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Messages - xover88

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Released Mods / XCOM1 Graphics Update (Remaster)
« on: June 16, 2021, 08:36:03 pm »
I've redesigned the game UI and pretty much updated the original graphics. High resolution post should disappear. ;)
I decided to leave all sprites as they are unnecessary other than their stand footing facing forward.

Anyways Feel free to check it out the link for more info:

Released Mods / Re: [SOUND] XCOM:EU Sound mod for Original XCOM
« on: June 13, 2021, 06:19:21 am »
I happened to be browsing for some 2x hd sprite mod then oh wow, I didn't know some people were looking for this mod.
Somehow I've found the old file,,, which somehow survived 3 pc upgrades... I've re-uploaded as an attachment and to the

Suggestions / Auto multi-level view (indoor/outdoor)
« on: March 12, 2015, 07:44:08 am »
I just find it annoying to switch multi-level manually to see any flying units during terror mission.
Is it possible to program so that multi-level view swaps level 1 to 2 when selected soldier go outside of a building or Skyranger?

Thx :D

Released Mods / Re: XCOM:EU Sound mod for Original XCOM
« on: June 06, 2013, 01:43:23 am »
My sound file are in 44,000hz i believe.

I used a sketchy converter called "free" ogg wav converter or something.
But u can use any sound editor to do the conversion.

Maybe you got the numbers incorrect before you pck everything.
Use the ufopedia to get it accurate, catpacker doesn't shuffle files anyways.
Oh yea, one more thing. If you open any sound in the folder where you are about to pack,
You will get an error. So don't open any sound file before you pack.

Released Mods / Re: XCOM:EU Sound mod for Original XCOM
« on: June 02, 2013, 04:12:00 pm »
Really good job! Gives OpenXCOM a totally new and eerily familiar atmosphere!

Have you tried to mix the original sectoid screams from UFO DEFENSE and the ones from Enemy Unknown? It sounds like it needs a little bit of that old drama.

The decision on choosing the sectoid scream wasn't easy. Since original sectoid scream used by floater as well, I had to find the scream that would suit more to horror.

XCOMEU Sectoid scream sounds like little critters for floaters in the original imo,
So after experiments, floater death scream was way to go lol

I could mix floater and sectoid together lol I dont know how would that sound like.

Released Mods / Re: XCOM:EU Sound mod for Original XCOM
« on: June 01, 2013, 06:34:41 pm »
Oh my bad, I fixed the list -.-;
It should be fine now.

Work In Progress / Re: New sound effects requirements?
« on: May 28, 2013, 03:44:41 am »
Since OpenXCOM accepts higher quality .wav files, that should be fine enough.
I believe OGG and FLAC is supported for background music.

Released Mods / Re: XCOM:EU Sound mod for Original XCOM
« on: May 27, 2013, 10:38:52 pm »
I don't think Firaxis would mind it. Well, I already own that game lol
I'm probably doing their favor.

Anyone who wanted to know how to assemble sound files,
Use this CAT unpacker/packer:
And use this guide to assemble the sound in the right order:

Released Mods / [SOUND] XCOM:EU Sound mod for Original XCOM
« on: May 26, 2013, 10:48:49 pm »
I've recompressed the file to zip and uploaded as an attachment.
Also available at
I'm surprised some people were looking for this conversion 2013 . Thx.


I've been working on the original sound and music with XCOM:EU SoundFX.
Surprisingly, the original game feels like a new and better game.

Try it and feel free to give me a feedback!

Removed Original Download link due to malware  - virus total report:

Temporarily Re-Hosted here: Dropbox Link (no downloader.exe)

1. Overwrite "SOUND" Folder
2. Run the game with OpenXCOM

Suggestions / Time Unit Counter
« on: May 17, 2013, 09:39:24 pm »
I always had this inconvenience with the game. Whenever I move or do something, I have no idea how much time units I am going to spend on my particular soldiers.

It's just an idea, but is it possible to program the game to show how much time units you are going to spend every movement including opening doors and crouching all together?

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