Author Topic: OpenXcom mods  (Read 42821 times)

Offline mercy

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Re: OpenXcom mods
« Reply #30 on: October 21, 2013, 04:04:56 pm »
the basics of adding new sounds:
[..]would replace entry 4 in BATTLE.CAT with Resources/Sounds/DOOMSHOTGUN.WAV. I did manage to get it to play the doom shotgun sound when firing a rifle using the above method, but i'm not great at audio engineering, so if someone wants to play around and recommend some "ideal" volume levels and frequency settings i'd be much obliged.

again, if you define a number higher than what's in the original, you need to define an item to reference it.

44Khz 16-bit

dsshotgn.wav  - original weapon sound from OldDoom.com

DoomShotgun2.wav  - How an enhanced XCOM shotgun could sound like IMO

EleriumShotgun.wav - our engineers built elerium-infused shells and reinforced the weapon.

Offline luke83

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Re: OpenXcom mods
« Reply #31 on: December 20, 2013, 07:55:47 am »
OK, i want to upgrade the OXCMOD site this weekend, just wanted to try a new theme , what does everyone think?

https://trialoxcmods.weebly.com/

Offline moriarty

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Re: OpenXcom mods
« Reply #32 on: December 20, 2013, 09:07:03 am »
I like the setup, but that font is a little bit hard to read in my opinion.

(maybe it would be nice to use the actual xcom font? it's kinda retro and very blocky, but still...)

Offline luke83

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Re: OpenXcom mods
« Reply #33 on: December 30, 2013, 01:58:11 pm »
SO update of OXCMODS has begun, lets hope its a improvement and not a step backwards.

ALso, any Modders who want a Page of there own to display there work, provide downloads or even just to talk them selves up, please PM me and i will create you a account. The Mod site is up for renewal again this year so once paid, that will ensure your works survive the test of time and NOT get lost 5 pages back in the Forums.

Offline B1ackwolf

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Re: OpenXcom mods
« Reply #34 on: January 05, 2014, 04:56:18 pm »
im really excited about this,keep going luke :D!

Offline luke83

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Re: OpenXcom mods
« Reply #35 on: January 10, 2014, 07:43:26 am »
I am working on a Feature on another Website i manage but once that is done i want to work out Custom Text, then work out how to get Xcom text into the Website.

Offline ThatDude

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Re: OpenXcom mods
« Reply #36 on: February 15, 2014, 09:09:37 pm »
Will OpenXcom - War (https://openxcommods.weebly.com/download.html) be updated at anytime? I'd like to see a 0.9 version of it. (Is it just me or does OpenXcom revert to version 4.5 when I install that mod?)

Offline Shoes

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Re: OpenXcom mods
« Reply #37 on: February 15, 2014, 10:37:05 pm »
(Is it just me or does OpenXcom revert to version 4.5 when I install that mod?)

It probably does; that mod was created before mods were truly supported.

Offline HappyCat

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Re: OpenXcom mods
« Reply #38 on: March 02, 2014, 08:49:03 am »
It's great to have all those mods but I'm staring to fear that assembling "my perfect xcom" would take more time than playing itself)

Offline Jo5hua

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Re: OpenXcom mods
« Reply #39 on: March 02, 2014, 09:58:30 pm »
It's great to have all those mods but I'm staring to fear that assembling "my perfect xcom" would take more time than playing itself)

Installing mods on OpenXcom is a much easier and faster process than most games out there. Because of the way rulesets and basecode is set up, this won't really change in the future.

Offline ThatDude

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Re: OpenXcom mods
« Reply #40 on: March 08, 2014, 07:31:18 pm »
Does anybody know how to get Luke's battle sprites mod to work? Or is it just textures?

Offline luke83

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Re: OpenXcom mods
« Reply #41 on: March 08, 2014, 08:21:49 pm »
Does anybody know how to get Luke's battle sprites mod to work? Or is it just textures?

at the point i left them, they are resources for other modders, anyone can manually add the files into the Ruleset but it doesn't com with one itself.