aliens

Author Topic: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)  (Read 99405 times)

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #90 on: January 17, 2020, 04:18:03 pm »
And if you want something more heavy-handed like forced medical leave after missions, that can be done already by the script hooks that run on returning from a battlescape mission.

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #91 on: January 17, 2020, 04:50:50 pm »
Very pity.
I did not want to implement mana ... but apparently have to.
« Last Edit: January 17, 2020, 05:48:15 pm by Ethereal »

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #92 on: October 03, 2020, 02:31:13 am »
Update.

- Updated script for energy shields.
- New item - Personal shield generator.
- Some terrorists and alien sword got vampiric attack.
***When updating, the old "Ruleset" folder in the modification must be deleted. Or deleted "armorWithEnergyShields.rul".***

Many thanks to comrade Meridian for posting videos of passing games on his YouTube channel. Thanks to his videos about XPiratez, I learned about an improved script for energy shields.
Separate respect for videos on Heroes of Might and Magic. I love this series of games.
And of course thank you Yankes for great scripts.

Modification in the first post of the topic.

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #93 on: February 21, 2021, 10:23:43 am »
A couple of musical options for the main modification.
« Last Edit: February 21, 2021, 11:41:39 am by Ethereal »

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #94 on: March 27, 2021, 12:01:08 pm »
Update.
- Removed maps not related to the rendering of the original UFO and TFTD.
- Reduced weapon accuracy.
- Added PORTCARGOSHIP, PORTLINERSHIP, RAILYARDURBAN, FORESTMOUNT, POLARMOUNT, DESERTMOUNT, POLARDESERT cards.
- New ship from the SKYLANDER series with increased capacity.
- Improved UCITY script. Now the building is not so dense.
- rebalancing and bug fixes.

For fans of schizaphrenia with copyrights - no authorship is indicated in the modification. All content of the modification belongs to the OpenXcom community and can be used at its discretion.

Modification in the first post.
« Last Edit: March 27, 2021, 12:07:00 pm by Ethereal »

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #95 on: March 30, 2021, 09:26:03 pm »
I tried to experiment with the interface. It turned out terribly, but nothing else, in this regard, could not be found, so we will have to use what happened.

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #96 on: March 31, 2021, 11:14:35 am »
Corrected a little. Now at least the numbers are visible normally.

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #97 on: April 15, 2021, 02:07:08 pm »
Update.
- Full transition to "fakeUnderwater", with underwater suits, missions and some animation replacement. "Vapor" doesn't work under "fakeUnderwater", but that's not for me question.
- ammunition for armored vehicles is packed in clips, which are much less needed to fully weapons charges armored vehicles.
- Disabled highlighting for new themes. Disabled display of unnecessary characteristics in the inventory.
- 4 new terrorists of varying degrees of danger.
- Rebalance. Correction of old errors and creation of new ones.

Modification in the first post.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8974
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #98 on: April 15, 2021, 02:19:43 pm »
"Vapor" doesn't work under "fakeUnderwater", but that's not for me question.

Vapor works only underwater.
Fake underwater... as the name says... is not underwater.

For surface (including fake underwater) missions, you can use surface vapor.

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #99 on: April 16, 2021, 11:07:43 am »
Update.
- Fixed "vapor", now works under water (Thanks Meridian).

Modification in the first post.

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #100 on: July 16, 2021, 09:50:14 pm »
Update.

- The mod has been renamed. New name - X-Com: Terror From the Unknown (TFTU)
- Added a revolver and a double-barreled sawn-off shotgun.
- Various balance edits. Bug fixes.

It would be great if at least someone tested this hybrid and pointed out errors in the balance. I am not a fan of great difficulties in the game and everything suits me, but I am ready to finalize the public version of the modification for adequate requirements in terms of complexity.

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
« Reply #101 on: July 26, 2021, 07:13:37 pm »
Update.

- Alien Alloys are available for research after examining the Corpse of the Deep One. (Back to basics. It's more interesting.)
- Added mission with minor terror. Disappears later.
- Replaced the map for "TCF CRUISER", borrowed from XPiratez, with a more convenient one for deploying troops, of our own production.
- Bug fixes, balance edits.

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
« Reply #102 on: August 05, 2021, 12:25:03 pm »
Update.

- Supply station has been removed . Basic equipment is available for purchase at all bases.
- On the maps of the upper level of the "alart" Artifact there were no points for placing large alien units and, in general, there were not enough points for placing aliens. Fixed.
- Added 5 new UFOs of the TFTD class.
- Mi-24 and Archangel were replaced by ships from TFTD.
- Rebalance. Correction of old errors and creation of new ones.

Modification in the first post of the topic.
« Last Edit: August 07, 2021, 02:06:47 pm by Ethereal »

Offline Dmitry

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
« Reply #103 on: August 07, 2021, 08:56:51 pm »
[07-08-2021_20-35-47]   [FATAL]   A fatal error has occurred: Error occurred while trying to determine waypoint for mission type: STR_ALIEN_TERROR_ALTER in region: STR_SOUTH_PACIFIC, mission tried to find a waypoint in zone 6 but this region only has zones valid up to 5.
[07-08-2021_20-35-47]   [FATAL]   0x5b6d50 OpenXcom::CrossPlatform::stackTrace(void*)
[07-08-2021_20-35-47]   [FATAL]   0x5b7bc0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[07-08-2021_20-35-47]   [FATAL]   0x41c880 exceptionLogger()
[07-08-2021_20-35-47]   [FATAL]   0xba0b80 MPEGaction::MPEGaction()
[07-08-2021_20-35-47]   [FATAL]   0xdabe50 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[07-08-2021_20-35-47]   [FATAL]   0xdb1b10 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[07-08-2021_20-35-47]   [FATAL]   0x880940 OpenXcom::AlienMission::logMissionError(int, OpenXcom::RuleRegion const&)
[07-08-2021_20-35-47]   [FATAL]   0x881480 OpenXcom::AlienMission::getWaypoint(OpenXcom::MissionWave const&, OpenXcom::UfoTrajectory const&, unsigned long long, OpenXcom::Globe const&, OpenXcom::RuleRegion const&, OpenXcom::Ufo const&)
[07-08-2021_20-35-47]   [FATAL]   0x8851d0 OpenXcom::AlienMission::ufoReachedWaypoint(OpenXcom::Ufo&, OpenXcom::Game&, OpenXcom::Globe const&)
[07-08-2021_20-35-47]   [FATAL]   0x6cfb90 OpenXcom::GeoscapeState::time5Seconds()
[07-08-2021_20-35-47]   [FATAL]   0x6dfff0 OpenXcom::GeoscapeState::timeAdvance()
[07-08-2021_20-35-47]   [FATAL]   0x693f00 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[07-08-2021_20-35-47]   [FATAL]   0x5cef20 OpenXcom::Game::run()
[07-08-2021_20-35-47]   [FATAL]   0x41c950 SDL_main
[07-08-2021_20-35-47]   [FATAL]   0x9bbec0 console_main
[07-08-2021_20-35-47]   [FATAL]   0x9bbfe0 WinMain
[07-08-2021_20-35-47]   [FATAL]   ??
[07-08-2021_20-35-47]   [FATAL]   ??
[07-08-2021_20-35-47]   [FATAL]   0x7ff9ebb07020 BaseThreadInitThunk
[07-08-2021_20-35-47]   [FATAL]   0x7ff9ec7c2630 RtlUserThreadStart

Offline Ethereal

  • Commander
  • *****
  • Posts: 672
    • View Profile
Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
« Reply #104 on: August 08, 2021, 08:26:56 am »
Dmitry, Periodically, this error appears if does not persist for a long time. It looks like a local failure. I couldn't simulate it artificially, so I can't understand anything without a save file.

In addition, the modification was not tested on OpenXcom Extended versions higher than 7.0.