Author Topic: [WIP] Xeno Operations LEGACY  (Read 4842 times)

Offline blackwolf

  • Colonel
  • ****
  • Posts: 106
  • im back...i guess
    • View Profile
    • Email
[WIP] Xeno Operations LEGACY
« on: December 10, 2021, 07:20:52 pm »
New updated V6 uploaded now!, Check last post


As many of you might now, the original mod of XENO Operations has been in a semi retired , XOps himself is dedicating a lot of time to his youtube channel( (you should follow him, has quite good content ).
Up to this moment Meridian is the only one updating it so it can run on the OXCE updates so in part the mod is not dead completely, A LOT OF THANKS TO HIM for that!.
At first this started as just tweaking and handling some changes here and there to my personal use, and after i while i ended added stuff over stuff and increased in size features. So maybe i wanted to publish it and hope you might enjoy it. Its currently compatible with OXCE 7.1.4(and its needed to run without any possible issues or crashes, some features are based on it. THANKS AGAIN to meridian for it amazing work with it) . It adds content from others very talented people from this forum (efrenespartano and solarius scorch being the main that comes to my head now, but there are many more im working to give correct credit as they deserve).

Its still needs a lot of balancing, at its as it barebones, but im planing to keep doing improvements if i can. Hope you like it and i'll appreciate any comments (specially about balancing, i did a little bit in the early game but im sure it needs hella lot of work, there are tons of missing text on ufopaedia but thats because english is not my main language and my grammar sucks TBH).

This is with the intention of keeping all the hard work XOps put originally in the mod and trying to finish what he started, and in the road adding some stuff into the blender and see what comes out of it. My original plan was to post it on the original thread but for some reason i wasnt able to post it, but maybe its better this way as this might be seen as a derivate or an ""overhaul"" of the original mod, so you can keep having them separated.

Currently there are some planning to keep adding and improving stuff, mostly adding new paperdolls and sprites for soldiers, but that might take some time. Ill try to keep this updated the best i can tho.

I tried adding some screenshot of some of the changes i did (in the Xcom base buildings and some of the new soldiers types and stuff).

The mod is attached on the description.
To properly run the mod you'll need a OXCE installation. (currently 7.1.4 , IIRC)


Changelog, or at least the best i could manage to track:
Spoiler:

Changelog:

vO.96.V5:
v0.96.v6 LE:
    -Slowly but steadely restructurating some .RUL files (eliminated redundant ones, cleaning, merging and organizing others, tbh they were a mess and dear lord, i increased this mess), still a lot to do tho
   -Updated Death sounds, now all races (should) be consistent on the sound deparment, used firaxis 2012 XCOM sounds  (corrected basic mutons using new sound but more advanced versions using vainilla instead)
     °Fixed some crashes related to death sounds (thanks a lot to eleriumWard for pointing this)
   -Changed armors , finally into layers system!
   (so many thanks to SolariusScorch, his amazing work with XFILES mod helped me a lot to understand what the hell i was doing wrong)
    (used his body sprites as basis for every edit i made to the armors sprites,to assure the maximum compatibility possible.... so hopefully , he or anyone who whises to include this armors on their mod shouldnt have bigger problems      
    °pilots only use blue variants
    °other classes cant use pilot variants (gonna edit them further to make them more unique visually and conceptually)
    °custom preview mini sprite for every armor (with the exception of skystrike and the nerve ones, this is on the to do list)
    °First tier completely done, up to HEC armor.
     *redone the helmets a bit ,added microphones and new night vision google system, with QUAD lenses (heavily inspired from CTO mod from EFRENSPARTANO, check it out, its pretty rad!)
    °second tier its being worked currently, wont have any helmet until i finish retouching them.
    °the rest of the tiers are theoretically done,their "helmets" (they use kinda astronaut thing attached to their head/neck, dont know the correct word sorry) will be finished really soon
    SO I HUMBLY REQUEST that any rebel/floating/extra pixel i missed could be reported so i can fix them ASAP
   -Replaced some ufopaedia images:
    °handcrafted version for pilots (despcription still to be done)
    °a temporal soldiers picture until i find other that satisfy me more.
    °redone the muton commander (finally there are no more muton pajamas)
    °an alternative F35 lighting picture
    °an alternative XF3 fighter picture
   - made new paperdolls for DOGGOS!
     °now first two tiers use newer papperdolls, still pretty rough collored, (hope i can improve them as i learn to paint better tho)
     *first tier a simple collar, second tier now uses a more intricated harness, with lots of straps and stuff), already drafted general ideas for next ones.
     *plans are to integrate this with the LAYERS so instead of faces, there are others breeds (currently working on a mallinois, a doberman and a rottweiler, any ideas will be appreciated)    
   -Replaced basic drone with a four rotors quadcopter version (added unique sound, so it buzz like commercial drones and differentiate from the rocket drone)
   -Replaced Basic sectoid sprites:
    °Sectoids now uses a recoloured version of AQUATOIDS (my favorite alien from tftd), imho they had a more striking and unique profile, im happy with the results but currently thinking on changing the color into a more blueish gray (so the brown/kaki/coyote/ scheme is "reserved" for xcom units), kinda the palette of xcom2012 firaxis sectoids.
    °no matter how much i tried, i wasnt satisfied with any change made to sectoids (they kept looking like a brown splat)
   -Finally changed the ranks to be more consistent:
     °every rank have an unique sprite:
     *a single stud for rookies up to master sergeants with chevrons and stuff (also retouched background a bit)
      *retouched the pilots ranks sprites a bit and renamed them(also retouched the background into a more blueish scheme to diferentiate of standard soldiers)
     *Officers ranks renamed and updated sprites (to avoid some misleading or confusing situations, like having a third lieutenant being promoted to a THIRD lieutenant again)
     *ranks sprites and flags of doggos retouched a bit (so it alings better with ui and keeps the same general appearence)
    °there is still a bug related to ranks, if you see the ranks on the base, the ui colors some parts of the studs incorrectly(easily appreciated with captains double bar for example), it works correclty in battlescape, so i guess is something related to palettes.
   -Added a new unit type, a land drone armed with a small smoke launcher, useful for scouting ahead and helping with the deployment phase, you can set up some screening before sending rookies to their (assured) death
     °eliminated mortar tank (seemed redundant, thinking on doing the same with the MRLS and repurporsed in another variant )
     °currently thinking pushing the standard tank into requiring A-Alloys to construct and delay their apparition a bit later (kinda like the laser tank on vainilla)
    -Tried adding new flags but couldnt find a way to make it work (i decided to stop making new flags, they are free to use by anyone, they took me less than 10 minutes each so if anyone is interested of making more, just DM and i would gladly help
   - citing a very wise modder i know: Several Bugfixes done. (sorry a lot of RLI happened so i lost track of some changes made)
   -Some fixes, tweaks and changes to SPRITES:
    °Taser pistol fliped (so itsnt the only weapon facing the other way around)
   °Basic heavy cannon replaced and centered (it was too mucho into a side and ended cliping in some situations)
    °compac tpistol, auto pistol , X1a pistol and x2 auto pistol got the magazines sprites reduced in size so it look compatible between each other (used the clip for the auto before, was too long compared to compact pistol for example)
    °hybrid compact and auto hybrid pistols had the same change as above. it should fits better now.
   °the basic smg and the x5 smg now has a "straighter" mag on the sprite (it shares ammo with the uzi and it looked weird having a banana curved in the main sprite yet straight mags on the pockets)
    °PDW and x5a PDW got their mags size increased (only graphically) same as above, its suposed it used 5.56 ammo yet had a tiny mag attached, it looks like a bullpup now (as intended)
    °Pilots basic flight suit changed from moss green into a purplish blue, every tier has this purple blueish color so i thought it would be cool if this was to identify pilots.
   ° Nerve Armors got their sprites slighty modified, until i retouch it further, it doesnt share the exact same sprite with personal armors (googles were changed from GREEN to PURPLE)
   -Power armors lost their ability to FLOAT (they were too op, maybe i'll add an upgraded version of the skystrike later)
   -Every armor got another tweak pass:
    °Every armor class has different pocket configurations, therefore adding an extra tradeoff for them (ex: alloy armor has increased defenses, but has around half the pockets of the personal armour, therefore the first would better be used for vanguards or frontline troopers)
   °Different atributes added in terms of vision for some armors:
    *XOps armors has slighty better night vision
    *personal armors has slighty better night vision and basic thermal vision (ignores smoke)
    *alloy armors has improved night vision and basic thermals
    *skystrike and power armors has improved night vision and advanced thermals
    *nerve armors has PsiVision (they "sense" units even through walls)

v0.96.v4 LE:
   -correctly remplaced some wrong RUL files compressed by mistake from a very old build (sorry :C) (some tweaks to base facilities for example)
   -finally managed to make doggos unable to equip human clothing   
   -streamlined shock (stun weapons), reduced to just two ammo types (three if you count your first taser pistol into this category tho):
    °pistol and rifle uses the same battery (you must pick between the accuracy/reliabilty of the rifle or portability and swiftness of the pistol)
   °added missing shock weapons ufopedia entries (tried my best to translate my ideas, will prolly change later for better grammar)
   °tweaked and adjusted stats (grenade included, so theorethically everything should have their own identity and niche)
   -Hypervelocity and Laser weaponry didnt recieved this treatment (they already had a low count of weapon types, so reducing ammo even more seems redudant, small tweeaks made tho like removing auto[x3]shot of the hyper shotgun)
   -Terran Plasma tecnology recieved first streamline pass and overal tweaks:
    °compact plasma pistol,standard Pistol, heavy pistol and carbine losses the auto[x3] shoot.
    °Heavy Plasma pistol nerfed (it had outrageous damage with almost any reasonable drawbacks)
   °almost every gun in the tier toned down a bit (its suposed to be a copycat of alien plasma tecnology and its already stated its a "close but decent second place", shouldnt be THAT CLOSE (also incentivize to unlock alien weaponry)
   °standard pistol and the assaulter became the only weapons in this tier to share ammo (tried my best but in terms of balance and lore/inmmersion, any other merge would feel out of place IMHO)
*****THIS marks the end of the planning reunification and streamlining the ammunition of all weapon tiers ...at least for now until more tweaks are needed.
    -With this in mind, the general ammount of unique ammunition its reduced unto around half of the original number And (hopefully) mitigates the micro needed and puts some weapons under the spotlight
   (this specially on the first three tiers as these were the bigest culprits )

v0.96.v3 LE:
   -streamlined third tier of weapons (hybrid) and first balance sweept, changed the list orders and some strings to reflect this.
   -fixed some bugs regarding bullet sprites appearing invisible (x1 pistol for example).
   -added fixed user options critical for the balance of the mod (weapon self destruct,ufo extender accuracy).
   -added new feature for weapon reloading times (it adds the TUs needed to move the item from respective inventory slots into the weapon itself, needs a lot of testing, prolly imma increase time for specific weapons and stuff).
   -small tweaks and balance for some early weapons (minigun pellets and ammo reduced for example).
   -increased substantially the ammount of time you must spend to breakdown ufo components (they had only 1 hour each, you could dissasemble entire batch on less than 2 hours with a bit of micro).

v0.96v2 LE:
  -Streamlined first two tiers ammunition and stats;
   *As many other mods did before, the ammo system is changed so first two tiers (ballistics and improved ballistic) share magazine, both between tiers
    and between some weapons of the same tier thereby reducing (hopefully) the micro needed to operate and field a diverse collection of weapons, also (alledgedly) would give better oportunities to
    bring some criminally underused weapons into the spotlight.
   *X Ballistic weapons had their basic ammo replaced with standard starting ammunition thus making the upgrade less of a headache and balancing a bit so the real power spike is when you start fielding
   alloy jacketed ammunition (with the respective drawback of having to spend resources for the upgrade)
   ##example:
   °small pistol and machine pistol both uses now a 9mm magazine.
   °Their upgraded version the X1a small pistol and the X2 machine pistol uses the same 9mm magazine (from previous tier) and both uses the new 9mm alloy and 9mm tech ammunition magazine
   °The total number of ammo types needed to field(and total aviable for them) reduced from 8 to only 3
   °the same with other weapons (reducing from around 50 different ammunition to half that number aproximately)
  -Updated order list to reflect the previous change and to correct some inconsistencies
  -Updated the manufacture list to reflect the changes
  -updated ufopaedia entries to inform of this changes (still a lot of wording to do, in the pending list)
  -Fixes and minors tweaks here and there
(((next objective is to do the same with hybrid weapons and tiers 3 to 6))))
 
v0.96v1 Legacy Extended:
  -updated to newest OXCE (7.1.4)
  -improved starting base
  -updated some XCOM BASE facilities:
  *QOL to hangars, now all objects appears inside a lateral shack instead of dispersed all around the floor
  *QOL to several buildings to have items appears on more logical spots on the second floor and in some stances on the first.
  *Improved(IMHO) and updated "security station" building, reducing the exploitative situations from the earlier desing(less unfair for the aliens)
  *added new facilities (some ufopaedia entries are pending)
  -added DOGGOS!!!! (thanks a lot to SOLARIUS SCORCH for the insights), requires an initial research project (ufopaedia pending)
  -replaced the starting desing of the skyranger (so it keeps more in tune with the current sprite art made by XOps)
  -replaced starting HWP cannon tank sprite (plan to improve this further)
  -added new soldiers types:
  *regular soldiers: acording to XCOM contract by UN, every funding country should provide recruits for the organization,countries take advantages of loopholes and that explain the wild difference on stats from soldier to soldier, they come from all kind of backgrouds)
  * Elite soldiers : the navy seals, the speznatz, the SAS and all between, in order to convice funding countries to let go their specialist, xcom must pay extra bureocratic expenses(bribing basically), thats why they cost double the price....but are almost double stats wise
  * Pilots : required to operate every ship , they are combat competent but should be used as backline troops
  * Officers: PRomoted soldiers who showed to be skilled enough to take leadership responsabilities (they must be manually chosen in the SOLDIERS tab, might improve this feature later...hopefully)
  -improved GLOBE with new countries, cities, better frontiers and terrain types (needs testing, and doble checks on balancing) (all thanks to CMP hard work to create this)
  -added new terror sites missions and types (cruisers line are back, currently needs improving, some cruiser maps lacks with a retreat zone, making it a NON RETREAT kind of mission, a total HELL if facing sectoid, needs further balance)
  -small revision of early game weapons stats and general items:
   *tweaked some stats to better balance first two tiers of ballistic weapons
   *Increased total resistence of all objects (so you wont lose your beloved new toys to a random SMOKE grenade explosion, planning to tweak further so UPPER tiers have EVEN MORE resistance)
  -tons of other changes that i might not remember now but i know i did.....THANKS a lot to EFRENSPARTANO for all his insights and ungodly amount of patience.
  -Changed all the music and reeplaced it with the 2012 xcom (firaxis) version, THANKS TO Xover88 for his work.

Updated to better structurate the post., changed the file to google drive, still cant be able to attach files directly into post :s
« Last Edit: August 16, 2022, 05:12:22 am by blackwolf »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 10728
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #1 on: December 11, 2021, 02:51:50 pm »
I really appreciate your effort. No idea what you're going to do with the mod, but I wish you best luck!

Offline blackwolf

  • Colonel
  • ****
  • Posts: 106
  • im back...i guess
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #2 on: December 14, 2021, 05:35:49 am »
I really appreciate your effort. No idea what you're going to do with the mod, but I wish you best luck!

Thanks, really appreciate coming from you, To be honest, i want to keep the mod updated to the current OXCE version, and try to spice up adding new content but keeping it on the lines of the original work XOPS did, and fix some exploits and balance issues left on the original version. At least thats the plan tho

Offline efrenespartano

  • Commander
  • *****
  • Posts: 711
  • I know a lot about the law and other lawyerings.
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #3 on: December 22, 2021, 05:50:37 am »
I wish you the best of luck on your new project, mi amigo! Any question, feel free to ask. :D

Offline Scamps

  • Sergeant
  • **
  • Posts: 43
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #4 on: December 31, 2021, 05:11:38 pm »
Thank you for your work, Blackwolf! Streamlining amo seems the right way to go. Less micro is always good.

Would you kindly look into a crash on starting terror mission? It could be from original mod, or not.

Also, happy New Year!

[edit] correct log
« Last Edit: December 31, 2021, 05:14:49 pm by Scamps »

Offline blackwolf

  • Colonel
  • ****
  • Posts: 106
  • im back...i guess
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #5 on: January 08, 2022, 07:59:23 pm »
Would you kindly look into a crash on starting terror mission? It could be from original mod, or not.

Hi fam, happy new Year for you too.

I tried your savefile and could end the terror mision without any ctds, are you using other mods? Wich version of OXCE are you using?

Offline Scamps

  • Sergeant
  • **
  • Posts: 43
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #6 on: January 09, 2022, 02:31:15 pm »
Thanks for looking! Version is 7.1.4, as can be seen from log. Tried clean reinstall, tried version 7.3 - same result.
No other mods except for statstrings.
Crash is right at map generation. Looks like some map block is missing a size definition (see log).
Reliably reproduced wtih option "Enable save scumming" set to OFF. Setting it to ON allowed to start mission. (And here I was thinking it only influenced hit or miss RNG...)

Offline blackwolf

  • Colonel
  • ****
  • Posts: 106
  • im back...i guess
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #7 on: January 09, 2022, 08:41:17 pm »
Yep, it seems to be something in the generation proccess, the Weird thing is i already tried to load your file and play the terror mision múltiple times . Also tried to find the culprit on quickbattle loading all the posible permutations of terror missions and maps types and it seems to Work as intended.

Really earie, i'll take a closer look also. Check your PM box

Offline blackwolf

  • Colonel
  • ****
  • Posts: 106
  • im back...i guess
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #8 on: January 15, 2022, 05:22:22 am »
New Version posted again....apologies for keeping a seemingly random schedule i keep posting stuff, i'll try to save all the changes and post it on maybe a weekly period.

With V4 its finished the first sweep of weaponry , mostly to add some QoL, i'll add later some features of stuff but i want to focus on other aspects of this mod first. Thanks again to @efrenespartano , man, for real your patience is ungodly  ;D, im glad to count with your continous support and insights.

Offline blackwolf

  • Colonel
  • ****
  • Posts: 106
  • im back...i guess
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #9 on: January 23, 2022, 12:02:10 am »
another week, another update, it wasnt as meaty as i intended, but caught 'Rona and yadda yadda isolation , had to stay away from Pc for some days. There are some graphical and minor features added (check changelogs) including diversified inventories per armor. Thanks a lot to  @efrenespartano for the ideas and examples of how to add this, you saved me again compadre


Spoiler:
   -Some fixes, tweaks and changes to SPRITES:
    °Taser pistol fliped (so itsnt the only weapon facing the other way around)
   °Basic heavy cannon replaced and centered (it was too mucho into a side and ended cliping in some situations)
    °compac tpistol, auto pistol , X1a pistol and x2 auto pistol got the magazines sprites reduced in size so it look compatible between each other (used the clip for the auto before, was too long compared to compact pistol for example)
    °hybrid compact and auto hybrid pistols had the same change as above. it should fits better now.
   °the basic smg and the x5 smg now has a "straighter" mag on the sprite (it shares ammo with the uzi and it looked weird having a banana curved in the main sprite yet straight mags on the pockets)
    °PDW and x5a PDW got their mags size increased (only graphically) same as above, its suposed it used 5.56 ammo yet had a tiny mag attached, it looks like a bullpup now (as intended)
    °Pilots basic flight suit changed from moss green into a purplish blue, every tier has this purple blueish color so i thought it would be cool if this was to identify pilots.
   ° Nerve Armors got their sprites slighty modified, until i retouch it further, it doesnt share the exact same sprite with personal armors (googles were changed from GREEN to PURPLE)
   -Power armors lost their ability to FLOAT (they were too op, maybe i'll add an upgraded version of the skystrike later)
   -Every armor got another tweak pass:
    °Every armor class has different pocket configurations, therefore adding an extra tradeoff for them (ex: alloy armor has increased defenses, but has around half the pockets of the personal armour, therefore the first would better be used for vanguards or frontline troopers)
   °Different atributes added in terms of vision for some armors:
    *XOps armors has slighty better night vision
    *personal armors has slighty better night vision and basic thermal vision (ignores smoke)
    *alloy armors has improved night vision and basic thermals
    *skystrike and power armors has improved night vision and advanced thermals
    *nerve armors has PsiVision (they "sense" units even through walls)

Offline efrenespartano

  • Commander
  • *****
  • Posts: 711
  • I know a lot about the law and other lawyerings.
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #10 on: January 23, 2022, 09:06:29 am »
another week, another update, it wasnt as meaty as i intended, but caught 'Rona and yadda yadda isolation , had to stay away from Pc for some days. There are some graphical and minor features added (check changelogs) including diversified inventories per armor. Thanks a lot to  @efrenespartano for the ideas and examples of how to add this, you saved me again compadre

Vatos locos por siempre |V|mL

Offline blackwolf

  • Colonel
  • ****
  • Posts: 106
  • im back...i guess
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #11 on: March 07, 2022, 07:29:31 am »
Pretty small update. Mostly visual updates.

Im currently having lot of problems migrating armors into layers system (therefore, adding more faces doesnt add an unfathomable ammount of effort).
All the paperdolls work its done, but keeps struggling making the .rul files :(  (hopefully finish it by this week).

On another front i made slight changes to aliens sprites:

MUTONS:

Spoiler:
*All pajamas are gone , now they are divided (roughly) on three tiers with correct armors

Tier 1:
-Basic ones uses green armor with facemask (reused the armored mutons sprites made by XOPS)
-Mutons Leaders has RED and yellow armors (like those in the intro or in XCOM 2012, again repurposed Xops sprites)

Tier2:
-Armoured mutons(name change pending) uses new armos sprites (more purplish-alloy like, removed facemask and added some light studs on their forehead, to dignify their ranks)
-mutons leaders also lead these deploys.

Tier3:
-Commandos (gray armors)
-Centurions (blue armors)
-Supreme Comanders (new mutons with gold-eleriumish hue armors)

Sectoids:

Spoiler:
*Augmented constrast a bit (so they dont like a brown splat imho), slighty more defined features and pitch black eyes (to match the sclera on the ufopaedia images)
*Also i keep working on an commander version, but im not satisfied with the results yet. The idea is to have them being big shining brained (with tons of elerium pumped on their bloodstream , explaining the glow and superior psionic abilities)

Also there is some WIP trying to retouch snakemans so they are more "slithery" an eely instead of the current snails/caterpillars chonky on vainilla.


Xcom sprites got a few edits which will be applied when the layers system got online (more like correcting oversights and misscontinuities , Prolly because the sheer ammount of base sprites, checking everyone must've taxing and some slip off were expected).

Right now only the pilots are implemented(heavily inspired and retouched sprites made previously by NeoWorm and Efrenespartano) , hopefully nerve facemask and "purple wire" will be finished soon.

Just upack and drop on the current xeno operations folders you might have, as everything up to this point, its all save compatible tho.



Vatos locos por siempre |V|mL


Ya know how it is bro, for the barrio vivo , For the compas muero  8) 8) 8) . Thanks for all your patience and constant support V_
« Last Edit: March 07, 2022, 07:33:08 am by blackwolf »

Offline blackwolf

  • Colonel
  • ****
  • Posts: 106
  • im back...i guess
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #12 on: March 29, 2022, 09:05:26 pm »
Sorry for the long time without posting. Took a much needed vacations from job and went afk from a while.


I give up (for now) with the .rul layers implementations, i feel like i wasnt making any progress and isntead of wasting time, retook plans of altering sprites.

Nerver armors are half done, faceplates done and purple wiring just need a bit up of color retouching , then can be copy pasted on every other color variations.
(posted a paperdoll for reference). Hopefully will be finished soon.

On another spark of not focusing in the same thing for more than a few hours, decided to mingle with one of NeoWorm Sprites and added more fans to the hoover drone ,now scout one is a basic quadcopter drone and the rocket  uses the sprite already made by Xops (a mq9-reaper like, thinking in increasing the size of the Uav just an small bit, maybe later).

Already added and implemented in game, just post it before i make an update in case anyone is interested on using it.

And thats is for now.

Offline EleriumWard

  • Sergeant
  • **
  • Posts: 46
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #13 on: April 13, 2022, 01:11:56 pm »
Good evening. I would just like to report an error I encountered. I just tried to play the latest version, but I got this.

[13-04-2022_18-12-29]   [INFO]   Supressed Error for 'STR_ELITE_SECTOPOD_TERRORIST': This unit can be recovered (in theory), but there is no corresponding item to recover.
[13-04-2022_18-12-29]   [ERROR]   During linking rulesets of soldiers:
Error for 'STR_DOG': Wrong index 1994 for sound set BATTLE.CAT


Offline blackwolf

  • Colonel
  • ****
  • Posts: 106
  • im back...i guess
    • View Profile
    • Email
Re: [WIP] Xeno Operations LEGACY
« Reply #14 on: June 06, 2022, 06:22:15 pm »
Hi guys, nice to be back, sorry i had to take a few time out, i had to move to a new deparment and that needed my entire attention... just now i kinda finished it(just waiting the internet provider to come and install the fiber)

In the meantime i worked on  some bits in the mod, so because i might be an extra week until i got the internet installed, i just wanna try and post a beta candidate (i dont know how to call it tbh) until i can get my work station online again.


this is still a lot of work to be done but the barebones of the changes i wanted to do with the paperdolls system is in place and hopefully will be finished soonTM, i noticed there is a lot of clippings so just wait a bit until i finish all the armors to report any visual bug related to that.

Again thanks a lot to SOLARIUS SCORCH , i took a lot of assets from his XFILES mod and actually its one of the things that inspired me at the beggining. So all credits to him.
All the assets in this mod are free to be reused just remember to credit him and XOPS cuz they made the original files, i just retouch a bit in some corners so its not a big deal tbh.

Changes made
Spoiler:
v0.96.v6 LE:
    -Slowly but steadely restructurating some .RUL files (eliminated redundant ones, cleaning, merging and organizing others, tbh they were a mess and dear lord, i increased this mess), still a lot to do tho
   -Updated Death sounds, now all races (should) be consistent on the sound deparment, used firaxis 2012 XCOM sounds  (corrected basic mutons using new sound but more advanced versions using vainilla instead)
     °Fixed some crashes related to death sounds (thanks a lot to eleriumWard for pointing this)
   -Changed armors , finally into layers system!
   (so many thanks to SolariusScorch, his amazing work with XFILES mod helped me a lot to understand what the hell i was doing wrong)
    (used his body sprites as basis for every edit i made to the armors sprites,to assure the maximum compatibility possible.... so hopefully , he or anyone who whises to include this armors on their mod shouldnt have bigger problems      
    °pilots only use blue variants
    °other classes cant use pilot variants (gonna edit them further to make them more unique visually and conceptually)
    °custom preview mini sprite for every armor (with the exception of skystrike and the nerve ones, this is on the to do list)
    °First two tiers done up to this moment (with some cliping issues that are curently being worked, specially the hair parts)
    °other tiers have A LOT OF CLIPPING (there is still a lot of work to be done, but will be fixed when those sprites are retouched)
   -Replaced some ufopaedia images (more work its being done in this department, but its low priority until layers are done)
   -Replaced basic drone with a four rotors quadcopter version (added unique sound, so it buzz like commercial drones and differentiate from the rocket drone)
   -Replaced Basic sectoid sprites:
    °Sectoids now uses a recoloured version of AQUATOIDS (my favorite alien from tftd), imho they had a more striking and unique profile, im happy with the results but currently thinking on changing the color into a more blueish gray (so the brown/kaki/coyote/ scheme is "reserved" for xcom units), kinda the palette of xcom2012 firaxis sectoids.
    °no matter how much i tried, i wasnt satisfied with any change made to sectoids (they kept looking like a brown splat)
   -Finally changed the ranks to be more consistent:
     °every rank have an unique sprite:
     *a single stud for rookies up to master sergeants with chevrons and stuff (also retouched background a bit)
      *retouched the pilots ranks sprites a bit and renamed them(also retouched the background into a more blueish scheme to diferentiate of standard soldiers)
     *Officers ranks renamed and updated sprites (to avoid some misleading or confusing situations, like having a third lieutenant being promoted to a THIRD lieutenant again)
     *ranks sprites and flags of doggos retouched a bit (so it alings better with ui and keeps the same general appearence)
    °there is still a bug related to ranks, if you see the ranks on the base, the ui colors some parts of the studs incorrectly(easily appreciated with captains double bar for example), it works correclty in battlescape, so i guess is something related to palettes.
   -Added a new unit type, a land drone armed with a small smoke launcher, useful for scouting ahead and helping with the deployment phase, you can set up some screening before sending rookies to their (assured) death
     °eliminated mortar tank (seemed redundant, thinking on doing the same with the MRLS and repurporsed in another variant )
     °currently thinking pushing the standard tank into requiring A-Alloys to construct and delay their apparition a bit later (kinda like the laser tank on vainilla)
    -Tried adding new flags but couldnt find a way to make it work (i decided to stop making new flags, they are free to use by anyone, they took me less than 10 minutes each so if anyone is interested of making more, just DM and i would gladly help
   - citing a very wise modder i know: Several Bugfixes done. (sorry a lot of RLI happened so i lost track of some changes made)

Just extract and replace over older mod folder, Be sure to not being on a battlescape mission with a mortar (or a mrls maybe) tank , you'll get a ctd, finish the mission, go to geoscape, save and then update (in case you dont want to restart your campaing)