Author Topic: [WIP][MOD][OXCE] From the Apocalypse 0.28.3  (Read 240105 times)

Offline robin

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[WIP][MOD][OXCE] From the Apocalypse 0.28.3
« on: February 03, 2015, 12:26:01 am »
Download (v0.28.3): link

=======================================================================
READ OR DIE:
* Fixes and updates will come very slowly.
* Use latest OXCE nightly.
* Do not select "Ironman" when starting a new game, mod is WIP so you
  need to b able to save and load freely to dodge the bugs.
* No savegames compatibility until version 1.0.
* Set OXC language to "English (US)" or "English (UK)".
* Do not start translating things, all text is WIP.
* Expect incompatibility issues with any other mod.

=======================================================================
ART USE PERMISSION:
See "LICENSE.txt"

=======================================================================
COMMENT/FEATURES:
X-Com Apocalypse is my most special game. This mod is my personal
re-imagination of that game and at the same time a tribute to it.
Some designs have been ripped straight from Apocalypse, some are stolen
elsewhere, but some others --such as: plasma weapons, laser
weapons, and Auto-Cannon-- are made entirely by me.

=======================================================================
CREDITS:
See "credits.txt"
Code: [Select]
Who.................What

SupSuper            OXC
Warboy1982          OXC
Yankes              OXCE
Meridian            OCXE
ohartenstein23      OXCE
..and all the rest of OCX and OXCE contributors

volutar             MCDEdit, OXC
dashivas            MapView
pmprog              MapView
kevL                MapView2
TheBigSot           MapView2
???                 PCKView
bohemond            HandOb maker https://openxcom.org/forum/index.php/topic,8160.0.html
Falko               OXC, author of the *vital* OXC-Mod-Tools
                    http://falkooxc2.pythonanywhere.com/
Buscher             Resurrecting Falko's tool that was offline.

Gifty               Buzzing sound fx
Hobbes              Terrain Pack, Area51, Tech-Com
Dioxine             Piratez, X-Piratez
Solarius Scorch     FMP, XcomFiles
XOps                Xeno Operations
Nord                TWoTS, Chronicles
Ryskeliini          Armored vest, and lots of great artworks
bulletdesigner      40K
Finnik              sonic weapon sound
NOTE: I'm not necessarily using work from the listed modders,
in fact almost the entirety of this mod has been made by me. But
still, their work provided inspiration, help and desire to do
more and better.


=======================================================================
KNOWN BUGS:
* Mod is not harmful but: I DO NOT TAKE ANY RESPONSIBILITIES IF YOUR COMPUTER EXPLODES.
* Researching alien medics, engineers of vanilla races (Floater,
  Ethereal) will likely crash the game.
* Ufopaedia art incomplete.
* Civilian (police) Robosphere can be zombified (maybe not?).
* Human missions spawn retaliation with UFO, which is obviously wrong;
  need to switch to OXC-Extended to fix this (should be fixed).
* ALIEN GATE battlescape is bugged and crashes with TRANSPORTER CRAFT;... still true?
* ALIEN GATE battlescape, some corridors for the underground part are not generated;
* Cultist don't get zombiefied, very strange.
* Unsure if psi weapons work correctly.
* final missing cannot be completed by destroying MCD objective, so kill all the aliens.

=======================================================================
CHANGELOG:

0.28.3
* removed fixed CHRYSALIS from HQ terrain.
* removed fixed CHRYSALIS from APARTMENT terrain.
* few fixes and tweaks to APARTMENT terrain.
0.28.2
* refurbished and streamlined TEMPLE terrains and maps.
0.28.1
* don't remember but more tweaks.
0.28.0
* restored fake UFOextender accuracy, needed for cursor.
* overhauled economy and manufacturing.
* fixed all research costs.
0.27.1
* removed UFOextender accuracy stats, they weren't needed anyway
* UFOextender accuracy not enforced anymore.
0.27.0
* tweaked and rearrenged, constants adn difficutlty settings.
* deprecated startingTime_apoc.rul, settings copied to vars_apoc.rul.
0.26.1
* new HE explosion animation, take 2.
* fix: Cult units now recoverable as supposed to.
* added melee miss animation.
* added Stun Knuckles melee weapon.
* significantly reduced num of UFOs in alienMissions.
0.26.0
* tweaked OFFICE POLICE terrain.
* melee hit animation.
* stun net changed to normal explosion.
* slash hit animation.
* fix: some WASTELAND MCDs.
* fix: added INTERWIN_CRAFT_PEGASUS missing interwin.
0.25.7
* acid explosion animation.
* shock explosion animation.
0.25.6
* bullet hit animation.
* laser hit animation.
* added inventory paperdolls: ACUSTIC, LISKOID F+M, HYPERWORM, MEGAWORM, BEHEMOTH.
* added updated ru-RU translation by wolwerin. thanks!
* plasma hit animation.
* acid hit animation.
* fixed transparent corporate personal armor.
0.25.5
* toxic hit animation.
0.25.4
* redesigned FARMU terrain and maps.
0.25.3
* all interwin graphic.
* tweaked crafts, craft terrains.
0.25.2
* redesigned EXPLOR, AIRTAXI.
* Interwin for UFOs.
CHANGELOG:
0.25.1
* fixed missing counter for base mission (terror mission need it too).
0.25.0
* added updated ru-RU translation by wolwerin.
* ufopaedia art: MEGAWORM, VALKYR2, SPITTER_QUEEN, SPITTER_QUEEN_AUTOPSY, PROBE, PROBE_AUTOPSY
* ULAIR terrain a maps tweak.
* FINAL map, terrain, mission.
* new explosion anim for SMOKE and HE.
* icons for base and armors.
* fiddled with research tree.
« Last Edit: April 11, 2024, 11:27:13 pm by robin »

Offline jackstraw2323

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Re: [TC] From the Apocalypse WIP
« Reply #1 on: February 03, 2015, 01:28:27 am »
Great work. Really looking forward to your mod!

Offline ThatDude

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Re: [TC] From the Apocalypse WIP
« Reply #2 on: February 03, 2015, 01:40:38 am »
Looks great! What is it really about, though?

Offline MontyDrake

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Re: [TC] From the Apocalypse WIP
« Reply #3 on: February 03, 2015, 04:57:11 am »
This looks amazing... I'm without words.

Offline volutar

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Re: [TC] From the Apocalypse WIP
« Reply #4 on: February 03, 2015, 05:11:13 am »
I think, robin, you should make some sort of master-class manual of making such an aesthetically and palette wise pictures for xcom. I can't name any style difference. It's the vanilla itself. Cheers.
(zombie picture can be used for the paperdoll, I guess).
« Last Edit: February 03, 2015, 05:13:08 am by volutar »

Offline jackstraw2323

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Re: [TC] From the Apocalypse WIP
« Reply #5 on: February 03, 2015, 05:50:04 am »
I am interested in how you're getting your noise patterns to match up so well with original artwork, I'm assuming photoshop has something that does those, but haven't dug in yet as I've not touched ufopedia artwork yet.

Offline robin

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Re: [TC] From the Apocalypse WIP
« Reply #6 on: February 03, 2015, 11:25:09 am »
It all really trivial and cheat-y:
- I paint conventionally with the brush (not pencil) tool, in an RGB image, picking colors from the ufopaedia.act palette so I know that, once I switch to indexed color, they won't stray much;
- I start with medium-dark colors (but not the darkest I plan to use), hard brush,  to draw the overall shapes (so IE in the Chrysalis image: a darkish purple, darkish red and darkish organe, for the three main shapes respectively: coocoon, coocon interior, humanoid);
- Then I start to use lighter shades of those colors with soft brushes, to give the shapes their volumes;
- Finally I draw highlights using the lightest shades, and mark darker shadow areas with light touch of the darkest shades of the original colors, using hard or soft brushes as needed;
- I eventually make the whole thing a little lighter or darker, or and apply a light sharpen filter (didn't do this step for those 2 image above);
- Once I'm done, I use the "save for web (and devices)" option, with "png-8" or "gif", with 256 colors, loading the ufopaedia.act palette and disabling "convert to sRGB" checkbox (this doesn't seem to make any difference, but better disabled).
Done.

Attached the Spitter .psd file.
« Last Edit: February 03, 2015, 04:03:57 pm by robin »

Offline jackstraw2323

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Re: [TC] From the Apocalypse WIP
« Reply #7 on: February 03, 2015, 03:31:34 pm »
Based on your description, neither trivial nor cheat-y, just straight up talent and time :)

Offline Hobbes

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Re: [TC] From the Apocalypse WIP
« Reply #8 on: February 03, 2015, 04:19:56 pm »
Looks great :)

Will this be an add-on like MiB?

Offline robin

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Re: [TC] From the Apocalypse WIP
« Reply #9 on: February 03, 2015, 04:47:29 pm »
It's a total conversion, explicitly based on Apocalypse but not bound by faithfulness, so I can redesign and re-imagine things freely (this is a necessity too, because Apocalypse simply can't be replicated in OpenXcom). When everything will be finished it'll be like TFTD compared to UFO, so a standalone new thing based on the same gameplay foundation.
But it'll take a lot of time to get there.

Offline jackstraw2323

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Re: [TC] From the Apocalypse WIP
« Reply #10 on: February 04, 2015, 06:25:12 pm »
Looking forward to it. I'm working on a TC as well and it's definitely a large undertaking to generate all the art assets and code. I'm focusing on getting a playable skeleton in place and the fleshing out all the ufopedia artwork once the rest is set.

Offline Hythlodaeus

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Re: [TC] From the Apocalypse WIP
« Reply #11 on: February 06, 2015, 10:00:43 pm »
It's a total conversion, explicitly based on Apocalypse but not bound by faithfulness, so I can redesign and re-imagine things freely (this is a necessity too, because Apocalypse simply can't be replicated in OpenXcom). When everything will be finished it'll be like TFTD compared to UFO, so a standalone new thing based on the same gameplay foundation.
But it'll take a lot of time to get there.
I have two questions:

A)Will the game be completely standalone, not requiring any graphical bit whatsoever from the original game?

B)Will you be willing to license all artwork under a creative commons license (with respective attribution clauses)?

Offline robin

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Re: [TC] From the Apocalypse WIP
« Reply #12 on: February 06, 2015, 11:05:50 pm »
I have two questions:

A)Will the game be completely standalone, not requiring any graphical bit whatsoever from the original game?

B)Will you be willing to license all artwork under a creative commons license (with respective attribution clauses)?
A) No, "natural" terrain will likely stay (especially desert, since I love night missions in the desert); geoscape too will probably use vanilla textures; also because I can't mod 24/7 :_( .

B) I don't know how it works, and I'm ripping (look-wise) a bunch of items straight from Apocalypse. We'll see.

/

Screens from terror mission in warehouse. Missions here will be a bit longer than my ideal.. well, when you'll have the alien mine and alien rocket launcher you'll just demolish everything.

Offline Ridаn

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Re: [TC] From the Apocalypse WIP
« Reply #13 on: February 07, 2015, 11:55:07 am »
Wow, that looks awesome.
I didnt play Apocalypse a lot, but this warehouse ramp sure brings back some memories.
Definitly a new thingie on my things-to-be-hype-about list.
Keep up the good work!

Offline Hythlodaeus

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Re: [TC] From the Apocalypse WIP
« Reply #14 on: February 07, 2015, 05:24:14 pm »
A) No, "natural" terrain will likely stay (especially desert, since I love night missions in the desert); geoscape too will probably use vanilla textures; also because I can't mod 24/7 :_( .
That's alright. I'm mainly asking because someone inquired in another thread whether it would be possible to have a completely free version of OXC and your TC came to mind. I understand replacing most terrain is a bitch.

B) I don't know how it works, and I'm ripping (look-wise) a bunch of items straight from Apocalypse. We'll see.
As long as it is not a straight sprite rip, it counts as original artwork, as it has a distinctive style of its own. Technically you can license it under creative commons. The only issue would be named concepts belonging to Apocalypse ("X-COM", alien names, weapon names, etc)