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Topics - CanadianBeaver

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16
Programming / bulletSprite is wrong for arcingShot
« on: August 19, 2016, 11:29:53 pm »
If a weapon has option arcingShot: true, then bulletSprite does not work for specified clips in the compatibleAmmo list. It means, that only specified bulletSprite in the weapon definition will be drawn instead of the specified bulletSprite in the each clip.

Example:

Code: [Select]
  - type: STR_SUPER_WEAPON
    compatibleAmmo:
      - STR_SW1_AMMO
      - STR_SW2_AMMO
    arcingShot: true

  - type: STR_SW1_AMMO
    bulletSprite: 15  # it does not work

  - type: STR_SW2_AMMO
    bulletSprite: 16 # it does not work


Is it OK or is it bug? I think this is a bug, because other weapons (arcingShot: false) do not have this problem.

17
Awesome Guns
an awesome modification of the OpenXcom game

If you like the original plot of the X-COM game, this modification offers the best opportunity. Awesome Guns is an awesome modification of the X-COM game with a minimal change of original game's idea and full visualization improvement!

Web: http://canadianbeaver.github.io/AwesomeGuns/

The main ideas of development
  • Do only the necessary changes. This modification is not a dump of different other mods.
  • It should work on Windows and Linux without problems.
  • The stable version of OpenXcom (1.0) should remain stable and playable - this is the main point.
  • The main scenario and plot of the game should not be changed.
  • Aircrafts and weapons should be balanced and a little difficult to use.
  • Alien technologies cannot be reproduced, therefore alien items cannot be manufactured.
  • Alien weapons are controlled by mind and cannot be used in the combats.
  • Fortunately, alien weapons and items can be redone and used in different cases.
  • Conventional weapons should be suitable as long as possible.
  • Realistic balance of manufacturing, aircraft dogfights, combats and alien's protection.
Implementation
  • Improve the visualization without compromises.
    Be aware, that all introduced images, sounds and ideas were checked and corrected. Weapons and animation, shooting sounds and effects have been improved. Moreover, the process of improvement will continue...
  • Let be more different pistols, rifles, even grenade launchers and more different types of guns in the combats.
  • Also, let the soldiers use different armours with different colours and possibilities.
  • Moreover, let be more explosives in in the battles, more incendiary weapons and more smoke.
  • IRONMAN? - Pourquoi pas? Let's play hard and without saving. À la guerre comme à la guerre.


Starting Base and facilities

Layout of facilities on the starting base has been improved for better defence. Range of radars were balanced for aircrafts and facilities. Also, the construction of facilities was balanced. The alien containment depends on Alien Biology (an autopsy of any alien is necessary). There is the possibility of buying the motion scanner, small first aid kits and different vests in the beginning of the game. And a small gift - there is a Tank/Cannon on the starting base which can be turn into a Tank/Laser later.

Aircrafts and cannons

Aircrafts and cannons were rebalanced - defence of standard interceptor and homing of rockets have been decreased. New improved interceptor (RAVEN) with a great defence and with increased radar range was implemented. In addition, the Lightning image has been enhanced. Existing cannons were redesigned. Some launchers and cannons were added.


Conventional weapons

Awesome Guns modification implements a lot of new guns and items. There are the machine pistol, sniper rifle, a lot of shotguns, grenade launcher with different type of grenades and armor-penetrating rocket which can ruin UFO wall. Moreover, incendiary grenades, medi chests and motion scanners are available from beginning. Also, the assault rifles and thunderbolt (a heavy sniper rifle) can be researched after alien alloys.

Quote

The bullets are not an exception - improved clips can be manufactured from alien alloys, alien corpses and Elerium. All these and many other items and weapons give an unforgettable experience.

Laser weapons
The laser technology can be researched after Elerium and UFO power source. Unfortunately, the laser weapon overheats and cannot fire auto shots. Fortunately, the laser weapon is very accurate. Also, the laser shotgun has a great power.

Quote

Alien weapons
The alien weapons were completely redisigned. Now these guns look really like extraterrestrial weapons. Moreover, the hand's and floor's images, the sound's files and hit animation were improved.

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Even though alien weapon cannot be used by humans, alien weapon can be converted for using in the combats. These weapons were redisigned also and look pretty good.

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Melee combat

Are you ready for a face-to-face duels? Awesome Guns modification offers four types of melee weapons with different abilities and technologies.

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Sounds and effects
Awesome Guns modification introduces a lot of high-quality sounds and visual effects. Sound effects of aircraft missiles, human and alien weapons, attacks and hits were improved. Moreover, the different types of melee animations have been implemented.


Armours
New vests are allowed to buy at beginning of the game. Also, new armours can be researched after alien alloys. Awesome Guns modification implements different types of armours with different colours and possibilities. There are armours for scouts, snipers and heavy gun soldiers. The inventory and combats images have been corrected.

Quote

Inventory screen
Inventory has been redeveloped. New quick-draw and breast sections were implemented. Shifting items between hand and holster is more quickly.


Warning: Awesome Guns modification can be incompatible with original OpenXcom saved files, because inventory is redone. To avoid problems with previous saved files your soldiers should be stripped before saving, at least the right shoulder, right leg, left shoulder, left leg, and belt must be empty.

Research

Research in the Awesome Guns modification conducts four sections: Biology, Aircrafts and conventional weapons, Laser weapons and Alien weapons. These implementations give a lot of different guns and items.

Manufacture

Some of manufacturing were changed and were balanced. There are new production processes. New items, new type of bullets and weapons were introduced. Production of laser weapons has been changed (now it consumes Elerium). Human tanks can be turned one into another one (Tank/Laser can be modified as Tank/Cannon, Tank/Cannon as Tank/Rocket). Alien items and weapons cannot be manufactured but can be converted into other items and more other.

Additional changes

Awesome Guns modification implements a lot of minor changes. These changes make the OpenXcom game more interesting and more exciting. Some of changes improved the game and corrected unimportant mistakes, some of changes have been implemented just for fun.
Continue reading...



Installation
  • Download the OpenXcom game and install it. Be aware, OpenXcom game requires a vanilla version of the original UFO: Enemy Unknown. If you do not own a copy, you can buy it from one of these retailers.
  • Download the Data Patch and install it.
  • Download the latest release of the Awesome Guns modification and extract files and folders.
  • Copy the extracted Ruleset/AwesomeGuns.rul file into your openxcom/data/Ruleset folder.
  • Copy the extracted Resources/AwesomeGuns folder into your openxcom/data/Resources folder.
  • Switch off all mods and extensions, especially UFOextender and XcomUtil.
If you prefer playing the Awesome Guns modification on OpenXcom Nightly, then this patch can solve the compatibility problems. Also, the name of installed folder should be AwesomeGuns, please check it on OpenXcom Nightly before playing.

Compatible mods

I avoid making changes in alien's missions or UFOs so far. There are a few mods for improving alien behaviour and they work fine with my creation. I recommend to use these mods:

Credits & Thanks

I got images and ideas from many mods. Following mods have influenced:

    Weapon Rework/Expansion - templates for conventional weapon
    XenoOperations - the biggest special thanks to XOps who is the author and who allowed me to use images of plasma weapon
    Robin's Extra Weapons - images for machine pistol and sniper rifle
    Railgun - images and idea
    Improved Hand Objects - the small images for hands objects
    Lukes Inventory Images - alien images
    Advanced Medikit - image for medi chest
    NewTUReserveUI - image for control panel
    2012DeathSounds - sound files
    Raven - new improved interceptor
    CraftMissleSound - sound files
    Doom_Skill_Levels - just for fun
    GrenadeLauncher - nice launcher for beginning
    Incendiary grenade - images
    EqualTerms1.03 - images for sniper rifle
    WolframLance - images for rockets
    Ryskeliini_GunsNGadgets_1st_pack_v12 - sound files
    OpticalEleriumV0-94b - image for laser cannon
    Air Combat Rebalanced - idea and balancing values
    Better look personal armor - images for heavy armour
    Grey armored vest - images for light vest
    Scout Power Armor - images for light and flying armour
    Quick-Draw Hip Slot - idea
    Reproduction - implementation
    FastRamp - implementation
    HQSounds_FinalModPack - sound files
    Stun Grenade - idea and images
    Alternative Smoke - image

If I have forgotten someone, please let me know.

Enjoy your time!

Play and be involved. Please, visit the Awesome Guns website for more details.



Awesome Guns is licensed under
Creative Commons BY-NC-SA 4.0


Download the latest release of the Awesome Guns modification

Spoiler Previous releases:



Final Release.

This release contains English UFOpaedia's articles changed and corrected.

Download Final Release



Changes in release 1.5:

This release implements increased damage of Laser and Converted weapons and the new smoke cloud's images. Also, the new release introduces the big Laser weapon and the Laser flare. Other changes:

  • Using time of the first aid kit has been decreased
  • Hand images of ELECTRO FLARE has been corrected
  • Resistance of Laser weapon has been slightly decreased
  • Damage of Laser weapon has been slightly increased
  • Damage of Converted weapon has been greatly increased
  • Cities have been added on the globe
  • Country’s regions have been corrected
  • Psionic line of fire has been implemented
  • Attraction has been increased twice
  • see all changes
Download release 1.5



Changes in release 1.4:
  • List order of facilities and prices have been corrected
  • Regions of the USA and Canada have been corrected
  • Damage of CONVERTED PLASMA weapon has been increased
  • Reaction fire for launchers was fixed
  • AUTO CANNON has been balanced
  • Some images have been improved
  • see all changes
Download release 1.4



Grand Release. Changes in release 1.3:

This release is result of big rework and improvements. Almost 150 files have been corrected during 100 hour of developing and testing. Major innovations are:
  • All images of conventional, laser, alien and converted weapons have been improved
  • Some images of items and grenades have been corrected.
  • New type of weapon (melee weapon) has been implemented.
    There are knife, plasma blade, stun rod and a little surprise from a faraway distant galaxy - Laser Sword.
  • The snap shot was added for some weapons due reaction fire.
  • Prices, weights and sizes of weapons and items have been balanced.
  • Also, manufacturing requirements for converted weapons were balanced.
  • New cannon and launcher have been added to the converted weapons arsenal.
  • Research tree and manufacturing has been adapted due new weapons and items.
  • New cities have been added to the globe. Also, the regions of countries have been corrected.
  • Armor values have been corrected for all weapons and items.
  • Shooting distance of some weapons were balanced.
  • A few articles in UFOpedia were corrected.
  • Some mistakes have been corrected.
  • see all changes
Download release 1.3



Changes in release 1.2:
  • the requirements of converted weapon arsenal have been increased
  • the compatible with nightly version has been increased
  • the damage for Elerium clips was balanced
  • a few images were corrected
Download release 1.2



Changes in release 1.1:
  • Some animation and hit effects have been improved
  • Weight of pistols were balanced
  • Craft weapons were balanced
  • Installation instruction has been expanded
Download release 1.1



First Release

After three months of developing I would like to introduce first release of my modification.

Download First Release

18
Work In Progress / How to improve the Laser weapon
« on: July 30, 2016, 08:18:16 pm »
I would like to make the LASER weapon looks better and more useful. I did the images but some of them are not good. Images of handobs for HEAVY LASER can be improved. I will be happy, if somebody can help me with this. Thank you.

https://www.openxcom.com/mod/awesomeguns-laser

--- posts merged - Solarius Scorch ---

Also, it will be great, if somebody can help me with translation these strings into your language:

Code: [Select]
  - type: en
    strings:

      STR_LASER_PISTOL_UFOPEDIA: "Laser technology turn into minimum size. Fire range and accuracy are sacrified to get mobile using and powerful shooting comparing to the conventional pistol."
      STR_LASER_RIFLE_UFOPEDIA: "Adaptation of laser technology for using in the combat. This device is superior to the standard rifle, but due to the overheating is not able to conduct a quick fire."
      STR_HEAVY_LASER_UFOPEDIA: "This shotgun is able to fire three laser beams at once. Unfortunately, severe overheating does not allow to fire too often. But it has immense power and infinite ammunition."

      STR_LASER_WEAPONS: "Laser Weapons"
      STR_LASER_WEAPONS_UFOPEDIA: "Through experiments on Elerium-115 were discovered a unique opportunity to create a beam of light capable of transmitting power over distances. Using alien alloys and crystals of Ellerium-115 are possible to build a new type of weapon that will have a lot more ammunition and will not be less effective than the conventional weapons.{NEWLINE}{NEWLINE}It is necessary to develop as soon as possible a laser cannon using the UFO Navigation."

      STR_TANK_LASER_CANNON_FROM_TANK_CANNON: "Laser Tank from Tank Cannon"
      STR_TANK_LASER_CANNON_FROM_TANK_ROCKET: "Laser Tank from Tank Rocket"

  - type: ru
    strings:

      STR_LASER_PISTOL_UFOPEDIA: "Передел минитюаризации лазерной технологии. Дальность и точность стрельбы принесены в жертву мобильности устройства и мощности выстрела."
      STR_LASER_RIFLE_UFOPEDIA: "Попытка использования лазерной технологии на поле боя. Это устройство превосходит стандартную штурмовую винтовку по параметрам стрельбы, но из-за сильного перегрева не способно вести огонь очередью."
      STR_HEAVY_LASER_UFOPEDIA: "Лазерный дробовик способен выпускать 3 луча одновременно. К сожалению, сильный перегрев не позволяет вести огонь слишком часто, что компенсируется огромной мощью и бесконечным боезапасом."

      STR_LASER_WEAPONS: "Лазерное оружие"
      STR_LASER_WEAPONS_UFOPEDIA: "Проводя эксперименты над Элериум-115, была обнаружена уникальная возможность создавать луч света, способный передавать энергию на расстояния. Используя сплавы пришельцев и кристаллы Элериум-115, можно сконструировать новый тип вооружения, которое будет обладать намного большим боезапасом и не уступать в мощности современному стрелковому оружию.{NEWLINE}{NEWLINE}Нужно как можно скорее разработать лазерную авиапушку использую навигационный блок НЛО."

      STR_TANK_LASER_CANNON_FROM_TANK_CANNON: "Лазерный танк из пушечного танка"
      STR_TANK_LASER_CANNON_FROM_TANK_ROCKET: "Лазерный танк из ракетного танка"

19
Suggestions / Sorting items on soldier's inventory screen
« on: July 23, 2016, 11:19:38 pm »
I have no idea, how does the game put items on the floor in the inventory screen, but it is really uncomfortable. It will be good, if the items are sorted by their listOrder value. It means, PISTOL should be placed first, PISTOL clip should be second and nearby the PISTOL, RIFLE and RIFLE CLIP are next... etc.

Can someone correct it?

20
See the picture

PS: somebody knows, if developers are observing this forum and correct mistakes?

21
How I realized, the game draws icon of the heaviest item on the floor in the battlescape. If there are a corpse and a weapon in the same cell and the weapon are heaviest that corpse then the player will not see the corpse. On the images you can see the differences (second image contains weapons that heavier corpses).

I think, it will be great, if the game paints corpses before items, regardless their weights.

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