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Messages - Buscher

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1
40k / [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: March 19, 2023, 11:02:00 pm »
This has been on my stove for a while now.

Rosigmunda is a mod designed explicity with the Adeptus Arbites in mind. It's designed for low-tier weapons against low-tier opposition so even Autoguns can shine throughout the game. Also stunning enemies is much more important now as it should be with Space Cops TM.

INCOMPATIBLE WITH ROSIGMA. DO NOT RUN Rosigmunda with ROSIGMA !!!

Features:
- Small Story Campaign
- New Missions (Prison Break, ...)
- Missions and Enemies where Autoguns and similar weapons get to shine
- Turn captives into penitents
- Riot shields which can be equipped on anyone and they can be shot to pieces
- Mastiff Tackling
- and probably much more

You can download it here.

2
Help / Re: Strike Carrier Mod
« on: February 23, 2023, 08:07:09 pm »
In Options - Video you can set Battlescape Scale to x1 which will show you all or at least most of the battlescape.

3
Released Mods / Re: [UFO][WEAPON][SPRITE]Replace Auto Cannon with QLB-06
« on: February 23, 2023, 08:03:32 pm »
It's really cool that you picked up modding and are doing pretty things. The sprite work is really nice.

Considering there are four mini mods now, it probably makes sense to create a bundle. Maybe you already have a cohesive vision you want to go for. Like Zeta's Heavy Weapons Pack (ZHWP) or something like that.

4
OXCE Suggestions NEW / Re: [Suggestion/Y-Scripts]setDeathFrames
« on: February 18, 2023, 02:18:33 pm »
Don't worry about it.
It's great that you linked to Yankes's script which I didn't find at first either and that you pretty much documented the entire idea as well. Thank you.

5
OXCE Suggestions NEW / Re: [Suggestion/Y-Scripts]setSpawnItem
« on: February 18, 2023, 09:53:20 am »
Thanks for the clarification and the link!

6
OXCE Suggestions NEW / Re: [Suggestion/Y-Scripts]setDeathFrames
« on: February 18, 2023, 09:52:30 am »
My suggestion is about to dynamically select the number of deathFrames (for example 3 vs 8 ). In other words the length of animation. Not the beginning index. The latter is already done in Gibs of Gory.

7
OXCE Suggestions NEW / [Suggestion/Y-Scripts]setSpawnItem
« on: February 17, 2023, 11:05:11 pm »
My latest plaything is trying to create some kind of flare launcher for HWPs.

Right now I added a grenade launcher to a HWP which is set up with spawnUnit to create a unit which is supposed to drop an electric flare. The unit is supposed to be insta-killed using the createUnit: hook and setting its health to 0. The game doesn't update the state of said unit from alive to dead. The state will be updated once another shot is taken or the turn is ended. I experimented with another bunch of options (skills which aren't available to units:, setSpawnUnit using inside the createUnit script and a few other things).

When talking about my fun experiences in Matrix, Yankes suggested that maybe this can be solved with setSpawnItem. A setSpawnItem next to setSpawnUnit would be really cool.

As always thank you for looking at the suggestion.

8
Released Mods / Re: [UFO][OXCE][Graphic(al Violence)] Gibs of Gory
« on: February 17, 2023, 12:02:54 pm »
# How to modify which death causes with animation

You will need to edit the scripts_gib.rul at three positions

## GOG_dU_next_hit_gibs (damageUnit)

Add a new gibDamageType and increment the number by one for NEXT_HIT_GIBS and UNIT_IS_GIBBED. The value used in NEXT_HIT_GIBS and UNIT_IS_GIBBED is called "gibMode" in the next parts.
Be aware that you keep the if, else (if), else structure.

## GOG_sIS_display_gibbed (selectItemSprite)

Add a new part below
Code: [Select]
if eq blit_part blit_item_big; # bigobs
and
Code: [Select]
if eq blit_part blit_item_floor; # floorobs

Be aware that you keep the if, else (if), else structure.

## GOG_sUS_display_gibbed (selectUnitSprite)

Add a new part below
Code: [Select]
if and gt gibMode 0 eq collapsing 1 le health 0;

Be aware that you keep the if, else (if), else structure.


# FAQ

If you got further questions, please post below.

9
Released Mods / Re: [UFO][OXCE][Graphic(al Violence)] Gibs of Gory
« on: February 17, 2023, 11:56:16 am »
# Small How-To-Integrate Guide

## extraSprites

- The Repo/Script can be found here
- for each spriteSheet you need to extend the PCK with the smaller sheets containing the death Animations. The gib sheets can be 256x48 for 8 frames. Other dimensions are probably also possible.
Code: [Select]
extraSprites:
  - type: XCOM_SOLDIER_0_GOG.PCK
    subX: 32
    subY: 40
    width: 256
    height: 1400
    files:
      0: Resources/Vanilla/XCOM_0.PNG
      320: Resources/Vanilla/XCOM_0_normal.PNG
      328: Resources/Vanilla/XCOM_0_gibs.PNG
      336: Resources/Brain_322/human_to_ash.png
      344: Resources/Brain_322/human_to_goo.png
We will need the Indices 320, 328, 336, 344 later. The indices start at 320 as the biggest TFTD sheet has 304 frames and 320 seems to be a good number. There is a difference of 8 to make sure that one gib sheet isn't drawn into another one. If you want to add more kinds of deaths, you just add another line with an additional +8.

Also we probably want to set up a corpse, so FLOOR.PCK and BIGOBS.PCK need to be set up accordingly

Code: [Select]
extraSprites:
  - type: FLOOROB.PCK
    files:
      200: Resources/floorob_gibs.png
      201: Resources/Brain_322/floorob_Ash.png
      202: Resources/Brain_322/floorob_Goo.png

  - type: BIGOBS.PCK
    files:
      200: Resources/floorob_gibs.png
      201: Resources/Brain_322/floorob_Ash.png
      202: Resources/Brain_322/floorob_Goo.png

We will remember 200, 201 and 202. Similar to the spritesheets additional sprites can be added here.

## armors

Then we will need to modify the armor
Code: [Select]
extended:
  tags:
    RuleArmor:
      NORMAL_SPRITESHEET: int
      GIB_SPRITESHEET: int
      BURNED_SPRITESHEET: int
      GOO_SPRITESHEET: int

armors:
  - &STR_GOG_ARMOR
    type: STR_NONE_UC
    spriteSheet: XCOM_SOLDIER_0_GOG.PCK
    deathFrames: 8 # if you want to use more than the default 3
    tags:
      NORMAL_SPRITESHEET: 320 # Resources/Vanilla/XCOM_0_normal.PNG
      GIB_SPRITESHEET: 328 # Resources/Vanilla/XCOM_0_gibs.PNG
      BURNED_SPRITESHEET: 336 # Resources/Brain_322/human_to_ash.png
      GOO_SPRITESHEET: 344 # Resources/Brain_322/human_to_goo.png

The values for the tags are the numbers we set up in extraSprites for the sprite sheet. A normal death spritesheet should be tacked on if you want to use a higher value than 3 for deathFrames.

## corpses

Similar to the armor we need to set a few tags for the corpses.

Code: [Select]
extended:
  tags:
    RuleItem:
      GIB_BIGOB: int
      GIB_FLOOROB: int
      BURNED_BIGOB: int
      BURNED_FLOOROB: int
      GOO_BIGOB: int
      GOO_FLOOROB: int


items:
  - &STR_HUMAN_CORPSE
    type: STR_CORPSE
    tags:
      GIB_BIGOB: 200 # Resources/floorob_gibs.png
      GIB_FLOOROB: 200 # Resources/floorob_gibs.png
      BURNED_BIGOB: 201 # Resources/Brain_322/floorob_Ash.png
      BURNED_FLOOROB: 201 # Resources/Brain_322/floorob_Ash.png
      GOO_BIGOB: 202 # Resources/Brain_322/floorob_Goo.png
      GOO_FLOOROB: 202 # Resources/Brain_322/floorob_Goo.png

10
OXCE Suggestions NEW / [Suggestion/Y-Scripts]setDeathFrames
« on: February 17, 2023, 11:36:38 am »
For Gibs of Gory it would be helpful if scripting allowed to set the number of DeathFrames. I would like to keep the default 3 for the standard death while being able to extend the more messy ones to 8. For the standard death creating the missing 5 frames or extending the 3 to 8 is a bit prohibitive for mods which have a lot of spritesheets already. 3 DeathFrames for the messy ones works okay but it could look a lot better with 8.

Currently getDeathFrames is attached to RuleArmor which makes sense and of course limits a setDeathFrames as this information can be read-only. Would it be viable to add an override with BattleUnit.setDeathFrames?

Thanks for possible considerations.

11
Open Feedback / Re: Incendiary mod
« on: February 14, 2023, 07:14:02 pm »
ToMorale is a factor, so in essence yes.

But what you have to consider is damageModifier and armor. Let's say you hit a target and roll for 100 power. The target has a damageModifier to the related damageType of 50 % and the affected side of armor has a value of 20.

finalPower = power * damageModifier - remainingArmor
30 = 100 * 50 % - 20
Assuming ToHealth is 1 then it will turn into 30 Health Damage
Assuming ToMorale is 1.7 then it will also turn into 51 Morale Damage

Note that the 100 power in the scenario above is the result of a random value between 0-200% / 50-150% / etc. using the ammo's/weapon's power.

12
40k / Re: [ADDON] ROSIGMA
« on: February 14, 2023, 07:09:00 pm »
A small bug found its way into release.
This will turn the frag grenades back to the expected behavior.

13
Released Mods / [UFO][OXCE][Graphic(al Violence)] Gibs of Gory
« on: February 14, 2023, 07:07:23 pm »
I wanted to try that for a while now.

Gibs of Gory (word play on Wings of Glory) is a little graphical mod that exchanges the death Animations depending on used damage type and remaining weapon power.

Whenever the damage past setting health to 0 exceeds maxHealth, the target will turn to gibs, scorch marks (Plasma, Incendiary) or goo (Acid).

You can download it here.

Credits go to Brain_322 for sprites and Yankes for showing me the wonderful value of RuleList.current.

14
As a side note: I did try my hand at that feature. Major parts of it was integrated in this pull request.
The original proof of concept behavior was that all crafts get the same target. I am not sure how we came to the decision (maybe it was me) but I went for setting up a framework so crafts follow the first craft/the wing leader instead by setting the first craft as destination. For the wing leader framework I did try my hand at intercepting non-hunter-killer with wing crafts having the wing leader as their destination. You can have a look here. One thing I am not sure about this implementation is what happens if you have two wings following two different UFOs.

I suppose the much easier solution is to change the current implementation to the proof of concept behavior. For this purpose you can edit this line to L315 below.

Code: [Select]
310 for (std::vector<Craft*>::iterator i = _crafts.begin(); i != _crafts.end(); ++i)
311 {
312 if ((*i) != _crafts.front())
313 {
314 //(*i)->setDestination(_crafts.front()); // follow wing leader
315 (*i)->setDestination(_target); // get the same target as the wing leader
316 }

You can test the feature by starting a new vanilla campaign. Wait for the first UFO. Open your interceptor window. Shift-leftclick Interceptor-1. Leftclick Interceptor-2. Target UFO.

15
Open Feedback / Re: Incendiary mod
« on: February 11, 2023, 05:30:58 pm »
I assume by look you mean that you want to edit the sprite.

Step one is probably to get the weapon sprites. Each weapon has 3 kind of sprites: Bigobs = Inventory pictures, Handobs = the sprites drawn as held by the soldier/alien for each of the 8 directions and floorob = the sprite on the battleScape floor/ground.

You can obtain the original files when you use Pckview as part of MapView to open the game files. MapView is actually a tool to create map tiles with but contains additional tools. The interesting files can be found in the UFO/UNITS directory: BIGOB.PCK, FLOOROB.PCK and HANDOB.PCK. Using PckView you can export the sprites as PNG for further editing.
Note that when you add elements to extraSprites Handobs will use 8 indices. That means if your gun handob with 8 directions is index 200, the next one should be 208 (200+8).

As for tools to edit the sprites with you can search around on the forum. Some are listed here and the community has made additional tools such as the UnitSprite Studio.

Edit: I meant Handobs when talking about the 8 indices with the 200+8 example

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