Slaughter Posted March 3, 2004 Report Share Posted March 3, 2004 Sounds good! This is getting closer to a TC by the minute! Link to comment Share on other sites More sharing options...
Aralez Posted March 3, 2004 Author Report Share Posted March 3, 2004 OK, the muton is in the crewpool, complete with face, inventory etc... BUT i had a small problem, and had to make a decision. I can make the muton come with the armour, no problem, BUT as some things are hardcoded i had two choices: -Make it an armour for everyone right from the start, but that would unbalance the game seriously. -Make it unusable for others (except the muton itself), BUT it disappears when you undress it and will NEVER return. So your muton will be a regular soldier with a human armour if you are not careful. I decided that the second idea is the way to go, for obvious reasons (balance) AND for the possibility of more crewmembers. One could explain that "feature" by the Mutonarmour being a living being which dies when removed from the body. https://www.lognvik.no/Aftermath/25.jpg Link to comment Share on other sites More sharing options...
Llama8 Posted March 3, 2004 Report Share Posted March 3, 2004 *notices the Muton's name*Hmmm, Malcom the Muton... Link to comment Share on other sites More sharing options...
Aralez Posted March 3, 2004 Author Report Share Posted March 3, 2004 lol, that was only a test-version of the mod, in the finished mod it will be called Muton 1 or something Malcolm, the Muton. Sounds like the title for a kids-book. Link to comment Share on other sites More sharing options...
BlackAlmaz Posted March 3, 2004 Report Share Posted March 3, 2004 well i guess it would be new...i'll have to try it before i will coment....so wile wait for themod to come out.....and arala when i more time i'll send you my sg1 suits...can you check them for me...cause you computer doesnt have my bugs Link to comment Share on other sites More sharing options...
Aralez Posted March 3, 2004 Author Report Share Posted March 3, 2004 Sure! The new RBmod version is FAR from being finished, so you should have some time The muton's voice is done , too. So now i will try to add even more Xcom-Aliens into the crew... Link to comment Share on other sites More sharing options...
Strahd Posted March 4, 2004 Report Share Posted March 4, 2004 Alarez I can also send you the sounds of X-Com 2 those that i managed to extract however you'll have to figure out the correct speed of the sound file. The one that seemd right was a terribile quality (IMHO anway). Link to comment Share on other sites More sharing options...
Aralez Posted March 4, 2004 Author Report Share Posted March 4, 2004 I used an existing voice and lowered it's pitch, now the mutons have a very deep and "male" voice The sound files you've sent were no good. (for this! They are excellent in quality) I didn't realize before that the original XCOM had only 4 or five screams as alien voices! Sometimes memories are better than the original was Link to comment Share on other sites More sharing options...
Aralez Posted March 5, 2004 Author Report Share Posted March 5, 2004 Can you say "popper" ? https://www.lognvik.no/Aftermath/po1.jpg https://www.lognvik.no/Aftermath/po2.jpg Best about them: They do NOT replace the existing chompers but are added to the game! They are identified in-game as chompers, so i won't get any complaints about enemies without name (hi, Lurker ) Thx, Carlos_The_ Jackal, for the idea! Link to comment Share on other sites More sharing options...
Aralez Posted March 5, 2004 Author Report Share Posted March 5, 2004 Oh and yes, they will explode I did some quick test and they are very variable with those two weapons (bite+explosion). I had three soldiers, one alone, the other two as a team. The lone soldier was killed by bite-attack, the group was killed by the explosion-attack. Oh and i used a yet unused explosion-animation, NEAT ! Link to comment Share on other sites More sharing options...
Lurker Posted March 6, 2004 Report Share Posted March 6, 2004 Poppers, sounds great! I have two of those plastic Popper figurines on my shelf, from the good old days. I always liked the idea of a running grenade. The Poppers really made you nervous when they were incoming. They became priority targets. Whether they are called Poppers or Explosive Chompers or Chompers probably doesn't matter. My only suggestion is to see if you can make the legs half as long or a third as long. If you are trying to capture the 'spirit' of the original Popper, then you need the fast speed of the current Chomper combined with the short legs of the Popper. Link to comment Share on other sites More sharing options...
Aralez Posted March 6, 2004 Author Report Share Posted March 6, 2004 Sorry, model-editing and animation-editing is not do-able atm, because there are no tools for them (Hides behind chair as Kret probably could think this is another hint ) I could try to make the Chomper a bit faster generally, though, hmmm, will take a lok at that. But the "new" Popper sure has a nice big "BOOM" Oh, the texture will be updated a bit in the release version. This are only test screenshots, remember! One sad message for Lurker, though: The eq_mods will NOT work with the new mod, maybe i will do an updated version later when i have some time after this HUGE pile of modding-work in front of me Atm i'm working on something like a Spitter, screenies will follow later.... CU and remember: Never give Mutons in Bikinis a friendly smile, they could misunderstand that Link to comment Share on other sites More sharing options...
Lurker Posted March 6, 2004 Report Share Posted March 6, 2004 I was wondering what happened to the eq_mods. The UBER one sounded easy, just replace all the files with one file. But, of course, the eq_mods should be made to work with the newer stuff even if we have to wait to get the new eq_mods. Link to comment Share on other sites More sharing options...
Aralez Posted March 6, 2004 Author Report Share Posted March 6, 2004 I was going to start work on the eq_mods when this mod turned into a Xcom-enemy-addon for the RBMod At the start i thought about two completely different mods (RB+eq and the OTHER mod), but as you can see they merged themselves together Sigh, so much work.... Btw,Lurker, did you find Mr.Smily yet ? (the small surprise i included for you) Link to comment Share on other sites More sharing options...
Lurker Posted March 6, 2004 Report Share Posted March 6, 2004 No, I haven't ran into Mr. Smily yet, though I have been looking. I have tons of deadlines at work, seasonal stuff. My personal internet connection is connected with work. I ended up with my very limited time dedicated towards continuing the 5.60 game that I started. I think I have another base by now, 21 or 22. I couldn't get enough computer time to download 6.1, yesterday. And, this web site has been frequently unavailable. Should be able to download 6.1 tonight, hopefully. Somewhere I read that there is a cheat that will give a New Recruit. I need to do that cheat until I get Mr. Muton and Mr. Smily. I've had Mr. Kid since the start of the 5.6 game, and he is now my Super-Heroic for handguns. Deadly with a Lurkergun. Lost Mr. Smith to a balloon fish. I have a Cyborg in the crew who is Super-Heroic for rifles - SNIPER. I'll go look for that cheat code (if it exists) and see if I can pull up Mr. Smily and Mr. Muton and BlackAlmaz Spetnaz, if I can get 6.1 downloaded successfully. I was hoping to play a few UFO:AM missions this weekend. Wish me luck. Need to get off line now. Link to comment Share on other sites More sharing options...
Lurker Posted March 6, 2004 Report Share Posted March 6, 2004 Okay, I used the HIREUNIT cheat about a million times after downloading the 6.1. I have four Mutons in the crew, including two Muton 4. I have Spetznaz, Legionaire, and Sarge (Clint Wood). I have Smith and Wesson. I have Mr. Wind and Ru Paul. I have a half dozen Cyborgs. During it all, it offered me the Russian Base, and I only have 22 bases captured. The only one I probably haven't seen yet is Mr. Smily I'm getting tired of hiring and dismissing. I want to see those Mutons and Ru Paul in combat. So, I probably won't see Mr. Smily for awhile. Oh well, how's that for the luck of the draw? -- Okay, kept going, and got six Mutons now in the crew. No Mr. Smily yet. Got so many Mutons that I figured I would try to do the thing you told us not to do (install Armor on a Muton), and it gives a crash to desktop, just like it should. All is well. I figured from your input above, that it would just skin the thing. But, a Crash to Desktop is convincing enough to only try it a second time. A crash to desktop is better than a Muton with no skin, so indeed, all is well. After CTD, I go back in and everything is just fine. You have to realize that I'm running version 6.1 of the Rebalance with the same saved games that I started with version 5.6 of the Rebalance and been using the CHEAT's all the way. Seems very stable to me so far. Windows XP. Long ago, I had the SLAW crash to desktop, which was fixed, and now the Muton CTD, which should NOT be fixed, and that's not bad for a mod. From what I can see, all is as it should be. Good work!! Now let's see how they do in combat, all those Mutons. I have about seven missions being offered right now. Gotta try to get in a couple missions before I have to quit and get back to work. -- SECOND EDIT: Posted my follow up here:https://www.ufoaftermath.co.uk/forums/index...t=0entry16020 Link to comment Share on other sites More sharing options...
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