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2nd August 2005, 8:40pm
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#1
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Sergeant ![]() ![]() ![]() Group: Members Posts: 67 Joined: February 2003 Member No.: 538 |
Terror from the Deep, as everyone knows, adds 3 weapons to the game...the sonic thermal lances. I understand that there might be a way to "activate" or use these "unused blanks" in UFO Enemy Unknown as they do exist, its just they are not used. I was thinking of taking the weapons from Monkey Lords site and incorporating them into different packages. A Nato-American weapons pack, a Warsaw Pact Weapons bundle, and a European Union weapons type deal. 1 more question.... Did Bomb Bloke ever figure out how to coordinate the loading of the different Camo Uniforms to match up with the terrain you landed in??? I figure if these two could be put together along with the weapons it would be some REALLY cool eye candy and would add to the game 100% fold.
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2nd August 2005, 11:23pm
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#2
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![]() former bf2 pro... left because of hitreg... ![]() ![]() ![]() ![]() Group: Members Posts: 291 Joined: June 2004 From: California Member No.: 143 |
I don't think you can do that, because Xcom has a bunch of unused weapons hidden in the code, but you need to take out another weapon to do that. If you wanted to actually add weapons in you would have to go in and change a bunch of the stuff around, like setting manufacturing price, manufacturing time, research hours, manufacturing size, you would have to add in sprites, type of weapon, accuracy, Tu cost, what kind of shot it uses for bullet/beam and then you would have to add it into the research tree, and even then i don't know if it would be possible
oh yeah, i forgot sell price -------------------- I was this *---* close to being a bf2 pro player, but i left because of my internet and hitreg... meh. Just plain meh
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2nd August 2005, 11:45pm
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#3
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Sergeant ![]() ![]() ![]() Group: Members Posts: 67 Joined: February 2003 Member No.: 538 |
QUOTE(blehm @ Aug 2 2005, 11:23 PM) I don't think you can do that, because Xcom has a bunch of unused weapons hidden in the code, but you need to take out another weapon to do that. If you wanted to actually add weapons in you would have to go in and change a bunch of the stuff around, like setting manufacturing price, manufacturing time, research hours, manufacturing size, you would have to add in sprites, type of weapon, accuracy, Tu cost, what kind of shot it uses for bullet/beam and then you would have to add it into the research tree, and even then i don't know if it would be possible oh yeah, i forgot sell price The R&D is located in the .exe somewhere; Scott T Jones made mention that he might try to work with it in one of his future releases, but I don't think anything ever came of it. Everything else is open for modification- Graphics, sound, weapon time units, damage, statistics etc. What I was going to do, was replace the standard X-Com weapons with standard military weapons used by various countries (I have already done this with a couple of weapons). This is easily done with allready available Pck viewers and so forth. I am just not sure how to access the 3 unused slots which come with UFO (These slots are used in TFTD for the Lance weapons....). All the graphics, weapon data, and so forth have been included from the files on Monkey Lords site |
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3rd August 2005, 12:15am
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#4
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![]() former bf2 pro... left because of hitreg... ![]() ![]() ![]() ![]() Group: Members Posts: 291 Joined: June 2004 From: California Member No.: 143 |
ah, replacing is very easy, if only i knew how
i thought you meant like adding you know, a large array of human weapons and stuff If you want to do that then you have to stick with Ufo:aftermath -------------------- I was this *---* close to being a bf2 pro player, but i left because of my internet and hitreg... meh. Just plain meh
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3rd August 2005, 12:17am
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#5
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![]() expert of 5.56mm projectile delivery weapon systems ![]() ![]() ![]() ![]() Group: Members Posts: 241 Joined: February 2003 Member No.: 781 |
atm, i don't believe that is possible. that information is buried somewhere in the exe file. i tried to do it myself a few years back. no luck, maybe someday though
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3rd August 2005, 2:37am
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#6
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Sergeant ![]() ![]() ![]() Group: Members Posts: 67 Joined: February 2003 Member No.: 538 |
Replaced the Rifle with the M16 Replaced the Pistol with the Beretta 92D Replaced the Heavy Cannon with .50 Caliber Sniper Rifle Replaced the Auto Cannon with the G.E. Minigun Replaced the rifle and pistol sound effects to give a better "feel" to the game when firing these weapons. Replaced the "world" image that controls zoom and rotation on the lower right side of screen with the upgraded one from TFTD. Unfortunately there wasn't anything like a L.A.W or RPG-7 picture to incorporate in the place of the Rocket Launcher, so I will stick with it. All weapons have basically the same stats that came from the original files on Munkeylords site with 1 or 2 minor exceptions. The .50 Snipers ammo has been modified to fire Incendiary rounds. I am still undecided as whether I want the Minigun to have snapshot capability or not. I may also have the Minigun to X-com specifications; meaning the ammo will also be explosive or incendiary instead of just A.P.(undecided on this.....will make weapon EXTREMELY dangerous to both friend and foe alike if I do.) Undecided Stuff: Replace Impact sound effect....Have not found anything I really like because all weapons use same sound effect regardless of what they hit or what type of weapon they came from. Replace Weapon reload sound effect....Have extracted the more satisfying, but older 1.2 "Click Clunk" sound effect to replace the rather lame (IMHO) "click" introduced in 1.4. Problem...old 1.2 sound effect has "Hiss" noise in background (like an old tape). Will probably end up useing reload sound from Ufo Aftermath. Replace Lame Sectoid dying sound effect of 1.4 with older one from 1.2 (again has a slight "Hiss" in background) This is just the 1st American weapons pack. There is still the M4 carbine the Beretta automatic and a couple of others that I could use for the 2nd pack. I still wish I knew how to program. The camo uniforms loading up to match the terrain would have been great. |
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3rd August 2005, 11:50am
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#7
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![]() expert of 5.56mm projectile delivery weapon systems ![]() ![]() ![]() ![]() Group: Members Posts: 241 Joined: February 2003 Member No.: 781 |
i got a woodland camo uniform with pck pics if you want them.......don't know if the batch file works for installation but all the files are there. i'll post it on the site tonight. urban too, if i can find them
heres some rifles i made up ![]() will these work?
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3rd August 2005, 3:32pm
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#8
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Sergeant ![]() ![]() ![]() Group: Members Posts: 67 Joined: February 2003 Member No.: 538 |
I had completely forgotten about this "Replacement Weapons Package (American)" project roughly a year ago when B.B. said he would look into the uniform thing. I figured I would wait until he got everything up and running with the uniforms. With the Ufo Aftermath combo needing some work with some descriptions, I stumbled on this old file by accident. I may finish the other weapon packs (Russian/Warsaw Pact and European Union) in UFO Enemy Unknown after I get everything settled with Aftermath, but this one is almost complete with some minor exceptions. I figured I better go ahead and get it done before I forget about it again and/or lose it for good. By the way, many thanks for all the weapons on your site. I was inspired heavily by your 1xcnw pack to put this together. I do have a request or 2 The Druganov http://world.guns.ru/sniper/sn18-e.htm German PSG-1 http://world.guns.ru/sniper/sn14-e.htm I found that this site has some incredible photos and info (Russian site, but who cares...it is also in English). I have tried to reduce the size of many of these photos to fit into the game, but none come out very well at all!!. |
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4th August 2005, 11:16am
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#9
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![]() expert of 5.56mm projectile delivery weapon systems ![]() ![]() ![]() ![]() Group: Members Posts: 241 Joined: February 2003 Member No.: 781 |
k there. check #7
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4th August 2005, 1:36pm
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#10
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Sergeant ![]() ![]() ![]() Group: Members Posts: 67 Joined: February 2003 Member No.: 538 |
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4th August 2005, 3:33pm
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#11
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![]() expert of 5.56mm projectile delivery weapon systems ![]() ![]() ![]() ![]() Group: Members Posts: 241 Joined: February 2003 Member No.: 781 |
well, if it doesn't work just let me know and i'll show you how to fix it
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4th August 2005, 4:03pm
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#12
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Sergeant ![]() ![]() ![]() Group: Members Posts: 67 Joined: February 2003 Member No.: 538 |
My biggest thing now is the sound. I have sound effects that I have taken from a couple of rifles and pistols that I went out to the range and fired, then brought them home and converted them over to waves. I have a program by Quantifier that I can use to import everything with, the problem is that both the conventional rifles and pistols use the same sound effect |
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5th August 2005, 10:39am
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#13
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![]() The Smily Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,999 Joined: September 2002 From: Tasmania (AU) Member No.: 152 |
Meh, I'm still here. My broadbands gone, all my times gone, then my health went, but... I'm always around. :mad:
Loading up uniforms in sync with the terrain would, I think, be pretty simple. I just never got around to it. Actually, this morning I started some code in my mapviewer which will automatically generate new uniforms at runtime. The originals are drawn in such a way that I can change them with ease... In fact, I'm also gonna change the hair/skin color of units so that they match the inventory screens. The advatage of this over producing individual PCK files is that you don't need individual PCK files at all... The disadvantage is I'd need to finish my version of the game engine for it to be usable, and, uh, that's gonna be some time from now... But there's no reason why I couldn't spit out the re-rendered uniforms my program creates. I figure there'll be 14 of them, and they could be implemented in the original game easy enough. Sorry, the hair/skin color can't really be touched in the original game (can't do it on a per-unit basis, you see). I've got a copy of of the woodland uniform, so I'll rig up some code to cycle it into the game. Doubt it'll be XComUtil friendly, though. -------------------- |
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5th August 2005, 11:22am
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#14
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![]() expert of 5.56mm projectile delivery weapon systems ![]() ![]() ![]() ![]() Group: Members Posts: 241 Joined: February 2003 Member No.: 781 |
well, if you need some more uniforms. i can quickly make some new ones without the inventory screens. let me know what you have at the moment. also bagirov has a uniform site that you can get to from my page. hes got 4 camo uniforms for download
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6th August 2005, 8:19pm
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#15
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Sergeant ![]() ![]() ![]() Group: Members Posts: 67 Joined: February 2003 Member No.: 538 |
QUOTE(Bomb Bloke @ Aug 5 2005, 10:39 AM) Meh, I'm still here. My broadbands gone, all my times gone, then my health went, but... I'm always around. :mad: Loading up uniforms in sync with the terrain would, I think, be pretty simple. I just never got around to it. Actually, this morning I started some code in my mapviewer which will automatically generate new uniforms at runtime. The originals are drawn in such a way that I can change them with ease... In fact, I'm also gonna change the hair/skin color of units so that they match the inventory screens. The advatage of this over producing individual PCK files is that you don't need individual PCK files at all... The disadvantage is I'd need to finish my version of the game engine for it to be usable, and, uh, that's gonna be some time from now... But there's no reason why I couldn't spit out the re-rendered uniforms my program creates. I figure there'll be 14 of them, and they could be implemented in the original game easy enough. Sorry, the hair/skin color can't really be touched in the original game (can't do it on a per-unit basis, you see). I've got a copy of of the woodland uniform, so I'll rig up some code to cycle it into the game. Doubt it'll be XComUtil friendly, though. Excellent!! Its good to here from you Bomb Bloke!! |
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28th August 2005, 2:18pm
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#16
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![]() The Smily Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,999 Joined: September 2002 From: Tasmania (AU) Member No.: 152 |
I've produced 15 different colored kevlar uniforms... but I can't name them all.
The program to implement them is very nearly complete. -------------------- |
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29th August 2005, 1:39pm
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#17
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![]() The Smily Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,999 Joined: September 2002 From: Tasmania (AU) Member No.: 152 |
Done. The extra uniforms resulted in a larger filesize then I was expecting... But, oh well.
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