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Messages - XOps

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166
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 30, 2014, 01:26:38 am »
the game will not start, "cannot open hybrid.gif at Open Xcom\data\Resources\XenoOperations\Aliens"
exited to see what they are

amazing mod!

Thanks for the compliment. I double checked the zip file. Hybrid.gif is there. I think it is an issue of being case sensitive or it didn't install correctly. Go to \data\Resources\XenoOperations\Aliens and make sure Hybrid.gif is there. If it is then go into XenoOpsAliens.rul and change the following code.
Code: [Select]
  - type: inventory_HYBRID
    singleImage: true
    files:
      0: Resources/XenoOperations/Aliens/IventoryScreens/Hybrid.gif
and
Code: [Select]
  - type: HYBRID.PCK
    subX: 32
    subY: 40
    width: 256
    height: 400
    files:
      0: Resources/XenoOperations/Aliens/Hybrid.gif
That should fix it as all of the file names should match now. If Hybrid.gif is missing then redownload the entire zip and reinstall. Regardless I will add that fix next patch but it will still be a bit before that is released.

Heya,

Everything looks cool, started a superhuman ironman campaign to take it for a spin.  Downed a very small ufo with no prob.

Only prob I have now is on my first terror mission.  I don't deploy a single soldier on round 1, I just pop a smoke just in front of my first soldier on left.  Then I pass to alien turn.  About 5 secs into alien turn, game crashes to desktop, no error given.

Only mods I have besides XENO OPS are the ones solar pointed out that work with this mod, which are luke's extra ufos and ubase expanded.

I was using HQ sounds, but turned it off thinking that could be it.

I am using all recommended settings, except I think I may have changed explosion to 1 and I think alien pick up weaps=yes.

I have the latest nightly build (9/29), I was using an earlier nightly build, i think 9/24, upgraded and still got crash.

I have attached save if anyone cares to see the crash and tell me what I am doing wrong, lol, but of course it is an iron man save, so you would have to abort to goto GEO.
I am really looking forward to playing this megamod, having just finished PirateZ and previously FMP, I am a fiend for megamods, if anyone knows of any other please let me know, thanks!

I know exactly what the problem is and it is that you are using the latest nightly. Something was changed with how melee works so now the aliens are using the melee weapons (where as before they just wandered around aimlessly and threw grenades). The downside is that it crashes the moment they try to attack someone with a melee weapon (built in terror melee weapons don't seem to suffer this problem. Only melee items). In that save, one sectoid rushes a civilian with an Alloy Blade and the moment they close the distance, the game crashes. I am not sure which nightly caused the problem though. At the moment there is not much I can suggest save for rolling back the nightlies until you find one that doesn't crash. I suspect it has to do with either how the AI works or that the rules for melee weapons are now defined differently for the Aliens because all melee weapons work fine in the hands of XCom soldiers.

You may try my own config (attached below) for OXC with XenoOps + all of these mods.

First: make a backup copy of your current options.cfg file
Second: download my config and rename it to options.cfg

(Note: i'm not using any screen filters and playing in 800x600 windowed mode,
also check gameplay settings at Options->Advanced tab and adjust it if you want.)


You could try this too, but I still suspect that the latest nightly is more the issue rather than settings. Still if it works then awesome.

By the way, if someone knows a workaround for the melee issue then feel free to suggest it. Right now I am not really sure what to do other than disabling Melee weapons until I can find a fix or a nightly addresses the issue. In the mean time I don't know when I will update again. I am still working on a few new facilities and I haven't found time to put on the finishing touches (mostly stuck on a few sprites).

Edit: OCD grammar edit

167
Work In Progress / Re: producedItems
« on: September 26, 2014, 03:39:13 am »
You can also do this.
Code: [Select]
  - name: STR_HUMAN_PLASMA_PISTOL
    category: STR_WEAPON
    requires:
      - STR_HUMAN_PLASMA_PISTOL
    space: 3
    time: 600
    cost: 56000
    requiredItems:
      STR_ALIEN_ALLOYS: 1
      STR_WEAPON_COMPONENT: 1
    listOrder: 1402

  - name: STR_HUMAN_PLASMA_PISTOL2
    category: STR_WEAPON_REFURBISHED
    requires:
      - STR_ALIEN_PLASMA_PISTOL
    space: 3
    time: 600
    cost: 56000
    requiredItems:
      STR_ALIEN_PLASMA_PISTOL: 1
    producedItems:
      STR_HUMAN_PLASMA_PISTOL: 1
    listOrder: 1465

This produces the same item but has two different entries. One requires Alien Alloys, the other requires a captured alien weapon. With both requiredItems and producedItems allow a modder to basically make a crafting system.

168
Tools / Re: XOp's Templates
« on: September 23, 2014, 08:13:03 pm »
Niiiice!

These should be stickied somehow in the mod portal too.

Done. I put them on the mod portal under tools.

169
Tools / XOp's Templates
« on: September 23, 2014, 12:59:14 am »
Finally getting around to sharing some of my templates I use for spriting. All are layered photoshop files CS5. Don't know how useful they will be to others, but they are a handy reference to me. All are not in the proper indexed color mode so that will have to be done manually (since it kills the layers). Also included is a copy of the palettes, but they were thrown together quickly so they may not all be there. I will try to update this every so often if I come up with any more useful templates.

List of attached files
HandOBTemplatePhotoshop: Hand objects. Useful for zeroing in where the weapon should be held for handOB.
UFOpediaTemplates: The UFOpedia templates I used for my mod. More just here so others can learn how I reworked the UFOpedia. Also to see how nice they would be if XCom didn't hate colors with a passion.
UnitTemplates: A 8 frame wide unit template with Iso boxes and indicators for orientation and frames all for XCom_0.pck.
Palettes: Several palettes both default and the ones I use. Note that one battlescape palette has the last 16 colors removed was done intentionally since photoshop likes to replace grays with the slightly blue grays that the base inventory screen hates.

170
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 23, 2014, 12:21:31 am »
Researched alien items (gadgets) still "Alien Artifacts" and unusable by XCom during tactical missions.
Nevertheless, in-game Ufopedia articles exist and viewable.
 
Mod version: 0.62 Beta

Not a bug unfortunately. Most of the extra alien gear serves no in game purpose at the moment. They stay alien artifacts in mission because they are disabled. The reason for this is stop them from showing up on the craft equip screen which is clogged enough with all of the excessive amount of new weapons as is (if someone knows a better way to do this then let me know). Good news is though that I do have plans to make the Alien gear more useful in the future. Mostly in that it can be broken down into useful components to make plasma weapons.

Also thanks for the mod capability tests. I really need to make a list of those one day.

Today started your mod to play again. This is something what only FMP could tell so far (I mean played more than once). Good job!
I make some experiments with graphics:

Spiffy. May use these as a good starting point when I rework those images. The ones now where always intended to be place holders until I could texture the 3D models a little better.

Edit: Fixed reply subject. Said it was ?? for some reason.

171
Work In Progress / Re: Request: graphic template for craft weapons.
« on: September 18, 2014, 01:51:35 am »
Are you talking about the UFOpedia background?
The UFOpedia graphics are here.
https://www.ufopaedia.org/index.php?title=UP001.SPK-UP042.SPK

172
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 18, 2014, 01:48:20 am »
One day, I'll translate your Mod in french if it's not done yet.  I'm busy elsewhere  for now (Equal Terms mod).

I just want to say a BIG "thank you" for your hard work.

 :)

Thanks. I can certainly understand being crunched for time trying to translate everything else. The mod isn't done yet, but I am actually pretty close to a 1.0 version before I move onto the marathon version. You are more than welcome to provide a translation whenever you like.

In other news I am slowly getting the hang of mapping. Even did a little bit of MCD editing.

173
Tools / Re: Sprite Sheets
« on: September 18, 2014, 01:40:47 am »
https://www.ufopaedia.org/index.php?title=XCOM_0.PCK

Also https://www.ufopaedia.org/index.php?title=UNITS has a list of other pcks. A few of them even have references to what each frame is, but not many though. Generally speaking most units follow XCOM_0.PCK's rules fairly close.

174
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 14, 2014, 02:27:25 am »
I've researched the Xeno Ops armor but I am unable to manufacture it, it does not appear in the manufacturing list.

Previous version I'm sure I've built a bunch of em without anything else...is this expected? (u.e. I have to research alloys or stuff?)

EDIT: well, I looked into XenoOpsArmor.rul....Seems there is no Manufacturing section in the YAML...because it's called XOPufacture.... :o  ...renaming it to "manufacture" fixes the issue  ;D

Sometimes search and replace is not your friend :(. I'll go ahead and update this one in a moment.
Edit: Fixed. New version attached to first post. Thanks pkrcel.

175
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 14, 2014, 01:14:49 am »
Hello, the "Black Kevlar With Beret" armor has a little green dot on the leg when Guile wears it. It does not happen for other male or female sprites wearing it so I'll assume it's accidental.

It was from when I pasted over the original camo uniform. That armor was originally a camo green with red beret, but then I thought about how dumb that was to mix camouflage with a bright red hat. I fixed it, but since it isn't a huge error, I'll wait to update the zip until there are a few more issues. Thanks again.

176
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 13, 2014, 08:51:07 pm »
Hello again, just started a brand new game with the updated edition and immediately noticed that I start with live sectoid soldier, leader and commander. I know this definitely isn't intentional.  ;)

Nope. Can't say that was all part of my clever plan unfortunately :P. I fixed it with V0.61.
Edit: Thanks for the catch btw.

177
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 13, 2014, 07:26:29 pm »
Just played a bit and noticed that the begin game research, "Global Satellite Detection Network," does absolutely nothing and doesn't give access to any other research. It also has no ufopaedia page. Is this intentional?

Fixed along with some other stuff. See attached zip in first post. Added some things too. Look out for new bugs.

178
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 12, 2014, 04:58:54 pm »

Thats the same error I was getting.  Is it the nightly or the terrain?  Not sure.  Seemed to happen when chryssalids were on the move to attack, or when I engaged in melee.

I think it had to do with this.
https://openxcom.org/forum/index.php?topic=2925.msg31886#msg31886
I may be wrong though.

179
Work In Progress / Re: Modding Info - Tutorials request
« on: September 12, 2014, 04:53:09 pm »
2) Include a new Alien Race: I would like to implement a "Muton Guard", an improved stats elite soldiers (with among other improvements, more resistence to psi-attacks) for late game... By the way, can any race armor be given a psi strenght boost?
What sections of the ruleset must be modded to include a new race, and make it appear in the late game?


3)  Include new late game Alien weapons... Again what sections need to be modded to make aliens use those new weapons?

Are any of the mods already current particularly instructive about how to achieve goals numeber 2 amd 3 where I can learn from?

2) I actually have done this exact thing. Psi strength can be given to race armor or the race stats themselves. Either one works. Just be careful not to give the alien Psi Skill with Psi Strength or they will start using panic and mind control attacks. I have attached some code from my mod as an example.
Code: [Select]
units:
- type: STR_MUTON_GUARD
    race: STR_MIXED
    rank: STR_LIVE_SOLDIER
    stats:
      tu: 80
      stamina: 150
      health: 175
      bravery: 110
      reactions: 80
      firing: 70
      throwing: 75
      strength: 80
      psiStrength: 150
      psiSkill: 0
      melee: 90
    armor: MUTON_GUARD_ARMOR
    standHeight: 21
    kneelHeight: 16
    value: 19
    deathSound: 6
    intelligence: 6
    aggression: 2
    energyRecovery: 50
armors:
  - type: MUTON_GUARD_ARMOR
    spriteSheet: MUTONGUARD.PCK
    spriteInv: inventory_MUTON_GUARD
    corpseBattle:
      - STR_MUTON_GUARD_CORPSE
    frontArmor: 80
    sideArmor: 60
    rearArmor: 60
    underArmor: 30
    drawingRoutine: 10
    damageModifier:
      - 1.0
      - 0.6
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.0
    loftempsSet: [ 3 ]
alienRaces:
  - id: STR_MIXED #Renamed elite Cydonia guard since races are hardcoded to missions right now
    retaliation: false
    members:
      - STR_MUTON_GUARD
      - STR_ETHEREAL_COMMANDER
      - STR_MUTON_WARLORD
      - STR_CHRYSSALID_TERRORIST
      - STR_MUTON_COMMANDO
      - STR_ARMORED_SECTOID_COMMANDER
      - STR_SECTOPOD_TERRORIST
      - STR_CYBERDISC_TERRORIST
You also need a BIGOBS corpse, FLOOROBS corpse, a corpse item, a live alien item, and modify the alienMissions to make sure they appear in the mission list.

As for 3. You need the alienItemLevels and alienDeployments to get new items into the Alien's hands. Be aware that you can only give them one plasma weapon, but any number of grenades or other gear. Again I have attached some code from my mod.

Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_ALIEN_PLASMA_PISTOL
            - STR_ALIEN_PLASMA_PISTOL_CLIP
            - STR_ALIEN_PLASMA_PISTOL_CLIP
            - STR_ALIEN_COMM
            - STR_MIND_PROBE
          -
            - STR_ALIEN_PLASMA_RIFLE
            - STR_ALIEN_PLASMA_RIFLE_CLIP
            - STR_ALIEN_PLASMA_RIFLE_CLIP
            - STR_ALIEN_COMM
            - STR_ALIEN_GRENADE
            - STR_MIND_PROBE
          -
            - STR_ALIEN_PLASMA_SNIPER_RIFLE
            - STR_ALIEN_PLASMA_SNIPER_RIFLE_CLIP
            - STR_ALIEN_PLASMA_SNIPER_RIFLE_CLIP
            - STR_ALIEN_COMM
            - STR_ALIEN_GRENADE
            - STR_MIND_PROBE
            - STR_ELLERIUM_LAMP
          -
            - STR_ALIEN_PLASMA_PISTOL
            - STR_ALIEN_PLASMA_PISTOL_CLIP2
            - STR_ALIEN_PLASMA_PISTOL_CLIP2
            - STR_ALIEN_COMM
            - STR_MIND_PROBE
          -
            - STR_ALIEN_PLASMA_RIFLE
            - STR_ALIEN_PLASMA_RIFLE_CLIP2
            - STR_ALIEN_PLASMA_RIFLE_CLIP2
            - STR_ALIEN_COMM
            - STR_ALIEN_GRENADE
            - STR_MIND_PROBE
          -
            - STR_ALIEN_PLASMA_SNIPER_RIFLE
            - STR_ALIEN_PLASMA_SNIPER_RIFLE_CLIP2
            - STR_ALIEN_PLASMA_SNIPER_RIFLE_CLIP2
            - STR_ALIEN_COMM
            - STR_ALIEN_GRENADE
            - STR_MIND_PROBE
            - STR_ELLERIUM_LAMP
          -
            - STR_ALIEN_PLASMA_PISTOL
            - STR_ALIEN_PLASMA_PISTOL_CLIP2
            - STR_ALIEN_PLASMA_PISTOL_CLIP3
            - STR_ALIEN_PLASMA_PISTOL_CLIP1
            - STR_ALIEN_COMM
            - STR_MIND_PROBE
          -
            - STR_ALIEN_PLASMA_RIFLE
            - STR_ALIEN_PLASMA_RIFLE_CLIP2
            - STR_ALIEN_PLASMA_RIFLE_CLIP3
            - STR_ALIEN_COMM
            - STR_ALIEN_GRENADE
            - STR_MIND_PROBE
          -
            - STR_ALIEN_PLASMA_SNIPER_RIFLE
            - STR_ALIEN_PLASMA_SNIPER_RIFLE_CLIP3
            - STR_ALIEN_PLASMA_SNIPER_RIFLE_CLIP3
            - STR_ALIEN_COMM
            - STR_ALIEN_GRENADE
            - STR_MIND_PROBE
            - STR_ELLERIUM_LAMP
    width: 40
    length: 40
    height: 4
alienItemLevels:
  - [0, 0, 0, 0, 0, 0, 0, 1, 1, 2]
  - [0, 0, 0, 0, 0, 1, 1, 1, 2, 2]
  - [0, 0, 0, 1, 1, 1, 1, 2, 2, 2]
  - [0, 0, 1, 1, 1, 1, 2, 2, 2, 2]
  - [0, 0, 1, 1, 1, 2, 2, 2, 2, 2]
  - [0, 1, 1, 1, 2, 2, 2, 2, 2, 2]
  - [3, 1, 1, 1, 4, 2, 2, 2, 2, 5]
  - [3, 1, 1, 4, 4, 2, 2, 2, 5, 5]
  - [3, 1, 1, 1, 4, 4, 2, 2, 5, 5]
  - [6, 1, 1, 4, 4, 7, 2, 2, 5, 5]
  - [6, 1, 1, 4, 7, 2, 2, 5, 8, 2]

Note that the numbers in alienItemLevels corresponds to each entry in the alienDeployments section.

"Au Contraire"... I want the most of compatibilty... What are ItemLevels and how to include a new (derivative) alien race without making it incompatible? For example, in the FMP modpack there is a section called itemLevels, which has ten number strings (as the ruleset reference says it should be), and with 34 lines if I counted right. To add Itemlevels is to make a ruleset with more than those 34 lines for example? Or what? What if I am not including that section in the .rul file for the new race... Will it "take" the info from a previously loaded ruleset (be it the main Xcom1 Ruleset or any other, for example the FMP one?)

Not completely sure if I follow you here. Item levels are not needed to include a new race (new races are added via alienRaces section and alienMissions), only new gear for the Aliens. As others have said, this is incompatible will all mods that have their own version of alienItemLevels. If there are two item levels in two rulesets, then the game will only use one I'm afraid. I know the game will pick a modded alienItemLevels over the core rules though. However you can add new alien races just fine though. For other examples of this, look at the MIB mod as it does both item levels and a new alien race. You could look at my mod too, but my code is horribly bloated and impossible to figure out :P. Also I have no idea about the HWP duel weapon feature.

180
Work In Progress / Re: Cluster Bombs?
« on: September 11, 2014, 06:37:51 am »
I think the shotgun pellets cannot cause explosive damage, unless it has been overhauled recently.

Must have been. I just doubled checked moments ago and I killed a floater with an explosive shotgun along with a good chunk of the terrain.

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