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Messages - blackwolf

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16
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: January 30, 2024, 12:51:34 am »
Hello! I wanted to shake things up a bit and give you a sneak peek into some of the work in progress again, instead of simply waiting until work its done to be revealed. Recently, I delved into experiments aimed at enhancing the appearance of the first tiers of armors. While it's still a work in progress and there's a lot to be done, I wanted to share a glimpse of what's in the pipeline.

Please note that this is far from being ready for a live version, but I'm really conformed about the current progress. Tons of work its still needed like working on the six different color variations, additional detailing for the female version, exploring various helmet variations, and more.

Stay tuned for further updates on these developments. Also, here's a heads-up about some really early
 iteration of the changes changes to the second tier!

17
Happy new year everyone, new update its live now, remember to check the changelog to check new the new, features, as always, its totally safe to update this on ongoing campaings, remember to follow instructions in the first post.

18
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: January 25, 2024, 07:12:01 am »
Greetings, and a big thank you for your ongoing patience. I'm thrilled to share the latest update for the mod with you. Compatibility checks with the most recent OXCE and BRUTAL AI versions have been completed, ensuring smooth functionality.

If you come across any issues or problems I might have missed, please don't hesitate to inform me.

This update is primarily centered around the completion of work on the maps, with a special focus on enhancing the map view. The changes aim to provide a more visually pleasing experience, bidding farewell to the wild orange and jarring images in the overview map scren. Also, all buildings should be correctly illuminated, the strength of light sources has been fine-tuned, and some props even generate light independently (take the giant blue holographic globe, for example). Alongside these improvements, there have been minor corrections and enhancements to certain maps. Additionally, recoloring and improvements to specific props have been implemented.

While I'm confident that my changelog is not exhaustive, I didn't want to delay the release any further.

Here's the changelog, and the lines marked as **new** highlight changes introduced in this version from the betas.




Spoiler:
ersion 0.97.05 LE Live patch

One of the significant milestones in this update is the completion of translating and structuring my To-Do List. It's important to note that this list is not a fixed set of goals; changes, additions, or deletions might occur without prior notice. This transparency helps in communicating the intended direction and potential future changes for the mod. Your feedback is invaluable and can assist in making informed decisions and avoiding wasted efforts.

**General Changes:**

- *(New)* Implemented new mechanics regarding the officer and rank system (special thanks to Meridian for enabling this change).
  * Candidates for officer school must achieve the rank of Sergeant or higher.
  * Officer candidates undergo training, resetting their rank to the lowest in the officer chain.
  * This resolves the issue of soldiers skipping ranks when promoted, enhancing both gameplay and immersion. Activate the "allow manual promotions" feature for optimal results.

- Renamed some alien races to better align with their general lore:
  * Ancient Abominations are now called SPAWNS.
  * Alien Hybrids are now called ABOMINATIONS.

- Changed the load order of alien materials items for easier access (xelloys, elerium, codex stuff).

**Sprites Changes:**

- Conducted a general aesthetic retouch on XCOM transport planes and fighters.
  * XCF0 received small improvements to its basebit sprite shadowing.
  * XCF1 underwent a complete renewal, now based on the Firaxis 2012 RAVEN fighter.
  * XCF2 received various improvements, including a custom artwork for its ufopaedia entry.
  * XCF3 has a sprite revamped by Efrenespartano, based on the SARACEN from Xenonauts.
  * Several other minor sprite improvements for various vehicles.

- *(New)* Completed the sound and effects update process.
  * Enhanced the quality of combat aircraft missiles and weapons.

- *(New)* Slightly improved the SCANG map view for the base, making colors less intrusive.

**Tweaks and Balance:**

- *(New)* Balanced initial base weaponry:
  * Increased the number of PDWs to encourage their use.
  * Added Uzis and a Minigun to the initial inventory for immediate testing opportunities.

- Psilab building capacity adjusted to 5; Advanced Psilab can accommodate up to 25.
- *(New)* Large Laboratory now has a capacity for 5 alien prisoners.
- Altered behavior for explosives and grenades:
  * Removed fuse timers for basic and proxy grenades.
  * Adjusted explosion radius for all explosives, introducing damage decay from the epicenter.

- Proximity grenade reworked, reduced damage, now requires specific research to unlock.

- Fixed problems with explosion radius for various explosives, ensuring more balanced and predictable outcomes.

- *(New)* Updated maps, including changes to prop distribution in the hangar, barracks, and gym.
  * Reduced overall base light brightness.
  * Implemented floor textures for a rustic concrete appearance.

- *(New)* Initial pass on the SCANG.dat file, improving base map view clarity.

- *(New)* Adjusted colors for units on the minimap:
  * XCOM units are now blue.
  * Aliens are red.
  * Civilians and neutrals are yellow.

- Implemented new props from the "From the Apocalypse" mod by Robin:
  * Personnel Lockers
  * Medical treatment Bed(to be used in a future infirmary/hospital, currently in progress)

**Visual Overhaul:**

- Completed all building structures and dispositions.
  * Illumination for newer rooms will be applied after the holidays.
  * Improved MCD files with extra assets correctly colored to the XCOM EU palette.
  * Recolored assets like chairs and started recoloring floor tiles for a weathered appearance.

- Reworked the workshop building:
  * Added a better assembly board.
  * Added and recolored the robot arm assembler.

- Fixed "invisible floor squares" on the second level of corridors.
- Improved the fusion ball cannon building, adding advanced monitors for interface.

- *(New)* Completed all new map work, including modified floor tiles for a rustic concrete look.

**Sprites:**

- Conducted small experimental changes to the XOPS armor, a prelude to a complete revamp of ALL armor sprites.
  * Added an XCOM patch on XOPS tier.

**Bug Fixes:**

- Removed the weapon slot from the Dragonfly and prevented it from appearing in new campaigns.
- Resolved a crash-to-desktop issue caused by a missing ufopedia HEC armor file.
- Fixed "invisible floor squares" on the second level of corridors.
- Fixed missing floor tiles on the catwalks in the hangars.
- Fixed missing walls in the large living quarters.
- *(New)* Temporarily fixed advanced dog armors causing CTD, using the basic harness while ongoing design work continues.
- *(New)* Resolved an issue preventing mechanical units from equipping Dragonflies and Fireflies using the new OXCE patch; future plans involve transitioning tanks to the armor system.
~~~~~~~~~~~~~~~~~~~~~~

**Version 0.97.05 beta Changelog:**

Visual Overhaul:
- Completely revamped the appearance of the Xcom base with new props, tiles, and assets extracted from TFTD.
- Improved storage tiles for the basic general store facility and the hangar to align with the updated map disposition.

Balance Tweaks:
- Adjusted some capacity numbers:
  * Small living quarters can now accommodate 20 units (down from 25).
  * Large living quarters have a reduced capacity of 100 units (down from 125).

Bug Fixes:
- Fixed an issue preventing the Dagger from being loaded in transport troops or during base defense missions.
- Updated the Georgia flag to the correct version from 2004 (previously using an outdated flag).
- Resolved deployment problems for units in transport planes:
  * The Dragonfly now correctly loads its 12 soldiers, and weapon spawning tiles have been relocated.
  * Similar adjustments made to the Firefly for correct soldier spawning, with item spawning tiles moved to a safer location away from the ramp.
- Corrected the description of the Sectopod autopsy in the UFOpaedia.
- Fixed a UFOPaedia CTD issue related to the XCf0-bishop, ensuring the picture displays correctly. Thanks Daev for the report.
- Solved an issue with the Miniguns' behavior, preventing the camera from excessively following each shot and causing flickering in certain situations.


Installation:

**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
** BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.

- Download the file from the site XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (the difference in size is irrelevant, its the same , just that i found a way to better compress it and evade the size limitation in the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).

Happy hunting!

19
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: January 23, 2024, 07:36:52 am »
Hi there

I am receiving an error when activating the latest XOPS Legacy using the latest BrutalAI build.

Here are the messages I receive when trying to activate XOPS Legacy:

and here is the error message I receive when I have both XOPS Legacy as well as Brutal AI active:

Any help appreciated  :)

Hello, and thank you for your report. The issue you're encountering is a result of the recent OXCE update, which has introduced modifications to certain features previously defined differently. I've already addressed many instances of this, and the upcoming patch, scheduled for this Wednesday, will encompass these fixes along with several other enhancements.

Walltext alert:
Spoiler:
This update will include corrections to XCOM base maps, adjustments to various in-game maps, illumination and reorganization of props (including replacements and recoloring where necessary), and the completion of MapView sprites. Currently, if you navigate to the map interface, you might notice jagged or incorrectly colored elements (mostly appearing orange). This has been rectified in 99.9% of instances, though some minor touch-ups, particularly on the hangars' handrails, are pending. However, given the complexity of the task, I've opted not to delay the update further for such a trivial detail, and it will be fully resolved in the subsequent patch expected in February.

Additionally, numerous bug fixes and overall tweaks have been implemented. I'm in the process of translating the changelog and reorganizing some folders to facilitate the update's release. Once again, thank you for your reports and your patience.

20
Absolutely outstanding! This is exactly what I was hoping for. Thank you so much for your continuous efforts, Meridian. Your work is truly appreciated!

21
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 21, 2023, 06:08:47 pm »
Hello everyone hope you are enjoying the holydays and sorry for the delay, this is the last update for this and the next week (except for any severe issue that might arise and requires a hotfix), i didnt finished all the changes i wanted.  Im currently posting on a cellphone so , apologies for the sloopy and botched structure of this message (the net haven't being reinstalled in the aftermath of the last weekend storm in buenos aires).

This new update (still considered beta) includes some balancing and extra artwork improvements. Yet One of the biggest milestones for this update its that i Finished translating and structuring my To-do List. I have to make it clear its not a FIXED sets of goals, as stuff could change and some topics might be added, changed or deleted entirely without ever being implemented.
Otherwise i think its good for transparency and clear communication to have you know roughly the intended direction and changes the mod might recieve in the future. Also could help me to recieve feedback and even avoid wasting time in stuff where there might be better options aviable.

Changelog
Spoiler:
0.97.05.02 BETA 2 LE

Milestone achieved:
- To-Do List transtaled and readily aviable. This is more what you'd call "guidelines" than actual Goals.

general changes:
- some alien races were renamed, to better fit their general lore
  *ancient abominations are now called SPAWNS.
  *alien hybrids are now called ABOMINATIONS.
- changed the load order of alien materials items (xelloys,elerium, codex stuff) so you dont need to scroll down everytime you need to check those when moving between bases.

Sprites changes
 - xcom transport planes and fighters recieved a general aesthetic retouch
   * the xcf0 recieved small improvements to their basebit sprite shadowing
   * the XCF1 got their vainilla appearance totally renewed, now its based on the 2012 firaxis RAVEN figther
     ~ included a custom artwork for its ufopaedia entry
    ~ recieved a matching basebit and interception window sprite to reflect this change
   * the XCF2 also recieved some improvements:
     ~ a custom made artwork for the ufopaedia based on the x59 marauder from the game XENONAUTS.
    ~ some slight changes to the basebit and inticon sprites.
   * the XCF3 got their sprite completely revamped, now uses one made by Efrenespartano, based on the SARACEN from xenonauts
   * xrs 71 recieved small changes
   * dragonfly recieved subtle changes in the basebit sprite
   * firefly recieved changes of the basebit sprite
   * small improvements for the goliath sprites
   * small improvements to the hercules sprites
   * overlord recieved improvements in the basebit sprite
- more changes to some files names  to improve readability and uniformity
  * specially inside weaponrysprites folder
  * same with ufopedia articles

TWEAKS AND BALANCE:
- Basic Psionic lab can train only 5 soldiers, the Large train 25 soldiers instead.
- all explosives and grenades got their behaviour altered:
  * all "basics" and proxys grenades (both human and alien) got their fuse timer removed .they'll now be a simple toss and forget.
  * more "advanced grenades" (from hybrid and further) keep their old timer behaviour.
  * all explosions now have their explosion radius changed (reduced in most of the cases)
  * as a side effect of these changes ,now there is a damage decay from the epicentre of the explosion and the subsecuent tiles (therefore, the farther a unit is from the center of the explosion, the higher the chance to survive even sin daños)
   ~ these changes should make explosives less overpowered and a game changer (with BRUTAL AI, the aliens exploit any clumps of soldiers, resulting in half squad wipes from a single 'nade in the early game)
- the proximity grenade got reworked , the damage got reduced , cant be bought since start and now requires a specific research to be unlocked (related to the motion scanner)
- fixed some problems with the explosion radius from some explosives, they were incorrectly defined and were resulting in problematic scenarios where balancing was a headache.
  * now all explosions made by different advanced ammo types got their explosion range significantly reduced

VISUAL overhaul:
- All buildings structure and disposition its done. Im pleased with the results but there might be room for some tweaks and adjustments.
  * That said, i want to clarify all the ilumination of the newer rooms are still to be applied, i run out of time so i'll do this after the Holydays.
- improved the mcd files with extra assets , correctly coloured to xcom eu pallete
- Small improvements for some buildings.
  * Recoloring of some assets like chairs
  * Starting recolouring all the floor tiles, to add some muck, wear and tear and avoid the "glossy polished marble" finish it has previously by being a plain color.
    ~ For now, the work include the illuminated tiles and the ACCESS LIFT as an example, im eager for feedback before i jump into redoing all the floorings of the 30+ buildings
- retouched the workshop building
  *added a better assembly board 
  *added and recolored the robot arm assembler
   ~changed from intense pink to a more industrial orange
- fixed some "invisible floor squares" on the second level of the corridors
- improved the fussion ball cannon building, added a few advanced monitors to interface

sprites:
-small experimental changes done to the xops armor, a prelude of a complete revamp of ALL the armor sprites, finally i decided to tackle all this and improve it from previous attemps.
  * added a xcom patch on xops tier

BugFixes:
- removed the weapon slot from the dragonfly, also prevented this for appearing in any new campaing.
- fixed some "invisible floor squares" on the second level of the corridors
- fixed some missing floortiles from the catwalks in the hangars
- fixed some missing walls on the large living quarters

Installation:

**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
** BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.

- Download the file from the site XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (the difference in size is irrelevant, its the same , just that i found a way to better compress it and evade the size limitation in the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).



With nothing else to add, Merry Christmas everyone!

22
New update posted, this will be the last update until first week of january (or any hotfix its needed). Hopefully everything should work correctly and stand by its one.

Merry christmas everyone!

23
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 17, 2023, 06:39:21 am »
Hi, i was playing a terror mission and this message shows when i try to find the aliens. Great mod by the way, loving it.

Hello, thank you so much for your kind words; I truly appreciate them.

Great catch! It appears I made a spelling mistake, but not to worry. I'll correct it for the next patch, which should be released on Monday. I'm currently working on adding the remaining buildings and implementing some extra changes and fixes. In the meantime, you can download the attached file and place it inside the 'RULESET' folder within your XENOOPERATIONS mod (say yes when the overwrite warning appear). This way, you won't have to wait those extra days, and you can promptly continue with your terror mission.

24
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 05, 2023, 08:05:57 pm »
Tried the latest version 0.97.05.LE but get an error-see attached.

Yeah, i can see the problem by looking at the size of the file, there are a bunch of duplicates files and .ruls going on in there.

To update properly, remember to delete the previous version of the mod and then replace it entirely with the new folder. . Delete the mod folder and then replace it with the one i posted recently (should weight no more than 40 mb or something like that), and then try again.

I see you are coming from a very old build, PM later if you run into further problems hindering your campaing (as having missing planes and stuff like that)

Hope this info to be helpful.

25
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 05, 2023, 06:38:26 am »
Update Announcement:


I hope this message finds you well. Unfortunately, I bring news of a minor setback in the development of the upcoming update. Both my wife and I have caught a flu, and as a result, I've been feeling unwell since yesterday. Regrettably, this means the update will be shorter than initially anticipated.

As of now, approximately 80% of the buildings, including all the basic (vainilla) and key ones like the gym, large barracks, security station, and corridor, have been completed. The large storage store's structure is finished (walls only), but it still requires props, assets, and illumination tiles to be applied. The remaining buildings, such as the large lab, large workshop, large psionic lab, satellite network, and global hyper-wave decoder, remain untouched. Please be aware that in their current state, these structures may appear wonky and unnavigable. While they won't cause a CTD, they might hinder troop movement.

To provide you with a sneak peek and allow for testing, I've decided to release a preemptive beta patch. You can explore the changes by entering your base management interface and left-clicking on the access lift. This will enable you to move a single soldier and preview the updated base.

I sincerely apologize for any unexpected delays, and I appreciate your understanding. I aim to recover and complete the patch over the next few days, with the goal of releasing it this weekend. Your patience and continued support mean a lot.

Thank you, and happy hunting!


Installation:

**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
** BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.

- Download the file from the site XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (any difference in size is irrelevant, its the same file, just that i found a way to better compress it and evade the size limitation of the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).


Spoiler:
**Version 0.97.05.BETA LE Changelog:**

Visual Overhaul:
- Completely revamped the appearance of the Xcom base with new props, tiles, and assets extracted from TFTD.
- Improved storage tiles for the basic general store facility and the hangar to align with the updated map disposition.

Balance Tweaks:
- Adjusted some capacity numbers:
  * Small living quarters can now accommodate 20 units (down from 25).
  * Large living quarters have a reduced capacity of 100 units (down from 125).

Bug Fixes:
- Fixed an issue preventing the Dagger from being loaded in transport troops or during base defense missions.
- Updated the Georgia flag to the correct version from 2004 (previously using an outdated flag).
- Resolved deployment problems for units in transport planes:
  * The Dragonfly now correctly loads its 12 soldiers, and weapon spawning tiles have been relocated.
  * Similar adjustments made to the Firefly for correct soldier spawning, with item spawning tiles moved to a safer location away from the ramp.
- Corrected the description of the Sectopod autopsy in the UFOpaedia.
- Fixed a UFOPaedia CTD issue related to the XCf0-bishop, ensuring the picture displays correctly. Thanks Daev for the report.
- Solved an issue with the Miniguns' behavior, preventing the camera from excessively following each shot and causing flickering in certain situations.

26
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 03, 2023, 10:25:47 pm »
Hello sir, looks like the Bishop UFOpadia is missing its image, getting this error upon middle click. Love the art in this mod, excited to play it!

Thank you for the positive feedback and bug reports! Your input is invaluable, and I'm pleased to let you know that the reported issues have been noted and fixed. These corrections will be part of the upcoming patch.

Now, about the Xcom Base Facilities Visual Update. I'm thrilled to share that all the "basic/originals" buildings are complete. The overhaul has transformed the appearance of these structures, offering a more immersive and engaging experience. Only four more buildings remain to be revamped. However, these are  "Large" (4 blocks) buildings, which take a bit of extra time. I aim to have them finished either today or tomorrow.

I appreciate your patience and continued support. Stay tuned for more news.

Happy hunting.

27
Released Mods / [MAP PACK][STANDALONE] Xcom Base Facilities Visual Uplift
« on: December 01, 2023, 07:57:24 am »
New update 1.3 uploaded now, confirmed 100% compatibility with FMP  (Jan-27th-2024)!
Check the bottom of this post for the file and the updated changelog


Xcom Base Facilities Visual Uplift:
Since the inception of my journey with OpenXcom and even XCOM itself in the past, I've never liked the appearance of XCOM facilities. To me, they seemed plain, dull-colored, almost like they were made with cardboard and plastic. I was determined to tackle that and create something perhaps better.
What's New?
A complete overhaul of Xcom base map blocks, utilizing terrain tiles and assets from TFTD to achieve a grittier and more militarish appearance. This standalone version is for those who want appearance improvements while retaining all the vanilla aspects of their game. If you are already using my XenoOperations LEGACY MOD you won't need this, as the work is already integrated there.

Installation and Updating
Theoretically Compatible with any version of OpenXcom (tested on nightlies and OXCE installations).
  • For safety, ensure you have the latest nightly; this version is no longer compatible with the 1.0 milestone.
  • Download the file from the site Xcom Base Uplifted the MOD.io Portal OR use the file attached at the bottom of this post.
  • Unzip and copy all files to your OpenXCom mods directory in your documents folder.
  • Activate the mod in the game's main menu.
  • Be sure to have it at the BOTTOM of your Mod List to ensure compatibility with other mods.
  • Enjoy!

Compatibility Information:
Newest patch (1.3) it's now 100% compatible with the FMP.

Caution is advised for users with other overhauls or mods that adds new base facilities for XCOM, as this might not be entirely compatible and could need some tweaks. For other modders, I've kept this as a separate mod to facilitate easier integration into your work. Replacing XBASE map blocks in your .rul Files might cause CTD or visual issues, so it's recommended to recreate your map blocks/buildings using my terrains pack. Feel free to PM me if you encounter any problems or need asistance.

Features
  • Overhauled appearance, making bases look like proper bunkers of reinforced concrete and metal.
  • Animated props and assets bring facilities to life.
  • Custom made new basebits, fitting the new artwork and layout. Thanks to Efrenspartano for his amazing work on this front.
  • Realistic and interesting layouts, including bathrooms, power grid rooms, local servers, offices, and a redesigned hangar with catwalks.
  • Certain facilities have "storage tiles" to prevent clutter.
  • Revamped the SCANG.dat file. Now, every tile shows the appropiated miniature when using the map view.
  • Generally, a more interesting and defensive layout.
Future Plans:
  • Improve all facilities' descriptions and ufopaedia lore/text.
  • Attempt to improve MCD files for better sequencing.
  • I̶m̶p̶r̶o̶v̶e̶ ̶t̶h̶e̶ ̶S̶C̶A̶N̶G̶ ̶s̶t̶a̶t̶s̶ ̶s̶o̶ ̶e̶v̶e̶r̶y̶ ̶t̶i̶l̶e̶ ̶r̶e̶c̶i̶e̶v̶e̶ ̶t̶h̶e̶ ̶a̶p̶p̶r̶o̶p̶i̶a̶t̶e̶d̶ ̶m̶i̶n̶i̶a̶t̶u̶r̶e̶ ̶w̶h̶e̶n̶ ̶u̶s̶i̶n̶g̶ ̶t̶h̶e̶ ̶m̶a̶p̶ ̶v̶i̶e̶w̶.̶
  • Explore creating an alternate "expanded version" with buildings from other mods for better compatibility.

Usage of Graphics:
It would be appreciated if you credit me, but it's not mandatory. Modders are free to use this for whatever they wish.


Credits without any specific order:
  • OpenXcom an OXCE crew for keeping the game alive.
  • Warboy, robin, Tyran_nick, Dioxine, SolariusScorch.
  • EfrenSpartano for recoloring MCD and PCK from TFTD palette.
  • Dioxine for inspiration and template from improved base facilities.
  • Hobbes for assets from the Terrain Pack.
  • KevinL for his work in the MapView2 tool.
  • Ohartenstein23 for the alphaMapEditor build.
  • Volutar for the MCD editor.
  • Robin for some of his props from "from the Apocalypse" Mod.
  • Anyone else I may have borrowed tiles, sprites, and assets from to complete my terrain pack.

CHANGELOG:
Spoiler:

Version 1.3:

-Additions:
- New and revamped SCANG.dat file, when you enter the mapview interface now there will be matching sprites with the newer artwork direction.
- In tandem with the change above, now all the "pips" representing units have been recoloured to match a more intuitive format:
  * Blue: alies units.
  * Red: Enemies units.
  * Yellow: Neutral (i.e civilians) units.
- Adjusted the intensity of some light sources, also some props produces light by themselves.
- Changed the textures and color of some props to improve the general appearance of them in relation to the artwork of the mod, special thanks to ROBIN for his work in From the apocalypse Mod, check it out, its really dope.
  * Tables now are metallic gray. (goodbye the blue plastic from the garden section in ikea) Thanks to ROBIN.
  * Cardboard targets inside the gym shoot alley got improvements. Thanks to ROBIN.
  * Gabinets/closets now look like personnel lockers, Thanks again to ROBIN an his mod.
  * Files drawers recolored to dark gray.
  * Small details added to fridges, so they dont blurry with the background so easily
  * Blue walls used in alien containment and psi labes were redone entirely
  * Blue chairs got recoloured to have khaki/coyote seats.
  * All the Floor tiles got revamped with small details of mud and erosion, thus obtaining a more RUGGED and rustic appearance, instead of the previous "glossy and polished marble-like" cement without any trace of imperfections.
- Rearanged and moved some maps to achieve a better overall look (will became obvious when the newer preview pictures are done)

Bugfixes:
- Solved some navigation issues in maps where some props impossibilited reaching certain places of the second floor.
- Solved some tiles using wrong "walk sound" effect ( expect metallic taps when walking above any such materials).
- Solved some buildings using wrong versions of props(i.e, the alien containment had the destroyed base ring instead of the light flickering version to name an example).
- Solved a missing file in the routes folders related to the Corridors, there was a XBASS_24.MAP instead of the correct .RMP version of it. if you had experimented some CTD in bases featuring such buildings, this might be the culprit.
- Myriad of small catches and fixes with some missplaced walls and props types.
  * For a more technical explanation, every part is defined as a PartType , having them defined incorrectly would present some minor Line of sights inconsistencies, "invisible walls" stoping normal navigation or some pops not showing correctly as they are tagged to be loaded at "the bottom" (closer to the floor) of the tile and such anything place "above" this took priority.

#####

Version 1.2:

Additions:

- Added new facilities to ensure compatibility with FMP:
  * Large living quarters (from "improved facilities mod" made by DIOXINE).
  * Large storage store (from "improved facilities mod" made by DIOXINE).
  * Corridor.
  * Gauss defence.

Facilities Updated:
- Slight corrections on some facilities:
  * Little change on some floor tiles on the small radar.
  * little changes on a "hide" floor tile in the laboratory to get better ilumination distribuition.
- General stores recieved a new area with fridges for food supplies ( ¯\_(ツ)_/¯ ).

BugFixes:
- fixed some missing floortiles from the catwalks in the hangar second floor.
- fixed some missing west walls on the large living quarters.

#####

Version 1.1:

Additions:
- New a revamped BASEBITS to match the improved facilities, artwork made entirely by EfrenSpartano.
- Improved some MCD files with extra assets , correctly coloured to XCOM EU pallete.
- Retouched the Workshop facility:
  * Added an improved assembly table. 
  * Added an Robot arm assembler/welder from vainilla, recolored to maintain the general motif of the mod.
   ~ changed from intense pink to a more industrial orange.
- Reorganized the Fusion Ball Defence building:
  * Added some monitors intended "to fire control" them aside the cannon.   
   
BugFixes: 
- fixed some "invisible floor squares" on the second level of the corridors.
- fixed a problem with the hangar facilities, where both northeast and southeast blocks were loading the assets incorrectly.

#####

Version 1.0:

First release of the mod

- Remodeled entirely the base facilities

Feel free to reach out for any questions or issues. Any feedback will be appreciated. Enjoy the upgraded Xcom base experience!

These are a preview of some of the buildings:

28
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 27, 2023, 07:48:28 am »
Small Update Sneak Peek:

Things are progressing well for the upcoming update, which will be entirely focused on buildings and base facilities. I'm addressing some descriptions that were never changed from vainilla and might cause confusion, such as hangars should explicitly state they can hold two ships now or the radar range description having a weird number that doesn't make sense. Additionally, I'm introducing entirely new features from OXCE, like making some buildings "upgradeable" by constructing something atop them (base defense modules being a prime candidate for this). While some rebalances and tweaks are to be expected, the most significant change will likely be the visual uplift of tiles and assets for all base modules.

Special thanks to efrenespartano for assisting me in swapping the palettes of some TFTD terrain packs. My plan is to recreate every base facility with these assets, leaving behind the old brownish cartoonish appearance and introducing a better, grittier look with hard gray concrete and bunker-like aesthetics. As a bonus, most assets now feature animations and color changes, enhancing the overall visual appeal in line with other artwork from the mod (e.g., Alien UFOs). I'm halfway there, and I hope you'll find these changes interesting and well worth the effort.

Finally, the days of the security station featuring a garden picket fence are long gone. Now, it's replaced with sturdier concrete half-slabs.

Here's a sneak peek of what you can expect later. Stay tuned for more updates!

29
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 24, 2023, 05:50:46 pm »
Good evening.

Here is the file prior to the start of the mission. Strangely, when I loaded it, all of my transport craft disappeared.

Well it seems i was correct. Unfortunately, after running some tests, it appears that the CTD issue is triggered when attempting to load troops into the ship for the return home (as this ship "doesnt exist anymore"). This occurs because, to address certain problems related to transport troop maps, I had to modify some name references. I can assist you in restoring the ships so you won't lose your previous progress in the campaign. To proceed, I'll need you to provide a list of the crafts you had prior to the update so that I can restore them in your bases. However, please be aware that you'll need to redo the base attack as the save is 'softlocked,' and I cannot guarantee that the ship changes will work in that scenario.


Edit: It seems I was able to fix your savegame. The Dragonfly is now successfully en route to the alien base, allowing you to proceed with your raid without any issues and complete the mission successfully.

30
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 22, 2023, 02:16:35 am »
Good morning.

I updated the mod then started an already active mission from the previous version.

Hello again, thanks for your promptly response. Okay, i still need to check this later when i arrive home, but that might be the culprit, by any chance, do you have any savegame previously to starting that mission? (hopefully one that isnt that long away from the mission, so if my theory its correct, you wont have lost too much progress)

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