Author Topic: Weapon Rework/Expansion - Version 0.8  (Read 66717 times)

Offline wsmithjr

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Re: Weapon Rework/Expansion - Version 0.8
« Reply #90 on: February 16, 2016, 11:19:07 pm »
Sorry for my confusion, but saying the mod is not compatible with "Terrain Pack Nightly".  Is that the same as Hobbes Terrain Pack 3.7 listed above, or are they 2 different things?

Offline chaosshade

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Re: Weapon Rework/Expansion - Version 0.8
« Reply #91 on: February 17, 2016, 01:00:55 am »
Sorry for my confusion, but saying the mod is not compatible with "Terrain Pack Nightly".  Is that the same as Hobbes Terrain Pack 3.7 listed above, or are they 2 different things?

They're the same mod.  I'll correct the post, I'm sorry about the confusion.

Offline hellrazor

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Re: Weapon Rework/Expansion - Version 0.8
« Reply #92 on: February 23, 2016, 01:42:18 pm »
Why isn't it compatible with the Terrain Pack 3.7?
There is only one custom alien Deployment which needed to have adaptation, that of the Port Attack.
So with a little more work you could make them compatible, or even integrate the Terrain Pack.

Offline chaosshade

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Re: Weapon Rework/Expansion - Version 1.1
« Reply #93 on: February 28, 2016, 12:59:17 pm »
@hellrazor:
It's not compatible because the custom-coded racial deployments conflict with basically ALL of Terrain Pack's deployments and Terror Missions stop happening (I have tested this thoroughly.)

@everyone else:
Hey guys!  So while I was playing on my dev version, I noticed several CRIPPLING bugs with the mod that made it impossible to get the alien weapons (how about that, playing X-Com without using alien weapons... sounds like a fun challenge!)  Anyway, that's totally fixed now so hopefully it won't happen to you guys.  Delete version 1.0 and use version 1.1!

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


Change Log:
- Fixed bug with terror mission deployments
- Fixed bug where Alien Bases would not spawn
- Fixed bug where Alien Bases had incorrect deployments

Offline hellrazor

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Re: Weapon Rework/Expansion - Version 1.1
« Reply #94 on: March 08, 2016, 03:06:45 pm »
@hellrazor:
It's not compatible because the custom-coded racial deployments conflict with basically ALL of Terrain Pack's deployments and Terror Missions stop happening (I have tested this thoroughly.)

If you'd like i could help you integrate it, into your mod. Couldn't be that hard i suppose.

Offline chaosshade

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Re: Weapon Rework/Expansion - Version 0.8
« Reply #95 on: March 27, 2016, 09:35:45 pm »
Hey guys, new patch today!  Nothing game-breaking this time, just a massive number of typo fixes.  Delete version 1.1 and drop 1.2 in!

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


Change Log:
- Added Compatibility for en-GB
- Fixed glaring typo on Shotgun Shells
- Fixed... A LOT of typos...

Offline nadir-1648

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Re: Weapon Rework/Expansion - Version 1.1
« Reply #96 on: April 06, 2016, 07:03:22 pm »
I noticed several CRIPPLING bugs with the mod that made it impossible to get the alien weapons (how about that, playing X-Com without using alien weapons... sounds like a fun challenge!)  Anyway, that's totally fixed now so hopefully it won't happen to you guys.  Delete version 1.0 and use version 1.1!
Either the bug wasn't entirely rectified, or another bug cropped up. In either case, my scientific staff is absolutely baffled by these weird rocks with the doofy letters on them. They tried Webdings and all variants of Wingdings to no avail.

That is to say, the slates can be recovered just fine, but they apparently can't be researched.

Offline chaosshade

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Re: Weapon Rework/Expansion - Version 1.1
« Reply #97 on: April 06, 2016, 07:12:00 pm »
Either the bug wasn't entirely rectified, or another bug cropped up. In either case, my scientific staff is absolutely baffled by these weird rocks with the doofy letters on them. They tried Webdings and all variants of Wingdings to no avail.

That is to say, the slates can be recovered just fine, but they apparently can't be researched.

Yeah, I noticed that bug... I was really excited to finally do my first alien base and capture a data slate but when I got it back home I couldn't find it in the research tree listing.  It took me like an hour of staring at my code to realize what I had done wrong; a mix-up between the usage of "requires" vs the usage of "dependencies" caused the whole thing to fail.  I rectified that and it's working fine now.  Delete version 1.2 and install version 1.3 to fix it!

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


Change log:
- Fixed critical research bug

Offline chaosshade

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Re: Weapon Rework/Expansion - Version 0.8
« Reply #98 on: August 04, 2016, 12:04:34 am »
Not entirely sorry for the double post.

Update time!  Relatively minor update this time, but it's been a long time coming.  I went through and did MORE typo fixes so everything should read a lot better now.  Delete version 1.3 and use version 1.4!

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


Change log:
- More typo fixes!

Offline CanadianBeaver

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Re: Weapon Rework/Expansion - Version 0.8
« Reply #99 on: August 24, 2016, 05:03:14 pm »
Good job!

Offline chaosshade

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Re: Weapon Rework/Expansion - Version 0.8
« Reply #100 on: August 14, 2017, 07:52:12 pm »
Greetings faithful followers!  The time has finally come again for a much-needed update to Weapon Rework and Expansion!  It now displays in your order as "Arsenal Expanded."  I apologize for name change, but I needed it near the top of my load order ^^;

First off, I'd like to thank a very long list of people for their contributions to this version.  I added a metric TON of stuff!

XOps - Mass Drivers, Tau Weapons, and some other weapons
hellrazor - debugging and formatting (assistance with previous versions)
Warboy - debugging and coding assistance.
nadir - normal pistol and magazine sprites and data slate floorobs
Rockfish - the original creator who made the original skeleton
Dioxine - various weapon sprites

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


change log:
- New:  Multiple Grenade Launcher, three ammo types, HE, Stun, and Smoke.
- New:  Heavy Machine Gun, three ammo types, AP, HE, and IN.  Lighter, faster, and more accurate than the Auto Cannon, but doesn't hit as hard.
- New:  Multi Launcher (Alien Heavy Cannon), three ammo types, AP, HE, IN!  Enjoy!
- New:  Auto Launcher (Alien Auto Cannon), three ammo types, AP, HE, IN!  Enjoy!
- New:  Plasma Grenade, twice as much boom as the Alien Grenade~
- New:  Stasis Grenade, not all grenades are lethal!
- New:  Alien Gauss Weapons!  Seven new weapons that can screw up your day with unique sounds, sprites, and animations!
- New:  Laser Sniper Rifle!  Finally!
- New:  Tau Weapons!  Research pays off!  Strike back at the aliens with these unique weapons!  They're hard to get though, so have fun~
- New:  Flechette Weapons have a unique firing sound to tell them apart!
- New:  Elerium Slugs!  The Plasma Shotgun now has a single, accurate, high damage round it can fire in addition to the plasma burst from Cydonia!

- Restored:  Heavy Cannon!  A favourite heavy weapon has returned, complete with a new sprite and buffs!
- Restored:  Auto Cannon!  A new set of sprites and new sounds!

- Updated:  Heavy Pistol has a new sprite!
- Updated:  Small Rocket changed to Guided Rocket, two waypoints and 65 damage!
- Updated:  Heavy Launcher can totally make your day suck!
- Updated:  Racial alien bases!  All aliens now have unique weapon sets for their bases!  (makes getting Data Slates less obnoxious)

- Removed:  Blaster Launcher.  (I truly apologize for this one, but it was WAY broken!)

Please, for the love of all things holy to us alien-hating humans, report bugs immediately and with detail so I can fix them properly!

Offline Yataka Shimaoka

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Re: Weapon Rework/Expansion - Version 0.8
« Reply #101 on: August 15, 2017, 04:28:57 am »
Glad for the new update Chaosshade! Can't wait to try this!

Offline Banshee

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Re: Weapon Rework/Expansion - Version 0.8
« Reply #102 on: August 28, 2017, 06:47:13 am »
Bad thing that it's 1 ruleset for everything now :'( I used mod for awesome ballistic weapon's 2dmodels and only sligtly changed ruleset for them... Now art is even better, but looks like it's cost me hours to create ruleset just for firearms.
Not hours, actually) Already made automatic grenade launcher ofmydreams (need to research thanks to finalmodpack) to replace ooldgood m79, only need to take new perfectly suitable images to it :P and my artillery dudes will be satisfied ;D

Offline chaosshade

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Re: Weapon Rework/Expansion - Version 0.8
« Reply #103 on: September 15, 2017, 05:59:04 am »
Hey guys!  I messed up, so here's a critical patch!  Racial Bases should work now!

To make the fix work, you need to do one of two things:
A:)  (existing saves) Find and destroy ALL existing alien bases.  The new ones that come after those will have the fix applied.
B:)  Start a new save

!WARNING!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
!WARNING!


changelog:
- fixed:  racial alien bases not spawning!
« Last Edit: September 15, 2017, 06:01:17 am by chaosshade »