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Author Topic: [WIP][MOD][OXCE] From the Apocalypse 0.33.6  (Read 339664 times)

Offline robin

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[WIP][MOD][OXCE] From the Apocalypse 0.33.6
« on: February 03, 2015, 12:26:01 am »
Download (v0.33.6): link

=======================================================================
ATTENTION
* EXPECT INCOMPATIBILITY ISSUES WITH ANY OTHER MOD.
* Fixes and updates will come very slowly.
* Do not select "Ironman" when starting a new game, mod is WIP so you need to be able to save and load freely to dodge the bugs.
* No guaranteed savegames compatibility until final release.
* Do not start translating, all text is WIP until final release.

=======================================================================
INSTALLATION
* Get the latest release of OpenXCom Extended (OXCE). Download it from here:
* Install OXCE.
* Get the original, latest/patched version of the game "UFO: Enemy Unknown"/"X-COM: UFO Defense". Copy the relevant data listed in the OXCE README file in the "UFO" folder of installed OXCE.
* Extract the mod archive into "[main OXCE folder]\user\mods". You may need to create those folders first if you start fresh.
DO NOT INSTALL A NEW VERSION OVER AN OLD VERSION. DELETE THE OLD VERSION FIRST.
* Run OXCE. Select the "Mods" menu. In the drop-down menu at the top, select "UFO: Enemy Unknown". In the mods list, set "YES" to "From the Apocalypse".

=======================================================================
KNOWN BUGS:
* Mod is not harmful but: I DO NOT TAKE ANY RESPONSIBILITIES IF YOUR COMPUTER EXPLODES.
* ALIEN GATE battlescape crashes with TRANSPORTER craft (still true?).
* Hostile units cannot be zombified.
* Unsure if psi weapons work correctly.
* The way missions are generated can make score quite random.

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

=======================================================================
CREDITS
See "credits.txt"

=======================================================================
CHANGELOG

0.33.6
* game: STR_CRAB disruptor beam with autofire.
* MCD fix exit zone in xcom crafts!
* FARMN MCDS with armor=0. unused MCDs, no need to fix.
* The opportunity to "put a soldier in hybrid armor" disappeared "although it is available in" production".
* fix: SWARMIDS missig their melee attack.
* Incorrect research display/in some places, a strange blocking of what is already available. R: Hidden research to control CONTRACTs stuff.
* There is no "Commander of the gravitator" in the research even through Debug - R: there should be
* Commander of the gravitator is not on ships to get him to capture, and go into the final study. R: they can be found on Mothership and Alien Gate missions.
* The opportunity to produce a "heavy gun destroyer" is disappeared, although the structure for this is.
* The study of "neural infusion 1/2, 2/2" is not displayed
* several fixed to missing strings and more.
* All Robodisk/Tanks/Roboflair - missiles do not work. (Save Bug-1)
* fixed lingering STR_SPORE_GUN_STUN_AMMO defitions, replaced with DISRUPTOR.

0.33.5
* fix: fire explosion sound/animation AC_IN_AMMO.
* game: improved equipment sets for Alien Soldier and Squad Leader.
* game: added CORP RAID standalone missions.
* game: added GANG RAID standalone missions.
* fix: battleship correct name "UFO type Battleship".
* fix: human INTERCEPTION mission take the race from the base.
* game: no large aliens in small UFOs (and missions from small UFOs).
* game: rationalized alien stats.
* game: more cult temples.
* fix: make ufo components explode when ufo crash land. ask on forum.

0.33.4
* game: SPORE GUN, make it useful.
* fix: wrong corpse graphics for civilian scientists.
* fix: big ground blocks should be much more resistant to damage.
* game: non-acid aliens less resistant to acid (0.5).
* fix. wrong destroyed MCD in FARMN terrain.
* fix: check spitter queen acid weapon and accuracy.
* game: lower alien HPs.
* fix: alien probe unit selfdestruct = normal explosion.
* fix: alien probe not reoverable.
* game: armored hull only researchable after alien chitin. lower penalties.
* fix: improve probe ufoTrajectory.
* fix: xcom spawn point in xcom base.
* fix: STR_CIV_SCIENTISX_ label
* game: manufacture basic alien materials (chitin and so on) require alien manufacture research.

0.33.3
* game: revise manufacturing, increase profitability and balance.
* fix: alien don't use alien egg weapon.
* fix: either ufo probe not hunter killer, or give it a weapon.
* fix: correct deployment for site (city, slum, industrial) negative textures.
* fix: alien drop mission industrial and slum use wrong siteType
* game: pegasus too frail.
* game: check eggs spread small (airtaxi trajectory, make longer).
* fix: STR_UFO_ASSAULT_SHIP not spawning in alienMissions due to spelling error
* fix: TANKs weapon definition incomplete after removing ammo.
* fix: add autoshots to DISRIPTOR PISTOL
* game: STR_MACHINE_GUN_HEAVY faster?
* game: increase usefulness of machine gun and rifle.
* game: higher score for cult and alien units
* game: soldiers cheaper to buy.
* game: CIV units score lowered to 10.

0.33.2
* game: global rebalance air combat.
* game: alien plasma beam longer range.
* game: rocket STUN a bit more powerful.
* graphic: acustic more contrast.
* game: increase bravery for enemy human units.
* game: more bravery for liskoid.
* game: differentiated reload times for craftWeapons.
* fix: megaworm death sound.
* game: UFO_CARRIER: plasma*2; UFO_ABDUCTOR: disruptor*2; UFO_INCURSOR: disruptor*1; UFO_PROBE:nothing.


0.33.1
* fix: GRIFFON soldiers disposition.
* fix: missing SUPPLY_SHIP deployment causing crash.
 
0.33.0
* game: increase PEGASUS damageMax (tentative).
* fix: Re-enable STR_GANG_RETALIATIOM that was disabled, causing crash.
* game: maintenance cost for HWPs robounits. No more ammo.
* graphics: rank icons.
* game: changed griffon map.

0.32.4
* fix: wrong size in GlobeMarkers sprite causing crash.
* game: rounded up some craftWeapons damage.
* fix: spitter: do not play death sound when spawn unit is triggered.
* game: swarm and hammer missile, not sold in batch anymore.

0.32.3
* fix: STR_GLOBAL region crashing the game.
* fix: STR_TANK_ROCKET_AMMO should not be visible when no tanks are available.
* fix: add horizon missiles and launcher to manufacture.
* fix: README file.

0.32.2
* fix: impact and horizon missiles fire sound FX.
* game: removed PSICLONE manufacturing, cannot be balanced.
* game: lowered civilian value 30 --> 25.
* fix: missing STR_STUN_NET manufacture.
* game: horizon missile contract-only.
* fix: CONTRACT-items ufopaedia articles only when contracts available.
* fix: STR_EGGS_SPREAD_LARGE and XLARGE.
* fix: increase spawn points in UFO maps.
* fix: increase all spawn nodes in all maps.
* fix: no stun net for policemen. neither rocket launcher.
* fix: not all units are spawned in CULT_BASE missions.
* added extendedForceSpawn constants.
* added bughunt options.
* tweaked aim/armor multipliers.
* game: no worms in cult bases.

0.32.1
* fix: tweak to POLICE OFFICE terrain to improve navigation.
* fix: cult base mission progression in missionScirpts and alienMissions.
* fix: streamlined missionScripts.
* game: recurring alien gate form 3rd month.
  game: 2d recurring alien gate triggered by STR_ALIEN_DIMENSION_1 research.
* game: CONTRACTs cost too much, make prices more sensical.
* game: increased stats of Power and Flying armors.
* game: restore cult heavy.
* game: global rebalance of human stats (tentative).
* fix: transfer screen still says "Scientists", should be "Researchers".
* fix: base informations show correct names.
* fix: incendiary grenade made by Gangs.
* fix: motion scanner UI graphics.
* game: improved and simplified the events.
* fix: added EGGS SPREAD LARGE and XLARGE missions to human recurring script.
* fix: fixed cult pope graphics.
* fix: hair/skin color combinations for armorless-soldiers.
* fix: incendiary grenade not from first month.
* game: brainsucker launcher --> pod launcher.
    acid bolt --> acid pod
    mutagenic ovule --> brainsucker pod
* fix: vulnerable industrial complex geoscape popup:
    do not use screaming face.
* fix: final mission button string.

0.32.0
* fix: alien DROP waves now use proper ufoTrajectory based on target.
* game: CULT BASE mission waves.
* fix: missing AIRCARGO alienDeployment.
* fix: remove high rank units from human crafts, medium to small.
* fix: remove EGGs crafts, not needed.
* game: add CORP_RAID to subverted HQ deployment.
* game: genMissionFreq raised to 6.
* fix: ufopaedia articles for non-offensive craftWeapons.
* graphics: graph(s) menu graphics.
* graphics: Corps and Cult logos.
* game: only allow hybrid craft to land on gate mission.
* fix: bigobs_SKELETOID1_CORPSE (multi-eyes) should not be used.
* fix: neural infusion, ufopaedia missing text.
* fix: delete alien origins, the martian solution, cydonia or bust, ufopaedia entries.
* fix: use "AC" for acid damage, not "CO"
* fix: damage name "Disruptor" --> "DISRUPTOR". Also toxins (remove Type from name).
* fix: more/rethink cult missions at the beginning (big craft hijack).
* added CULT ufopaedia graphics.
* added INCARNATE research.
* added ALIEN_TERRAFORMING research.
* fix: change Cult of Sirius name and improve story.
* game: tactical launcher = guided launcher
    only 2 waypoints; damage 110.

0.31.1
* compatibility with OXCE 8.
* improved globe.
* fix: currently Cult Base mission always spawn the first base,
    add spawning of upgraded bases like for aliens gates.
* CONTRACTs now a one-time purchase.
* game: find a way to delay advanced Earth equipment, it should not
    be available from first month.
* graphic: inv SWARMIDS.
* graphic: inv PSYMORPH
* graphics: inv ZOMBIE.

0.31.0
* fix: reduce human enemies vision in darkness.
* graphic: liskoid more contrast.
* graphic: gigantopod more contrast.
* graphic: brainsucker longer legs (redeseigned).
* graphic: bigobs for alien builtin weapons.
* sound: redo all apocalypse sounds.
* soldier transformation memory serum.
* facility: memory lab.
* map: memory lab.
« Last Edit: May 10, 2025, 12:15:25 am 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)