanks, mate!

Can russify the whole mod, if anyone is interested.

Very appreciated! Feel free to post your translations here, we'll add them to the game.
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: AndyFox on July 30, 2022, 01:20:37 am
Very appreciated! Feel free to post your translations here, we'll add them to the game.
The translation is somewhat crude, but in any case tried not to lose the thread of the story. Thanks a lot for attention and support.
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: AndyFox on July 12, 2023, 02:55:23 am
Is there any development news for the past year?
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on July 17, 2023, 05:26:34 pm
Is there any development news for the past year?

Yes and no! We just released the prequel of the prequel

https://mod.io/g/openxcom/m/unexcom-directorate-17

It starts two years before Bureau 11 and ends directly at the start of B11
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: HT on October 04, 2023, 11:01:03 am
Hi! I have some questions regarding this mod and the prequel, the Directorate 17: Are the two finished, do they have an ending, and how long do they last gameplay time wise?
Bureau 11 is finished according to you, but I dunno if it has an ending screen or if... It just ends.
Dunno with the Directorate 17 one, if it has a proper ending or not, I skimmed a little and I wasn't sure if it has one.
Also, how do you get money in either mod? Relying on the end of the month bonus? It seems to be the case.
Thanks for the mods!


EDIT:

It seems there IS an ending in both mods, sort of, but the Directorate 17 is very abrupt. Question answered by myself.
Title: Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
Post by: efrenespartano on January 23, 2024, 05:32:25 am
Hi! I have some questions regarding this mod and the prequel, the Directorate 17: Are the two finished, do they have an ending, and how long do they last gameplay time wise?
Bureau 11 is finished according to you, but I dunno if it has an ending screen or if... It just ends.
Dunno with the Directorate 17 one, if it has a proper ending or not, I skimmed a little and I wasn't sure if it has one.
Also, how do you get money in either mod? Relying on the end of the month bonus? It seems to be the case.
Thanks for the mods!


EDIT:

It seems there IS an ending in both mods, sort of, but the Directorate 17 is very abrupt. Question answered by myself.

Yeah, the ending of D17 may seem abrupt because it is meant to tie the very first mission of B11. I may recommend playing both mods, one right after the other to continue the immersion.
haha i know those sequel hooks are kinda dumb, but hey! it's the best i could imagine. There's always room for improvement, of course!