ACM (UFO Aftershock)


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#41 Okim

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Posted 07 March 2009 - 04:00 PM

Sonic Gun (close range weapon).

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Sonic rifle (medium range assault weapon. Replacement of ultrasonic gun).

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#42 ERISS

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Posted 08 March 2009 - 07:58 AM

View PostOkim, on 4th March 2009, 10:46am, said:

MELEE WEAPONS: without change (yet).

I`ve also planned some advanced melee weapons such as chainsword (hard damage), power sword (laser damage) and power fist (plasma damage). I`ll see if these weapons are worth spending time.
If no melee weapons, you will angry comandos.
Melee weapons are cool in Afterlight; and in the end you can use light saber jedi style (I like rushing on matriarchs and kill them in one or two swings).

#43 Okim

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Posted 08 March 2009 - 04:58 PM

Can anybody provide me with sound effects for saw and ligh saber from UFO AL please?

#44 ERISS

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Posted 08 March 2009 - 07:39 PM

View PostOkim, on 8th March 2009, 5:58pm, said:

sound effects for saw and ligh saber from UFO AL?
These lie in the gamedata.vfs file in the 'UFO Afterlight' folder.
Using the VFS View tool, they are Wave files in Root\sound\tool.
These interesting sounds are buzzsaw2, katana_svih1, kulbleskzasahcile, newplasmomet1, noz_svih1 and svetelnymec3. You would find what needed in these, I don't think there are others wanted.
I will try to send you them (I never sent anything trough a forum).
And, is that legal??

#45 Okim

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Posted 09 March 2009 - 05:33 PM

New textures for cultists.

Commander:

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Troopers in light armor:

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Cultists now use drones with various weapons (from m249 to warp cannons depending on phase).
Cyborgs, psionics and militia now use new sets of weapons. Psionics are mainly using salvaged reticulan weapons, projectors and small sidearms. Cyborgs are more dangerous because of variety of heavy weapons and drones (!).
Militia was reworked. It now uses all available weapons starting from basic firearms and ending with gauss and warp weapons.
Made some preliminary textures for new laputian armors (using so-called Wargotium alloys). These are bright and colorful armors which provide its user a 5-10% bonus to all protections. I`m also considering an idea of chemical-enchancer armors based on cultist suits. These are planned to give less protection than normal suits. The main advantage of these suits is usage of various stimulants as attachments providing its wearer some bonuses (much like cyborg implants).

P.S.: finaly found a better utility to compress images without quality loss :laugh:

#46 Thunder_Gr

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Posted 11 March 2009 - 05:43 PM

It looks awasome! I hope it will come out soon. AS has gained the position of my favorite in the series, and this mod gives it additional spice! :laugh:
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#47 Okim

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Posted 11 March 2009 - 06:55 PM

View PostThunder_Gr, on 11th March 2009, 8:43pm, said:

It looks awasome! I hope it will come out soon. AS has gained the position of my favorite in the series, and this mod gives it additional spice! :laugh:


If everything will be OK i`ll release it after 21-22 of March. Currently everything seems to be OK :D

#48 Okim

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Posted 11 March 2009 - 08:32 PM

Laputian heavy armor.

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New brainman (or mozghun as it is called by Altar) textures:

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Plasma pistol and chainsword. Pistol replaces plasma shotgun.
Chainsword is a one handed weapon. It does HARD damage. Not as deadly as katana, but iits advantages make it a great melee weapon nevertheless.


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After looking at these shots i begin to consider a one-handed dartgun. Just imagine - make just one good shot and than enjoy cutting the unfortunate foe :laugh:

#49 Zombie

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Posted 11 March 2009 - 08:54 PM

View PostOkim, on 11th March 2009, 3:32pm, said:

Chainsword is a one handed weapon. It does HARD damage. Not as deadly as katana, but iits advantages make it a great melee weapon nevertheless.

After looking at these shots i begin to consider a one-handed dartgun. Just imagine - make just one good shot and than enjoy cutting the unfortunate foe :D
Truly a gruesome weapon! Keep up the great work Okim! :laugh:

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#50 Slaughter

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Posted 11 March 2009 - 11:48 PM

Great work with the heavy armour! :D

As for Dartgun, I prefer the more direct "first I drill a hole in your face with the Chainsword, then I cut off your head with the Katana" approach :laugh:


#51 Okim

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Posted 12 March 2009 - 09:06 AM

Charging morelmans and brainmans with only a melee weapon sounds like Space Marine`s fearless (and rather suicidal) charge on tyranid carnifex :laugh:

#52 Okim

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Posted 17 March 2009 - 06:11 AM

Shots, shots and shots.

Few more cultists:

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Laputian hvy armor:

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Power sword:

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Warp rifle (thermal scope + ub airgun):

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Pictures of the day.

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#53 Slaughter

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Posted 17 March 2009 - 08:23 PM

Warp rifle looks like fun! :laugh:


#54 gozer

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Posted 19 March 2009 - 11:42 AM

this mod really looks awesome

was playing afterlight for some time, good game but i don't like the cartoonish graphics there (especially the suits and weapons there look like plastic toys) ... looking at this mod i guess it's time to give aftershock another try as soon as ACM is released

#55 Okim

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Posted 19 March 2009 - 07:07 PM

New drone weapon models.

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#56 Okim

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Posted 20 March 2009 - 10:13 AM

Does anybody know how to extract\open the ".animpack" files? These files are belived to store txt files of animations.

Vfstool and meshconverter do not recognize the files.

#57 Thunder_Gr

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Posted 20 March 2009 - 10:41 AM

View PostOkim, on 20th March 2009, 12:13pm, said:

Does anybody know how to extract\open the ".animpack" files? These files are belived to store txt files of animations.

Vfstool and meshconverter do not recognize the files.


Have you tried notepad? If the file is holding text, it should open it. However, after a google search, it appears they are not text files.
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#58 Okim

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Posted 20 March 2009 - 12:03 PM

View PostThunder_Gr, on 20th March 2009, 1:41pm, said:

Have you tried notepad? If the file is holding text, it should open it. However, after a google search, it appears they are not text files.

You are joking, aren`t you? :laugh: This was the first thing that i did. They indeed contain some text data, but it is compressed or converted into binary or smth else.

Meshconverter does not recognise this compression/conversion and vfstool can`t extract it (tried it just in case if .animationpack was a renamed vfs archive).

#59 gozer

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Posted 20 March 2009 - 12:58 PM

http:/forum.altargames.com/index.php?showtopic=5651

maybe this could help a little, it's from afterlight modding forum but the file structure looks similar. when i open any animepack file from AS (in notepad/PSPad) then the formating is of course screwed but the tags are there in plain text ... and there is gibberish instead of the values. it looks that the file isn't compressed, it just stores the values in some weird format

maybe the 3dsmax can show/interpret the values correctly ... no clue, never worked with graphics modeling SW

#60 Thunder_Gr

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Posted 20 March 2009 - 01:15 PM

View PostOkim, on 20th March 2009, 2:03pm, said:

You are joking, aren`t you? :D This was the first thing that i did. They indeed contain some text data, but it is compressed or converted into binary or smth else.

Meshconverter does not recognise this compression/conversion and vfstool can`t extract it (tried it just in case if .animationpack was a renamed vfs archive).

I thought you would, but such simple oversights can be done by the best of developers, so I decided to mention it just in case :D .

@gozer

Well, this can explain the lack of web information about it. So, it is one of the "figure it out alone or leave the files alone" kind of situation... :laugh:

Strangely, I get an error trying to quote gozer's post..hmmm...And the redirection to altar does not seem to work either..I had to manually enter the address....
That what I know, is that I know nothing. - Sokrates

I would like to state that my message does not violate any copyright laws.
However, every single word I have used is also used in all books that have ever
been published in english...




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