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76
Resources / [UNIT][GRAPHICS] Sethian
« on: January 29, 2021, 04:35:11 pm »
I've created a new alien unit based on unused concept art from X-COM: UFO Defense of a unit that didn't make it into the finished version of the game.

For comparison here is the unused concept art image:


I'm calling this alien a "Sethian" but please feel free to change the name to suit your style.

This unit pack features complete sets of Unit Sheets, BigObs & FloorObs.

The Unit Sheet uses drawingRoutine: 0 (Soldier/Sectoid)


Additionally the unit comes in 14 different colours.


There was also a concept art image of this alien holding a sword:


so I created an item out of that as well:


(Credits)
For the sword's HandOb I modified NeoWorm's "Alloy Sword" images to match the curved blade.

(Downloads)
Sethian Alien Pack V1-1.zip
Sethian Alien Pack V1-0.zip
Sethian Sword Pack.zip

(Changelog)
V1-1: Brighter coloured pants.

77
Resources / [UNIT][GRAPHICS] Sentinel
« on: January 29, 2021, 03:30:09 pm »
I've created a new alien unit.


I'm calling this alien a "Sentinel" but please feel free to change the name to suit your style.

This unit pack features a complete set of Unit Sheets, BigObs & FloorObs.

The Unit Sheet uses drawingRoutine: 1 ("Floater)

Additionally a version for use with X-Com: Terror From the Deep is also available.



(Credits)
. The Unit Sheet uses the metallic arms from Duke_Falcon's "Starwolf" unit.
. The BigOb image uses the metallic arms from Robin's "Waspite" unit.

78
Resources / [UNIT][GRAPHICS] Gemini
« on: January 29, 2021, 03:22:14 pm »
I've created a new alien unit based on unused concept art from X-COM: UFO Defense of a unit that didn't make it into the finished version of the game.


For comparison here is the unused concept art image:


I'm calling this alien "Gemini" but please feel free to change the name to suit your style.

This unit pack features a complete set of a Unit Sheet, BigOb and a FloorOb.

The Unit Sheet uses drawingRoutine: 16 (Bio-Drone) along with adding deathFrames: 8 to the unit's armors: section.


By default most Unit Sheets only have 3 frames of death animation, if deathFrames: 8 is not added this unit will still work but you will be missing some of the visual effect when the liquid leaks out of the unit's cracked canister.


I've also included a version of the Unit Sheet that does not have any shadows in case you want to make the unit fly.
(Or for if you just don't like shadows attached to the unit sprite.)

79
Resources / [UNIT][GRAPHICS] Floater Variant Pack
« on: January 24, 2021, 01:19:13 am »
I noticed that the actual battlescape sprites for the Floater did not match the UFOpedia entry for that species so I have attempted to correct that.

The device that the Floaters have in place of legs was the same colour as their skin. This has been changed to an alloy colour to match the UFOpedia entry images.



This pack contains:
. Over 600+ image files.
. Unit Sheets, BigObs & FloorObs for all variants are included.
. 3 different skin colours.  (Pink, Purple & Alloy)
. 3 different blood colours. (Purple, Green & Blue)
. 16 different cape colours.

80
Released Mods / [OXCE][UFO][TFTD][WEAPON] Hydrogen Rifle
« on: December 23, 2020, 01:03:54 pm »
[OpenXcom Extended version 6.5.5 or newer is required to use this mod]
(Get OXCE 'HERE')

This mod adds a new weapon to the game called the "Hydrogen Rifle".

My intent was for it to be a Gauss / Laser alternative, however despite having a slow firing rate it ended up more versatile than expected.

I've tried to keep the aesthetic in line with TFTD but made sure to change the colour scheme for the X-COM: UFO Defense version as bright yellow weapons are much less common there.


Additional credit goes to Ohartenstein23 who wrote the script that allows changing of BigOb, FloorOb & HandOb sprites during the battlescape.
Thank you for making that script available for the community to use.


Four versions of this mod are available:
Hydrogen Rifle (X-COM: UFO Defense / Enemy Unknown) V1.1
Hydrogen Rifle (X-COM: UFO Defense / Enemy Unknown) V1.0

Hydrogen Rifle (X-COM: Terror From the Deep) V1.1
Hydrogen Rifle (X-COM: Terror From the Deep) V1.0


Changelog:
(V1.1)
. UFOpaedia now displays more information about the amount of damage dealt by the Hydrogen Rifle.

81
OXCE Support / [Solved] Trouble with a new TFTD Weapon Mod
« on: December 21, 2020, 07:55:08 am »
(OXCE: 6.5.5)

Watching Windwalker's TFTD playthrough got me in the mood to create a new weapon for X-Com's Aquanauts.

The mod is almost done, I just need to finish writting the UFOpaedia articles for each of the new entries before releasing it.

However I have run into two problems:
(1) The game crashes when the first research entry required for the new weapon is finished researching.
(2) The wonderful script written by Ohartenstein23 is not displaying HandObs for the new weapon while it has ammo loaded. Oddly it displays FloorObs & BigObs, but not HandObs.
(The script works fine with X-COM: UFO Defense. Have I utilized it incorrectly or is it incompatible with TFTD?)

This is the first time I've tried creating a mod for X-COM: TFTD instead of X-COM: UFO Defense, perhaps there is a difference I am unaware of?

I've been over the code and crawled around the Ruleset Reference Nightly without any luck.

If someone could give the code a fresh set of eyes I'd appreciate it.


Here is a copy of the openxcom.log file's section where all of the [FATAL] messages occured:
Code: [Select]
[21-12-2020_00-24-19] [FATAL] A fatal error has occurred: Sprite BACK10.SCR not found
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::CrossPlatform::stackTrace(void*)+0x36) [0x5602a36cf716]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x477) [0x5602a36d02b7]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(exceptionLogger()+0x75) [0x5602a350db05]
[21-12-2020_00-24-19] [FATAL] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x92ae6) [0x7f142b37fae6]
[21-12-2020_00-24-19] [FATAL] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x92b21) [0x7f142b37fb21]
[21-12-2020_00-24-19] [FATAL] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x92d54) [0x7f142b37fd54]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::Surface* OpenXcom::Mod::getRule<OpenXcom::Surface>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, OpenXcom::Surface*, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, OpenXcom::Surface*> > > const&, bool) const+0x1a7) [0x5602a394c957]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::Mod::getSurface(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)+0x76) [0x5602a391d476]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::ArticleStateText::ArticleStateText(OpenXcom::ArticleDefinitionText*, std::shared_ptr<OpenXcom::ArticleCommonState>)+0x1a2) [0x5602a3bcdc82]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::Ufopaedia::createArticleState(std::shared_ptr<OpenXcom::ArticleCommonState>)+0x6c5) [0x5602a3c12995]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::Ufopaedia::openArticle(OpenXcom::Game*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0xd5) [0x5602a3c13175]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::ResearchCompleteState::btnReportClick(OpenXcom::Action*)+0xe8) [0x5602a383e588]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)+0x15a) [0x5602a36f38ba]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::State::handle(OpenXcom::Action*)+0x73) [0x5602a37c38a3]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(OpenXcom::Game::run()+0x2e3) [0x5602a36efaf3]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(main+0x175) [0x5602a34eb795]
[21-12-2020_00-24-19] [FATAL] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f142a967b97]
[21-12-2020_00-24-19] [FATAL] ./OpenXcomEx(_start+0x2a) [0x5602a34f228a]
[21-12-2020_00-24-23] [FATAL] OpenXcom has crashed: Sprite BACK10.SCR not found
Log file: ./user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)

I've attached both the mod and a screenshot of the error message from when it crashed to this post.
Spoiler:

82
I continue to be impressed by the level of complexity found in the original X-Com, even after playing it for so long I keep discovering new interesting things.

While surfing the net I ran across a screenshot and noticed this line of text on the bottom of the battlescape victory summary screen:
"Intel found out that the Snakeman UFO was raiding North Africa"

This is the first time I've noticed this. (Probably because I've been spending the majority of my time in the "New Battle - Mission Generator" instead of playing a proper campaign.)

I have some questions about the game's rules surrounding this line of text:
(1) What causes it to be generated?
(2) What is the range of information this section can display?
(3) What modding options exist to effect this text?

83
I would like to limit which kinds of X-Com soldiers can equip certain types of armor.

How is this accomplished?



I'll borrow some images from The X-Com Files to create a quick visual example of what I mean.

Lets say the player is able to obtain three different kinds of X-Com soldiers.

Type 1:
Can equip all but 3 armors in the game.


Type 2:
Can equip those 3 armors and all others.


Type 3:
Can only equip the 3 armors that Type 1 cannot.



Another example is dogs should only be able to wear armor designed for a dog and not be able to wear human armor.


Even if they technically have the right amount of limbs to attempt wearing it.  ::)

84
OXCE Support / [Solved] More "Explodes on Death" control
« on: September 18, 2020, 12:05:43 pm »
The specab: setting on units allows them to set fires as they move and/or explode when killed.

I would like to be able to better control what happens when a unit "Explodes on Death".
Code: [Select]
specab:  |  Special ability of this unit:

    0 = None
    1 = Explodes on Death (Requires power and blastRadius properties to be set on the corpse)
    2 = Burns Floor
    3 = Burns Floor and explodes on Death


Specifically if specab: could be granted a fourth setting and an extra variable that references an already configured grenade in the items: section.

The specab: variable would now look like this:
Code: [Select]
specab:  |  Special ability of this unit:

    0 = None
    1 = Explodes on Death (Requires power and blastRadius properties to be set on the corpse)
    2 = Burns Floor
    3 = Burns Floor and explodes on Death
    4 = Explodes on Death (Uses item: STR_GRENADE_NAME to determine explosion effect)
    5 = Burns Floor and explodes on Death (Uses item: STR_GRENADE_NAME to determine explosion effect)


And an additional variable would be added to the unit using setting 4 or 5 similar to this:
specabItem: STR_GRENADE_NAME

This way a unit could explode on death but instead of an explosion it could activate a smoke grenade effect or an incendiary grenade effect. (Or whatever the modder had configured STR_GRENADE_NAME to do.)

An additonal value of this is that any scripts running off tags on the referenced grenade would trigger allowing for new interesting combinations of exploding units.


I think the entire modding community could make good use of this.

85
When an X-Com craft is in flight there is no way to set the preferred altitude for that craft. (As far as I know.)

I believe that as long as the maxAltitude: is in its default -1 setting that altitude is mostly cosmetic for X-Com craft.
(Unless I'm mistaken this variable defines the height a craft can engage UFOs at, not its default altitude while flying.)

If possible I would like to be able to specify the default altitude an X-Com craft is flying at after launching.

This could be useful for example if a mod has X-Com craft that act as satellites and wants them to always display "Very High".

Alternatively the real altitude of the X-Com craft itself doesn't have to change and the craft's current altitude could be replaced by the contents of a STR attached to that craft's code in the .rul file.

For example a X-Com craft that had a line of code referencing STR_CRAFT_ALTITUDE_SPACE: "Space" would display "Altitude>Space" when ever the player looked at the X-Com craft's status screen on the geoscape, even if the craft was in reality actually at the altitude of "Very Low".

86
Help / Removing all default UFOs & Aliens?
« on: September 17, 2020, 11:34:22 am »
(Currently using: OXCE V6.5.5)

I just tried to remove all X-Com: Enemy Unknown UFOs and alien units from the game and got the following error when launching.

Code: [Select]
[17-09-2020_02-05-25] [ERROR] failed to load 'Test Mod'; mod disabled
Error with MissionWeights: Region: STR_ANTARCTICA: alien mission type: STR_ALIEN_BASE not defined, do not incite the judgement of Amaunator.

I received a similar errors messages for:
Code: [Select]
alienMissions:
  - delete: STR_ALIEN_RESEARCH
  - delete: STR_ALIEN_ABDUCTION
  - delete: STR_ALIEN_HARVEST
  - delete: STR_ALIEN_INFILTRATION

However I was able to launch OXCE without an error if I only removed these three from the alienMissions: section:
Code: [Select]
alienMissions:
  - delete: STR_ALIEN_TERROR
  - delete: STR_ALIEN_RETALIATION
  - delete: STR_ALIEN_SUPPLY

Does this mean it is ok to leave those three deleted or will this generate a problem when those alienMissions: are called by some hard coded portion of the game now that they no longer exist?

Also are there any other ones in the below code I should not remove or alter? I'd rather not "incite the judgement of Amaunator" if I can avoid it.

My plan is to slowly add back in what I want one by one as I learn how each section of these .rul files operate.


Here is the code in the .rul file I ran that produced the original error:

Code: [Select]
alienDeployments:
  - delete: STR_SMALL_SCOUT
  - delete: STR_MEDIUM_SCOUT
  - delete: STR_LARGE_SCOUT
  - delete: STR_HARVESTER
  - delete: STR_ABDUCTOR
  - delete: STR_TERROR_SHIP
  - delete: STR_BATTLESHIP
  - delete: STR_SUPPLY_SHIP
  - delete: STR_TERROR_MISSION
  - delete: STR_ALIEN_BASE_ASSAULT
  - delete: STR_BASE_DEFENSE
  - delete: STR_MARS_CYDONIA_LANDING
  - delete: STR_MARS_THE_FINAL_ASSAULT

alienMissions:
  - delete: STR_ALIEN_RESEARCH
  - delete: STR_ALIEN_HARVEST
  - delete: STR_ALIEN_ABDUCTION
  - delete: STR_ALIEN_INFILTRATION
  - delete: STR_ALIEN_BASE
  - delete: STR_ALIEN_TERROR
  - delete: STR_ALIEN_RETALIATION
  - delete: STR_ALIEN_SUPPLY

alienRaces:
  - delete: STR_SECTOID
  - delete: STR_SNAKEMAN
  - delete: STR_ETHEREAL
  - delete: STR_MUTON
  - delete: STR_FLOATER
  - delete: STR_MIXED

armors:
  - delete: SECTOID_ARMOR0
  - delete: FLOATER_ARMOR0
  - delete: FLOATER_ARMOR1
  - delete: FLOATER_ARMOR2
  - delete: CYBERDISC_ARMOR
  - delete: REAPER_ARMOR
  - delete: SECTOPOD_ARMOR
  - delete: SNAKEMAN_ARMOR0
  - delete: SNAKEMAN_ARMOR1
  - delete: SNAKEMAN_ARMOR2
  - delete: MUTON_ARMOR0
  - delete: MUTON_ARMOR1
  - delete: MUTON_ARMOR2
  - delete: ETHEREAL_ARMOR0
  - delete: ETHEREAL_ARMOR1
  - delete: ETHEREAL_ARMOR2
  - delete: CHRYSSALID_ARMOR
  - delete: ZOMBIE_ARMOR
  - delete: SILACOID_ARMOR
  - delete: CELATID_ARMOR

missionScripts:
  - delete: gameStart
  - delete: recurringTerror
  - delete: recon
  - delete: invasion
  - delete: researchRetaliation
  - delete: beginnerRetaliation
  - delete: experiencedRetaliation
  - delete: veteranRetaliation
  - delete: geniusRetaliation
  - delete: superhumanRetaliation

ufos:
  - delete: STR_SMALL_SCOUT
  - delete: STR_MEDIUM_SCOUT
  - delete: STR_LARGE_SCOUT
  - delete: STR_HARVESTER
  - delete: STR_ABDUCTOR
  - delete: STR_TERROR_SHIP
  - delete: STR_BATTLESHIP
  - delete: STR_SUPPLY_SHIP

units:
  - delete: STR_SECTOID_SOLDIER
  - delete: STR_SECTOID_ENGINEER
  - delete: STR_SECTOID_MEDIC
  - delete: STR_SECTOID_NAVIGATOR
  - delete: STR_SECTOID_LEADER
  - delete: STR_SECTOID_COMMANDER
  - delete: STR_CYBERDISC_TERRORIST
  - delete: STR_FLOATER_SOLDIER
  - delete: STR_FLOATER_ENGINEER
  - delete: STR_FLOATER_NAVIGATOR
  - delete: STR_FLOATER_MEDIC
  - delete: STR_FLOATER_LEADER
  - delete: STR_FLOATER_COMMANDER
  - delete: STR_REAPER_TERRORIST
  - delete: STR_SNAKEMAN_SOLDIER
  - delete: STR_SNAKEMAN_NAVIGATOR
  - delete: STR_SNAKEMAN_ENGINEER
  - delete: STR_SNAKEMAN_LEADER
  - delete: STR_SNAKEMAN_COMMANDER
  - delete: STR_CHRYSSALID_TERRORIST
  - delete: STR_MUTON_SOLDIER
  - delete: STR_MUTON_NAVIGATOR
  - delete: STR_MUTON_ENGINEER
  - delete: STR_SILACOID_TERRORIST
  - delete: STR_CELATID_TERRORIST
  - delete: STR_ETHEREAL_SOLDIER
  - delete: STR_ETHEREAL_LEADER
  - delete: STR_ETHEREAL_COMMANDER
  - delete: STR_SECTOPOD_TERRORIST
  - delete: STR_ZOMBIE


For convenience I've also attached a .rul to this post with the above code and the four error producing lines from alienMissions: commented out.

87
(OXCE Version: Extended-6.5.5-fd29708fb-2020-06-21-bionic-x86_64)

I've got a weird one this time, I really like this but I'm not sure why it is behaving the way it is so I can't control it reliably.

The weapon is setup to fire 5 shots everytime it is fired and can be configured to have up to 3 waypoints when firing. (Like a Blaster Bomb Launcher.)

So here are the anomalies that this weapon is displaying:
. Once the bullet reaches the first waypoint it starts firing in very random directions.
. Although it is configured for "confAimed: shots: 5" the weapon fires 12 times.

It's fun in a chaotic kind of way, but it can also randomly kill your own soldiers if the bullet decides to suddenly turn around.

Could someone please explain why this is happening and how it works?

Here is the code:
Code: [Select]
items:
# Example Weapon
  - type: STR_EXAMPLE_WEAPON
    size: 0.2
    costSell: 92000
    weight: 6
    bigSprite: 30
    floorSprite: 29
    handSprite: 40
    bulletSprite: 8
    fireSound: 18
    compatibleAmmo:
      - STR_EXAMPLE_WEAPON_AMMO
    accuracyAimed: 45
    tuAimed: 35
    battleType: 1
    invWidth: 2
    invHeight: 3
    recoveryPoints: 3
    armor: 50
    attraction: 10
    waypoints: 3
    twoHanded: true
    bulletSpeed: 2
    explosionSpeed: 2
    confAimed:
      shots: 5
      name: STR_MA_AIMED_SHOT
      ammoSlot: 0
      arcing: false
    listOrder: 902400
    categories:
      - STR_MA_CAT_ALL_PLASMA_WEAPONS
# Example Weapon Ammo
  - type: STR_EXAMPLE_WEAPON_AMMO
    size: 0.1
    costSell: 2400
    weight: 1
    bigSprite: 25
    floorSprite: 33
    hitSound: 19
    hitAnimation: 46
    power: 65
    damageType: 5
    clipSize: 40
    waypoints: 3
    battleType: 2
    recoveryPoints: 1
    attraction: 1
    attraction: 10
    listOrder: 902525

I've attached a Mod to this post with the above code for convenience.

88
Resources / [UNIT][GRAPHICS] Mutilator
« on: June 24, 2020, 02:21:09 pm »
There were some more interesting tiles released by Duke_Falcon in this thread "Altoid aliens - All sprites are free to use!" inside the NewLayouts.zip file.

And thus, another new alien unit emerges!



Since Duke_Falcon's tiles appear to be based on the Alien Surgery equipment I'm calling this unit the Mutilator. (Of course please feel free to rename it whatever you wish.)



If those surgery devices can slice up a cow I'm sure they could also be a threat to X-Com soldiers.

This unit has a few features:
. Each of the four surgical devices light up depending on the direction the unit is currently facing.
. The colour of the surgical devices and central dome animate.
. The unit rides on an animated energy field like a Cyberdisc.

To use this unit's sprite sheet you'll need to assign it drawingRoutine: 21 (Xarquid)

Images created by Duke_Falcon were used to make the Mutilator so please credit him as well if you choose to make use of this unit in your project.


Additional Note:
Those looking for farm animal units to complement this theme may wish to check out Vangrimar1's Happy X-farm.

89
Resources / [UNIT][GRAPHICS] Flotilla
« on: June 23, 2020, 07:33:44 am »
I noticed Duke_Falcon uploaded a few tile images in this thread "Altoid aliens - All sprites are free to use!" ... so I made a 2x2 unit out of them.

I'm call this unit "Flotilla", but please feel free name it whatever you wish.

There are eight different versions to choose from, all of them use the Hallucinoid's drawingRoutine: 12.




Four are stationary with animated lights and another set also have the entire unit float up and down to suggest that it is both flying and mobile.

If you do choose to make use of any of these please make sure you credit Duke_Falcon as well since it makes use of his art.

90
(OXCE V6.5 2020-05-08)

I'm trying to use followProjectiles: as described in 'this thread' to keep the camera in place while a flamethrower fires several times.

However the camera keeps moving even though followProjectiles: is set to false.

Here is the item's code:
Code: [Select]
- type: STR_EXAMPLE_FLAMETHROWER
    size: 0.2
    costBuy: 0
    costSell: 65000
    weight: 5
    bigSprite: 766
    floorSprite: 790
    handSprite: 3576
    bulletSprite: 5
    fireSound: 64
    hitSound: 12
    hitAnimation: 0
    power: 40
    damageType: 2
    blastRadius: 2
    clipSize: -1
    bulletSpeed: 50
    explosionSpeed: 10
    accuracyAuto: 20
    tuAuto: 35
    battleType: 1
    twoHanded: false
    maxRange: 9
    invWidth: 2
    invHeight: 3
    armor: 30
    confAuto:
      shots: 5
      name: STR_EXAMPLE_AUTO_SHOT
      ammoSlot: 0
      arcing: true
      followProjectiles: false
    attraction: 7
    blockBothHands: false
    listOrder: 119200

What am I doing incorrectly?

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