Author Topic: [WIP] Xeno Operations LEGACY  (Read 3413 times)

Offline blackwolf

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Re: [WIP] Xeno Operations LEGACY
« Reply #15 on: August 16, 2022, 05:19:49 am »
Another post time, i could wait a few days before i finished the last bits of paperdolls layers, but i really wanted to post something (so i feel im making at least a little bit of progress)

basically the same as beta but some tiers finished and its  advanced enough to recieve reports about clipping .

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 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)