Author Topic: [WEAPON] Gauss Weapons 1.9  (Read 96773 times)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11665
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.4
« Reply #75 on: July 19, 2014, 07:50:26 pm »
Wonderful to see talented folks in here >)

I love the new sprites from Thebus as well. Dioxine's pistol looks better though. Just replace the spite .gif, right?

Thanks peoples

Yes, if you want to just change a bigob to something else, just replace the file with another file of the same name (and properties, like size and palette).

Offline Ascadix

  • Captain
  • ***
  • Posts: 84
  • My English is as good as French schools ... :-p
    • View Profile
Re: [WEAPON] Gauss Weapons 1.4
« Reply #76 on: July 31, 2014, 01:21:37 am »
Hello,

Superb mod,  :D


While playing, i found some small problems:

(1) Some extrastring are missing,
my 2 cts for french:
Code: [Select]
      STR_TANK_GAUSS: Blindé Gauss
      STR_TANK_GAUSS_UFOPEDIA: La tourelle de ce char automatique a été remplacée par un canon gauss léger. Son potentiel de combat est supérieur aux canons légers traditionnels à la fois en précision et en puissance.
      STR_HWP_GAUSS_AMMO: Obus PAL Gauss (x60)


(2) there is an extrastring STR_HWP_GAUSS_SHELLS: that doesn't link to any item.


(3)  The Gauss HWPs ammo is not in the right manufacture category:
STR_HWP_GAUSS_AMMO , is in category: STR_AMMUNITION instead of category: STR_HWP_CANNON_SHELLS
so it doesn't show in the good manufacture sub-menu .


(4) In ufopaedia, the HWP are missing the weapon: entry


But ... these are really tiny thing at the bottom of this superb mod  :)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11665
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.4
« Reply #77 on: July 31, 2014, 01:25:25 am »
Thanks for all the feedback, Ascadix, and for the nice words. I'll make sure to fix everything... when it's no so damn hot in my apartment. :D

Offline redv

  • Colonel
  • ****
  • Posts: 335
    • View Profile
Re: [WEAPON] Gauss Weapons 1.4
« Reply #78 on: July 31, 2014, 09:56:15 am »
(3)  The Gauss HWPs ammo is not in the right manufacture category:
STR_HWP_GAUSS_AMMO , is in category: STR_AMMUNITION instead of category: STR_HWP_CANNON_SHELLS
so it doesn't show in the good manufacture sub-menu .

The Coelacanth/Gauss uses Craft Gauss Cannon rounds, which must be manufactured and are shared with any Gauss Cannons in use at the base.
https://www.ufopaedia.org/index.php?title=Coelacanth/Gauss

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11665
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.4
« Reply #79 on: July 31, 2014, 12:59:27 pm »
New version posted. Thanks, Ascadix! :)

Offline Ascadix

  • Captain
  • ***
  • Posts: 84
  • My English is as good as French schools ... :-p
    • View Profile
Re: [WEAPON] Gauss Weapons 1.5
« Reply #80 on: August 01, 2014, 12:24:35 am »

Dissect a mod helps me to understand and advance in mine.

But ... I do not know if I have more trouble with the pixlart or rulesets  :P

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11665
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.5
« Reply #81 on: August 01, 2014, 02:05:00 am »
Dissect a mod helps me to understand and advance in mine.

But ... I do not know if I have more trouble with the pixlart or rulesets  :P

Heh, I know what you mean :P

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [WEAPON] Gauss Weapons 1.5
« Reply #82 on: August 11, 2014, 05:21:09 am »
Hello!

In the interest of Linux OpenXCom players, I have merged your sprite sheets for the weapons and tanks, and modified the ruleset accordingly. I also took the opportunity to move the Gauss weapons ahead of the laser ones so they don't clash with improved laser ones (like the elerium optical effect) and changed the aimed value of the sniper rifle to 75% of TUs instead 50 (which seemed really fast compared to all other sniper rifles I have seen).

It's all zipped together, with a diff file for the rules. Hope you like it!

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11665
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.5
« Reply #83 on: August 11, 2014, 07:48:28 am »
Thanks! I never got around to actually make the spritesheets, so now is a good moment. Much appreciated!

Will upload the new version to the portal later.

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [WEAPON] Gauss Weapons 1.5
« Reply #84 on: August 11, 2014, 08:06:19 am »
My pleasure! With Falko's tool, it's super quick to do and I need to any ways if I want to see what I'm facing, might as well share!

Cool mod btw! Great weapon to have alongside lasers. These projectiles go faster than light! (or lasers) ;)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11665
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.5
« Reply #85 on: August 11, 2014, 07:00:13 pm »
Thanks! And done!

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [WEAPON] Gauss Weapons 1.5
« Reply #86 on: August 12, 2014, 12:55:32 am »
While updating TDS's Gauss Mod companion (so the gauss mod is involved) I came across a little...bug?

The STR_HWP_GAUSS_SHELLS still have no string for en-US, en-GB (or en-EN as you put it, I believe this is outdated) but it appears in the fr translation.

I've noticed this since 1.4, and while I added a string for TDS, is this intentional? I mean, I don't see why, but the Gauss HWP ammo is still manufacturable and is used in both the Tank/Gauss and the Hovertank/Gauss.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11665
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.6b
« Reply #87 on: August 12, 2014, 01:25:38 am »
No, they actually should be there... Somehow they got deleted. I'll add them back.

Edit: done, I hope.
« Last Edit: August 12, 2014, 01:28:46 am by Solarius Scorch »

Offline AzureSkye

  • Sergeant
  • **
  • Posts: 18
    • View Profile
Re: [WEAPON] Gauss Weapons 1.6b
« Reply #88 on: August 19, 2014, 01:44:47 am »
Any chance we will see a fully expanded armory mod to complement these?

There's already your alien armory mod, what about ballistics and lasers? :D

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [WEAPON] Gauss Weapons 1.6b
« Reply #89 on: August 19, 2014, 07:05:52 am »
The most "all inclusive" experience is without doubt Solarius' Final Mod Pack.

Otherwise, I started working on the XCom Armoury Expanded after being inspired by his Alien Armoury. It does pretty much what you ask: Add new conventional and laser weapons, to go with the new plasma weapons he added. It is a compilation of mods to fill the need for more XCom weapons (and also lengthen the research tree a bit).

It is due for an overhaul, and will account for Gauss weapons once that happens, but until then, it is still at the very least compatible with both the Gauss and the Alien Armoury mods.
« Last Edit: August 19, 2014, 08:48:35 am by Arthanor »