Author Topic: [TFTD] USO mods and some Resources (Update September, 15th)  (Read 39629 times)

Offline Solarius Scorch

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Re: [TFTD] USO mods and some Resources (Update April, 14th)
« Reply #45 on: April 14, 2016, 03:28:37 pm »
The Triton RMP file is known to have issues. There was a nightly which didn't allow for bad nodes, I mean didn't allow the game to start, but then the devs had to disable this due to such bugs in vanilla maps.
My suggestion? Make a new RMP file for this craft. It's a matter of a minute or two, after all you need, like 3 nodes there?

Offline Blank

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Re: [TFTD] USO mods and some Resources (Update April, 14th)
« Reply #46 on: April 14, 2016, 11:22:29 pm »
Ah, vanilla bugs! Civilian already has a mod with triton reskins. And I can always try it with the leviathan, which still crashes except I have even less of a clue why:

Quote
[14-04-2016 21:13:04]   [INFO]   OpenXcom started successfully!
[14-04-2016 21:13:04]   [INFO]   requested file not found: ANIMS/LOGO.VID
[14-04-2016 21:13:13]   [INFO]   Attempting to set display to 1024x768x32...
[14-04-2016 21:13:14]   [INFO]   Display set to 1024x768x32.
[14-04-2016 21:13:22]   [FATAL]   A fatal error has occurred: code 0xc0000005
[14-04-2016 21:13:22]   [FATAL]   0xa970d0 SDL_FreeWAV (??: 487)
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   0xa970d0 SDL_FreeWAV (??: 487)
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   ??: 487
[14-04-2016 21:13:22]   [FATAL]   0x770c3378 BaseThreadInitThunk (??: 487)
[14-04-2016 21:13:22]   [FATAL]   0x778c989f RtlInitializeExceptionChain (??: 487)
[14-04-2016 21:13:22]   [FATAL]   0x778c989f RtlInitializeExceptionChain (??: 487)
[14-04-2016 21:13:23]   [FATAL]   Crash dump generated at C:\Users\Blank\Documents\OpenXcom\14-04-2016_21-13-22.dmp
[14-04-2016 21:13:31]   [FATAL]   OpenXcom has crashed: code 0xc0000005

Offline new_civilian

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Re: [TFTD] USO mods and some Resources (Update April, 14th)
« Reply #47 on: April 15, 2016, 11:04:44 am »
Seems you are having some sound problems, [14-04-2016 21:13:22]   [FATAL]   0xa970d0 SDL_FreeWAV (??: 487)

not my mod's fault  ;D

Offline new_civilian

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Re: [TFTD] USO mods and some Resources (Update April, 27th)
« Reply #48 on: April 27, 2016, 07:23:40 pm »
Here something a bit technical. I saw that robin's "From the Apocalypse" mod had a zombie unit without the chryssalid spawn animation. I made something similar for the TFTD zombie. You will have to set the deathframes in the armor section to 3 to make it work. Thanks to robin for the good idea!

If you ask yourself what this is good for: It will allow you to change the zombie into a non spawning-unit for e.g. a zombie-race-mod, where zombies kill humans and produce other zombies BUT no tentaculats. This could be acchieved before by removing the spawnunit entry, BUT then the dying zombie had no death-animation, which looked strange.

One more thing: If you remove the spawning from the zombie unit, you have to give it a corpse e.g. the male civilian corpse. In the rul-files a zombie_corpse is called for, but there exists none (as it was never needed due to the chryssalid/tentaculat spawning). If you forget that the game will crash once a zombie dies.

Oh well, as i said, it's a bit technical. But I am sure there are people outthere that do not want Tentaculats/Chryssalids to spawn and instead go for a zombie-only battle.


This actually would be a nice addon-mission: Relieve the city under attack from zombies....  :)
« Last Edit: April 27, 2016, 07:26:56 pm by new_civilian »

Offline Solarius Scorch

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Re: [TFTD] USO mods and some Resources (Update April, 27th)
« Reply #49 on: April 27, 2016, 07:30:54 pm »
Funny thing, I did the same... I'll place it here for comparison.

Offline new_civilian

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Re: [TFTD] USO mods and some Resources (Update April, 27th)
« Reply #50 on: April 27, 2016, 07:37:31 pm »
That's the Xcom 1 zombie! EEEEk, get it out of my TFTD thread!  ;D

j/k. Nice work, gonna use it for my Chryssalid-free zombies in my Xcom 1.  :)

Offline Arthanor

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Re: [TFTD] USO mods and some Resources (Update April, 27th)
« Reply #51 on: April 27, 2016, 07:42:22 pm »
Use zombies that zombify other units and just die when you put them down instead of spawning a new monster, then you have a proper starting block for Z-Com as was discussed in another thread.

Offline new_civilian

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Re: [TFTD] USO mods and some Resources (Update April, 27th)
« Reply #52 on: April 27, 2016, 07:46:34 pm »
Correct, I guess that was the idea behind robin/solarius/my work.

Offline Solarius Scorch

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Re: [TFTD] USO mods and some Resources (Update April, 27th)
« Reply #53 on: April 27, 2016, 07:52:03 pm »
Yeah, there will be such zombies in X-Com Files. But not all of them, only a special type.

Offline Roxis231

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Re: [TFTD] USO mods and some Resources
« Reply #54 on: May 02, 2016, 02:48:50 am »
Other than XenoWiper's mod there are already some  mods on portal

There's also my Baracuda/Manta Upgrades Mod, which lets you use the Baracuda and Manta as Transport/Interceptors.

Offline Varana

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mod request - green ion armor
« Reply #55 on: August 05, 2016, 03:57:10 pm »
I like this green TFTD ion armor. :D
And its color still fits to the UP article of ion armor. And in combat it does not look like the standard mag. ion armor.

So I really would like to have this armor as ion armor, but to keep the original yellow one as mag. ion armor. Than mixed teams would be more interesting (I swapped the armor values in a little mod, so my floating mag. ion armor is weaker than the ground standing heavy ion armor).

The problem is, I don't know how to do this. Could someone please wrap a mod around these graphics?

Offline new_civilian

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Re: [TFTD] USO mods and some Resources (Update April, 27th)
« Reply #56 on: August 18, 2016, 11:40:59 am »
something i used to make a phosphorous grenade, maybe someone wants them

Offline new_civilian

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Re: [TFTD] USO mods and some Resources (Update April, 27th)
« Reply #57 on: August 26, 2016, 03:47:46 pm »
here two additional alien bease entries, for more randomness when deploying...

Offline new_civilian

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Re: [TFTD] USO mods and some Resources (Update April, 27th)
« Reply #58 on: August 26, 2016, 03:49:00 pm »
Here a re-color variant of the alien base, not sure if everyone will like it, as the colors are somewhat strange

Offline new_civilian

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Re: [TFTD] USO mods and some Resources (Update April, 27th)
« Reply #59 on: August 26, 2016, 03:51:00 pm »
Handobjects for a one-handed disruptor launcher