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Messages - Liquid Snake

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Work In Progress / Re: [ALPHA][WIP] Rise of the New Order
« on: March 13, 2015, 06:56:02 pm »
Here is the new geoscape redone again. Hopefully, third time's the charm.

Work In Progress / Re: [ALPHA][WIP] Rise of the New Order
« on: March 12, 2015, 06:48:32 am »
I just need new names for Russia and Japan-Korea. For Japan-Korea, I was thinking something like the Japan-Korea Initiative.

Work In Progress / Re: [ALPHA][WIP] Rise of the New Order
« on: March 12, 2015, 05:41:11 am »
Here is another attempt of the new Geoscape, based on suggestions. What does everyone think?

Work In Progress / Re: [ALPHA][WIP] Rise of the New Order
« on: March 12, 2015, 02:17:30 am »
Here's the new world map that I made, in JPEG format, for my mod. Please tell me what you think.

Work In Progress / [ALPHA][WIP] Rise of the New Order
« on: March 11, 2015, 02:32:00 am »
This mod is somewhat inspired by Wolfenstein: The New Order, System Shock 2, and Deus Ex.
So what makes this different than other OXC total conversions, you ask? Well, nothing!

Story Intro:

This takes place in 2028, in a different timeline, in a more darker future. Most of the world powers are locked in a second Cold War, with new nations emerging from other countries. A mysterious attack on a random city leaves the world very close to a thermonuclear apocalypse. A meeting of the world powers is called to discuss the recent events that occurred. To everyone's surprise, none of the nations commenced the attack. They all agreed to create and fund the new organization, which will fight this new threat, and destroy it once and for all.

So far, I have made a new world map, but the image is too big to attach, so I will upload it whenever I can.

And here's the planned enemy factions and units, 0-7 signifies rank, * means that the unit has its own spritesheet:
0: Commander to 5: Soldier, 6-7: Terror Units
    BlackAngel PMC : Typical Mercenary Faction. Used as footsoldiers. Standard Equipment.
    0   Field Commander
    1   Squadron Leader
    2   Armored Engineer *
    3   Medic
    4   Air Marshal *
    5   Soldier *
    6   Terrorist
    7   Anti-Infantry Tank *
    Joint Strike Operatives : Flying Units.
    0   Section Commander
    1   Field Marshal
    2   Chief of Engineering     
    3   Medic Specialist
    4   Wing Commodore
    5   Winged Scout
    6   Terror Drone?
    Scientology Syndicate : Does twisted experiments that humanity would never approve of. More Advanced.
    0   Commander of the Covert
    1   High Priest
    2   Foreman
    3   Zealot
    4   Advisor
    5   Neophyte
    6   Fanatic
    Forced Evolution Brotherhood : Mutants, byproducts of failed experiments that the Scientology Syndicate created. Ability to turn humans into mutants.
    2   Nuclear Specialist
    3   Virus Breeder
    4   Advisor
    5   Mutant Soldier
    The Blessed : Psionic Units. So far I have:
   7   Mastermind Tank
    Cybernetic Collective : Cyborgs, with attacks that transform humans. So far:
   6   Deconstructor

There will be new weapons introduced in the game. When I have time, I will make a list of new weapons that are planned or already in the mod.

My goal right now is to get the mod planned out and functional first before making new art assets. I'm currently using some assets from Dioxine's Piratez mod and UFO2000 as placeholders.
Dioxine, for his Piratez mod. I used several resources from that mod.
The sprite creators for UFO 2000. Again, I used several resources from that.
The Soldier with Green Vest and Helmet is from Ryskeliinis, so credit goes out to him.
For now, here is one screenshot. More will come later.

Work In Progress / Re: Stunning aliens by proxy
« on: March 09, 2015, 12:48:20 am »
Also is it possible to add sound effects as a subfolder of Resources.

Yes, you can have SFX folder as a subfolder in Resources by:
Code: [Select]
  - type: BATTLE.CAT
      55: Resources/SFX_Folder/fire.wav
changing the file path to point to the resources/SFX folder.

Resources / Re: [GRAPHICS] [RESOURCES] Dioxine's Airtight Garage
« on: March 04, 2015, 02:13:23 am »
I do not generally take requests (unless they're fun), but I might add more colors later (I'm thinking 1. reverse - woodland camo uniform + brown armor, 2. SWAT - black armor on dark gray uniform, any more ideas?). As for removing the badges, not worth the effort imo - anyone can do it pretty easily, and even if he does that poorly, it won't look all that bad, since the badges are small.

Well, I did it! Insignia-less Mercs, using your sprites. I'll try to finish the rest of it.

For colors, maybe black armor with grey sleeves, representing urban splitter camo.

Work In Progress / Re: custom missions ideas
« on: March 04, 2015, 01:08:20 am »
Well, I wanted to make a mission where you have 30 turns to destroy a computer server or else the entire map gets nuked. But I don't think it is possible to make the nuke part.

Another one would be defending ICBMs for a certain amount of turns, to destroy an very large alien ship hovering over Earth. Again, I doubt I could make a mission like that.

Work In Progress / Re: guys use this hack to disable inventory on HWP
« on: March 03, 2015, 06:10:03 am »
There is one problem for me when I made the enemies use XCOM's HWPs. Their turret is missing, but they can still fire!

Work In Progress / Re: Flamethrower ideas
« on: March 02, 2015, 05:51:27 am »
I remade the flamethrower particle effect to make it more like a jet. Also, the fireball doesn't work since I forgot that bullets had to be 35 3x3. Let me know if there are other problems.

Work In Progress / Re: Flamethrower ideas
« on: March 02, 2015, 01:54:03 am »
I made a ball of fire for the flamethrower. Not perfect, but usable. I took the AcidBall.gif from Dioxine's Piratez Mod and modified the colors. Free to use for modders.

I'm wondering if I can take the flame trails from UFO2000 and add onto the Flameball.

Work In Progress / Re: Flamethrower ideas
« on: February 28, 2015, 11:25:59 pm »
I found a free library for Flamethrower sounds, if you are interested.

Resources / Re: [GRAPHICS] [RESOURCES] Dioxine's Airtight Garage
« on: February 27, 2015, 05:14:22 am »
Good work with the sprites! I don't know if you take requests, but I will ask anyway.

Can you make a version without the badges on the sleeve, for the Inventory Image, unit sprite, etc, if possible? I want to use them for my mod that I am making for OpenXCOM.

I hope that I'm not asking too much.  :-\

Also, can you do other colors?

Work In Progress / Re: Interface Backgrounds and Button Colors
« on: February 21, 2015, 07:01:08 am »
Geoscape palette. Yes. Yes.

Is it hardcoded in the exe? If not, can you show me how? I'm kinda new to this.

Work In Progress / Interface Backgrounds and Button Colors
« on: February 21, 2015, 05:53:31 am »
What palette does the interface backgrounds use on the main menu? Is it possible to change the palette to another one?

Also, is there a way to change the button colors in the main menu/geoscape/basecape?

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