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Author Topic: OpenXcom mods  (Read 42778 times)

Offline luke83

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OpenXcom mods
« on: April 24, 2012, 11:48:01 am »
OpenXcom Mods now contains both my work and Moriart's work as well as some Idiots guides to modding maps to be used in openxcom.

 https://openxcommods.weebly.com/

« Last Edit: July 01, 2012, 08:15:40 am by luke83 »

Offline luke83

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Re: OpenXcom mods
« Reply #1 on: August 30, 2012, 10:18:48 pm »
Ryskeliini work can now be found on this site also.

Offline Munkeylord

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Re: OpenXcom mods
« Reply #2 on: November 17, 2012, 11:05:18 pm »

Offline Warboy1982

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Re: OpenXcom mods
« Reply #3 on: November 17, 2012, 11:19:44 pm »
mmmm.... WW2 Flavour.

can't wait to see where this leads

Offline Mr. Quiet

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Re: OpenXcom mods
« Reply #4 on: May 10, 2013, 05:39:47 am »
Darn, I was hoping to find Bagirov's Uniforms on your site, Luke. I only have the folder with his name on it. It's empty! I loved the Urban uniform so much, I can't play with it! If anyone has them, can you post them up here and let us know if they work on OXC 0.9.

Offline luke83

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Re: OpenXcom mods
« Reply #5 on: May 10, 2013, 02:23:26 pm »
I am sure i have the graphics but i think there currently hosted at StratergyCore site. AS for there support, i dont know if the code to support them was implemented into Openxcom ( as long as you only want to use the one uniform on all battles, that will work).

Here is a link to where yo can download them "https://www.strategycore.co.uk/files/bagirovs-camo/"

I had thought about making a copy of all these files on the MODSITE but stratergy core is doing a good job keeping them safe right now, if that ever changes i will add them later.

I have someone's DOOM mod here, not sure where i got it from but it would be cool to finish it off for a OXC mini campaign .
UPDATE:

Doom mod here , need some map builders to do some large levels and a way to LINK levels  together without Geoscape , maybe with story pages between them

https://www.xcomufo.com/forums/index.php?showtopic=242028708
« Last Edit: May 11, 2013, 06:12:09 am by luke83 »

Offline Cirius

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Re: OpenXcom mods
« Reply #6 on: May 24, 2013, 10:22:03 pm »
Doom mod here , need some map builders to do some large levels and a way to LINK levels  together without Geoscape , maybe with story pages between them

That's a very interesting idea actually, having linked maps together to form a kind of mini-story.

I suppose once TFTD's multi-stage missions  are done that might be possible, although as I'm typing this, I'm realising that the Cydonia mission pretty much does it already?

Ho hum, one for the technical wizards I suppose.

Offline moriarty

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Re: OpenXcom mods
« Reply #7 on: May 24, 2013, 11:21:15 pm »
I suppose that Cydonia is hardcoded... but I guess that for TFTD's two-level-missions, somebody might start thinking about externalizing it.

Offline luke83

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Re: OpenXcom mods
« Reply #8 on: May 25, 2013, 04:43:20 am »
I have so many planned projects to do once my course is over ( good news is i should have this 2 year course done in 1 year , so next year ,expect so more mods coming from me :P )

* Expanded UFO;s
* 3d Models of all Xcom Craft
*Several Levels of DOOM terrain maps ( we can work out Linking later, these will be good for new Underground maps also)
* Entire set of Pyramid Crafts
*Expanded TFTD  Ships ( most likely not as Extensive as UFO's craft)

6 more months people and the Fun ( for me ) can start again :)

Offline Nightwolf

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Re: OpenXcom mods
« Reply #9 on: May 25, 2013, 01:28:45 pm »
Just to to know... is possible to add new maps, instead of replace them, like the ones from openxcom mods to give more variety? Is there a documment how to do it? What could be cool if real like cities could be done when ufos attacks a city, for example, Paris, so this city is "model" on the game.

Offline luke83

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Re: OpenXcom mods
« Reply #10 on: May 25, 2013, 02:12:05 pm »
Honestly i cant answer that as i have not had time to have a look at all the progress over the last 6 months , Daiky, Waboy,    little help here ?

Offline Nightwolf

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Re: OpenXcom mods
« Reply #11 on: May 25, 2013, 02:18:06 pm »
hehe i hope can be done as easy as: Just to define a map, define a tileset, enemies, type of mission and.... thats it! :)

Offline Warboy1982

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Re: OpenXcom mods
« Reply #12 on: May 25, 2013, 03:07:02 pm »
Honestly i cant answer that as i have not had time to have a look at all the progress over the last 6 months , Daiky, Waboy, little help here ?

these fields have been added since you last checked.

  - name: EXAMPLE
    largeBlockLimit: this is the number of 20x20 (or larger) mapblocks to use.
    mapBlocks:
        subType: pretty self explanatory, type and subtype are treated in an "or" manner.
        frequency: the static odds of this mapblock being chosen. with 6 mapblocks, and a frequency of 2, this block will have a 2/7 chance of being chosen.
        maxCount: maximum number of times this block type can be used, also doubles as a dynamic frequency. each time this map block is chosen, it's effective frequency is reduced.

Offline Daiky

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Re: OpenXcom mods
« Reply #13 on: May 25, 2013, 03:14:06 pm »
Just to to know... is possible to add new maps, instead of replace them
If you redefine a terrain with own maps you want to add, you'll have to repeat the default maps. This way modders can choose to either add maps or replace them. Otherwise it would only be possible to add maps.

For example, if you have created a new farm map (CULTA terrain) named CULTA19, you created a new ruleset:
terrains:
  - name: CULTA
    mapBlocks:
      - name: CULTA19
        width: 10
        length: 10

then the game will only use your map when generating a farm terrain.
To prevent this, you copypaste the terrain with all it's mapBlocks to your own ruleset and append your mapBlock to it.

(another way is to edit the default ruleset, but this is not recommended because you'll need to re-apply your changes everytime the default ruleset changes)
« Last Edit: May 25, 2013, 03:15:53 pm by Daiky »

Offline mercy

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Re: OpenXcom mods
« Reply #14 on: June 07, 2013, 01:46:04 pm »
Luke i think on your map where this sectoid always throws a grenade then  OpenXCOM latest GIT crashes. (Also when i kill his buddy sectoid inside the warehouse game CTDs reported on bugtracker)

Maybe something off at this spot?:

https://www.mediafire.com/download/i1as21vall33e6f/OpenXCOMsavegame.zip

Update

I removed all terror site MOD maps and the terror mission went down without any CTD.   :((  I am sorry, because the MODDED maps look and feel awesome!
« Last Edit: June 07, 2013, 03:41:46 pm by mercy »