Author Topic: [OXCE] Hyper & Trajectories  (Read 7741 times)

greenscarf_005

  • Guest
[OXCE] Hyper & Trajectories
« on: March 31, 2021, 09:22:46 pm »
[REQUIRES OXCE 6.5+]
mod.io page:
https://openxcom.mod.io/oxce-hyper-velocity
A highly configurable mod for fast-paced XCOM experience.

By adding vapor trail to projectiles, this mod merges these two key factors once seemed incompatible:

- High Visibility
- Fast Projectiles

weapon projectile and animation speeds are now blatantly fast; which is both time-efficient and visually appealing at the same time. Helps greatly when you need to fire huge amount of volley with automatic arms.

INSTALLATION
unzip the folder attached below
move it into documents/OpenXcom/mods (create one if there isn't)
enable the mod in-game

The mod is split into two sections; 'hyperspeed' and 'trajectory'. Each consists of projectile speed and projectile trajectory. Remove one if you only need one of the features.

MODDING

highly moddable and addable to any vanilla/modded contents. Create a custom .rul file and add these properties to item of desire:

check ruleset reference nightly for more information:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

SPEEDS
Spoiler:
bulletSpeed : Projectile velocity; default 0; vanilla fastest 20
explosionSpeed : Explosion/Animation playback speed; default 0; 2 means double speed
hitAnimation: Sprite id when rendering explosion/animation; -1 removes animation
VAPORS
Spoiler:
vaporColorSurface:determines color ( numbers in transparency.rul)
vaporDensitySurface:size of vapor
vaporProbabilitySurface:% if a vapor would be created; default 15

multiple vapor trails are also possible when using shotgunpellets as above video demonstrates;

CREDITS
OpenXcom Extended by Meridian

greenscarf_005

  • Guest
[1.0.0 OFFICIAL RELEASE]
« Reply #1 on: April 08, 2021, 05:48:42 pm »
even more configurable using refnodes

Offline scarf

  • Sergeant
  • **
  • Posts: 27
  • hello world
    • View Profile
    • reddit page
[UPDATE] Hyper & Trajectories for Hardmode Expansion
« Reply #2 on: April 23, 2021, 09:21:44 am »
link moved to https://openxcom.mod.io/oxce-hyper-trajectory




now hyper & trajectories officially support hardmode expansion!
please keep in mind that you'll need oxce to run hyper & trajectories.


btw I've found out I was using alternative account all the time by mistake (auto-logins), it would be nice to remove these topics entirely, since I've accidently removed my alt account before removing topics above...
« Last Edit: June 16, 2021, 02:24:18 pm by greenscarf »

Offline LagT_T

  • Sergeant
  • **
  • Posts: 13
    • View Profile
Re: [OXCE] Hyper & Trajectories
« Reply #3 on: May 13, 2021, 08:34:08 am »
This is probably one of the coolest graphic mods ever released. Thanks!!

Offline notofu999

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [OXCE] Hyper & Trajectories
« Reply #4 on: June 05, 2021, 09:43:21 am »
I really like this mod, good work :)

Offline Hashirama015

  • Sergeant
  • **
  • Posts: 25
  • Omnia Mors Est Infideles
    • View Profile
Re: [OXCE] Hyper & Trajectories
« Reply #5 on: July 05, 2021, 07:48:14 am »
Can this be added with xcom files?

Offline Abyss

  • Colonel
  • ****
  • Posts: 355
    • View Profile
Re: [OXCE] Hyper & Trajectories
« Reply #6 on: August 30, 2021, 01:47:29 pm »
AFAIK, it's now being implemented in both X-CF and XPZ. Although, guys had to reverse-engineer it for some unknown reasons.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11662
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [OXCE] Hyper & Trajectories
« Reply #7 on: September 01, 2021, 10:28:14 am »
AFAIK, it's now being implemented in both X-CF and XPZ.

It's in Piratez. For XCF, I've never had such plans. But I admit it looks cool, so who knows.

Although, guys had to reverse-engineer it for some unknown reasons.

Ahaha...

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [OXCE] Hyper & Trajectories
« Reply #8 on: October 09, 2021, 09:12:14 pm »
Reason is simple, I wanted my designs of vapor trails, not theirs. But kudos for them for making this mod - without it it would be impossible, the feature is very poorly documented.

Offline TBeholder

  • Sergeant
  • **
  • Posts: 41
    • View Profile
Re: [OXCE] Hyper & Trajectories
« Reply #9 on: December 12, 2022, 04:22:11 pm »
Cool demo.
But it appears that this needs to be all in one package, thus copied over to be reused, not used as a library? I mean, enabling this mod and writing in another ruleset something like
Quote
  - type: STR_SMG_CLIP

    refNode: *VELOCITY_BALLISTIC_HYPER
does not work. Even after adding (mod)/transparency.rul alone and tweaking metadata.

Offline scarf

  • Sergeant
  • **
  • Posts: 27
  • hello world
    • View Profile
    • reddit page
Re: [OXCE] Hyper & Trajectories
« Reply #10 on: February 23, 2023, 07:03:54 am »
Cool demo.
But it appears that this needs to be all in one package, thus copied over to be reused, not used as a library? I mean, enabling this mod and writing in another ruleset something like does not work. Even after adding (mod)/transparency.rul alone and tweaking metadata.
yeah, there was a limitation. yaml files doesn't support including it, and there's no mention of including other rulesets in reference, either.