Author Topic: Weapon Rework/Expansion - Version 0.8  (Read 66449 times)

Offline Rockfish

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Weapon Rework/Expansion - Version 0.8
« on: July 20, 2014, 08:41:32 pm »
Hellooo, been a while since I have been on this forum.

I have had a bit of extra time lately and I saw the mod support now present in modern OpenXcom and decided to mess around with some sprites... so I made a heap of weapon sprites/ideas.

Conventional Weapons

Heavy Pistol, Carbine (basically unaltered), Squad Automatic Weapon, Designated Marksman Rifle, Man Portable Auto Cannon, Multiple Munition Launcher

Laser:

Laser Pistol, Laser Rifle, Heavy Laser, Snub Nose Laser

Gauss + Advanced Grenade:

Gauss Pistol, Gauss Rifle, Gauss Cannon, Auto Gauss, Advanced Grenade

"Light"/Particle Projectors:

Projector Pistol, Projector Carbine, Dual Particle Projector, Arc Projector (ranged stun)

"Common"/Plasma + Small Launcher:

Plasma PDW, Plasma Rifle, Heavy Plasma, Small Launcher

"Heavy"/Thermal Rifles:

Thermal Rifle, Heavy Thermal, Heavy Launcher

"Long Range"/ Hyper Velocity Flechette:

Flechette Pistol, Light Flechette Rifle, Heavy Flechette Rifle

Next I need to actually figure out how to get them in game, and get them into a tech tree.

Edit: Got all sprites working in game, prealpha unordered sprites here.

Edit2: Version 0.1 (visual replacements only) Now Available Here

Edit2: Version 0.8 (Unbalanced and buggy) Now Available Here
« Last Edit: July 27, 2014, 06:30:36 pm by Rockfish »

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: Weapon Rework/Expansion
« Reply #1 on: July 20, 2014, 10:51:52 pm »
Hey Chiko you have a student here !!

Hey man, they look great !
I like them as they are typically in spirit of vanilla

Do you plan to provide separate png ?
Or perhaps width/height/subX/subY properties in order to use them ?

PS : what about adding some "Heavy Machine Gun" or "Scatter" (for laser, gauss, etc...) with a burst of 8 or 10 (cf. property "autoShots:", to be associated with "arcingShot: true") ; it's just an idea, think about it, or not  ;)

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Weapon Rework/Expansion
« Reply #2 on: July 20, 2014, 11:31:14 pm »
Kudos for making the handobs too. This is rare and precious. :)

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: Weapon Rework/Expansion
« Reply #3 on: July 21, 2014, 12:02:36 am »
Hey Chiko great to see you back and working on sprites again!! I love what I see. I hope some of our guys help you with this and able to balance these just right into the game without making it unfair to the aliens ;)

Request: When you make this mod, could you separate each set into individual .rul files so I can enable what I want? I'll probably keep them all as they look awesome(AAA classic quality), but still love that kind of option.

Chiko, you had other sprites in the past that aren't included here. I would live to see that alien/human version of the plasma variant. Thanks man, you coming out of nowhere with these sweet weapons made my day.

Sorry Rockfish, I thought you we're Chiko ><.
« Last Edit: July 23, 2014, 09:07:10 pm by Mr. Quiet »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Weapon Rework/Expansion
« Reply #4 on: July 21, 2014, 06:43:41 am »
Really neat. Your resources were always top notch and now there is even more to steal from :)

Offline LeBashar

  • Colonel
  • ****
  • Posts: 119
    • View Profile
Re: Weapon Rework/Expansion
« Reply #5 on: July 21, 2014, 11:20:58 am »
Really nice work, but maybe "gauss", "plasma" and "flechette" be little too close for easily see ingame which one is in the hands of the ennemy (but maybe you plan to have only plasma for alien so no confusion possible in this case)

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: Weapon Rework/Expansion
« Reply #6 on: July 21, 2014, 05:51:33 pm »
The "sets" work very well.
Here are versions with the correct palette and aligned on 16x16 coordinates, much easier to work with.
Edit: I can't find a image host which preserves the palette. I'll post a zip when I'm done with all images.
« Last Edit: July 21, 2014, 06:39:18 pm by yrizoud »

Offline Rockfish

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Re: Weapon Rework/Expansion
« Reply #7 on: July 21, 2014, 07:35:44 pm »


got the first ingame!

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: Weapon Rework/Expansion
« Reply #8 on: July 21, 2014, 08:22:27 pm »
Hmm in case it's still useful, here's the entire set.

By the way the heavy plasma looks like it was victim of a "multiple paste", which produces a doubled handle and makes it not fit in 48 pixels vertically, I reversed the process as I could.
The heavy flechette rifle is wayyy to long to be used. The "arm" inventory boxes can only hold 32x48 items.
edit: Argh I thought there were instructions to locate a specific rectangle in an image, but no... These images need to be split further.
« Last Edit: July 21, 2014, 08:32:55 pm by yrizoud »

Offline Rockfish

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Re: Weapon Rework/Expansion
« Reply #9 on: July 21, 2014, 08:52:21 pm »
Hmm in case it's still useful, here's the entire set.

By the way the heavy plasma looks like it was victim of a "multiple paste", which produces a doubled handle and makes it not fit in 48 pixels vertically, I reversed the process as I could.
The heavy flechette rifle is wayyy to long to be used. The "arm" inventory boxes can only hold 32x48 items.
edit: Argh I thought there were instructions to locate a specific rectangle in an image, but no... These images need to be split further.

don't worry about the weird positioning, I am working on spliting the images up already. the corrected issues is of great help however!

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: Weapon Rework/Expansion
« Reply #10 on: July 21, 2014, 09:53:30 pm »
Hmm in case it's still useful, here's the entire set.

By the way the heavy plasma looks like it was victim of a "multiple paste", which produces a doubled handle and makes it not fit in 48 pixels vertically, I reversed the process as I could.
The heavy flechette rifle is wayyy to long to be used. The "arm" inventory boxes can only hold 32x48 items.
edit: Argh I thought there were instructions to locate a specific rectangle in an image, but no... These images need to be split further.
Well done, mate :)

Offline Rockfish

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Re: Weapon Rework/Expansion
« Reply #11 on: July 21, 2014, 11:16:46 pm »
Huge Thanks to yrizoud!


Handobs Sheet done and working ingame! (I hope there are no palette errors this time)
« Last Edit: July 21, 2014, 11:27:44 pm by Rockfish »

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: Weapon Rework/Expansion
« Reply #12 on: July 21, 2014, 11:19:18 pm »
I believed you were intended to split them, not merge them all... :o
Could you eventually provide the width,height,subX,subY ?

Offline Rockfish

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Re: Weapon Rework/Expansion
« Reply #13 on: July 21, 2014, 11:30:40 pm »
I believed you were intended to split them, not merge them all... :o
Could you eventually provide the width,height,subX,subY ?

well in the files you can just tell it to sub divide:       
- type: HANDOB.PCK
    width: 256
    height: 1160
    subX: 32
    subY: 40
    files:
      0: Resources/test_mod/handob/rework_handob.png

 This means they are all in nice order.

edit: all sprites are now working! the OP has a zip of all the sprites + a tester bit of a mod to make them appear in a disorganized manner in-game.

edit2: visual replacement only now in the OP
« Last Edit: July 22, 2014, 11:36:54 am by Rockfish »

Offline Arcalane

  • Captain
  • ***
  • Posts: 74
    • View Profile
Re: Weapon Rework/Expansion - Version 0.1
« Reply #14 on: July 23, 2014, 09:17:59 pm »
Not bad at all. I had a similar sort of idea to offer a set of real, at-the-time-cutting-edge weapons (G36, Abakan, etc.) that a force like XCOM might plausibly use given the time period, before moving onto fictional weapons.

Basic autocannon could probably just be called a grenade launcher. Depends on if you're keeping the AP round or not - if you do, maybe make it a big ol' shotgun shell? Assuming you don't make seperate shotguns. The new rocket launcher looks much better than the old one, too.

The lasers still look like a mash-up mess, though. I'd stick to the silver-and-red scheme rather than mixing up parts. Maybe replace the tan with black if you want some colour variance? Then it looks like polymer/plastic material, which might make more sense for grips/stocks/etc.

Also not entirely sold on the mag placement for the heavy/thermal rifles, although that's a pretty damn cunning use of the old heavy cannon base.

Other than that, everything looks solid and consistent. Some fine-quality spritework, esp. on the gauss and particle weapon sets.