Openxcom MODS


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#21 luke83

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Posted 23 September 2012 - 02:59 AM

Thanks mate , the site is being built slowly as i still have other projects to do also ( this weekend i spent trying to work out how to make Youtube videos to support the community, the only thing i learnt was my voice sounds bad when recorded) , plus some of the new members are planning extra tutorials when they get time also so it should continue to grow.

#22 luke83

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Posted 30 September 2012 - 04:04 AM

Newest version of the Expanded Urban Terror sites is available on my site, includes a few Fixes on:
Spawn Points
Loft Templates
Wrong Map Items used

http://openxcommods.weebly.com/

Also i have made a short video of my final inspection on the set and posted it to youtube,


#23 luke83

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Posted 05 October 2012 - 10:39 PM

Here is a quick video of what i am currently working on


#24 Space Voyager

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Posted 06 October 2012 - 08:21 AM

Wow, love the new layouts and variations. Looks deadlier than ever!

#25 luke83

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Posted 07 October 2012 - 10:49 AM

Just wanted to provide some new experiences in a classic game , i can tell you many, many hours have gone into making these 2 sets so i hope someone else uses them someday.

Once this entire UFOs are done i may try my hand for something similar for TFTD as there does not seem to be many mods for that around.

#26 silencer_pl

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Posted 07 October 2012 - 12:24 PM

I've got a question - would it be hard to upgrade x-com to use 640x480 ? It's using 320 resolution am I right ?
Posted ImagePosted ImagePosted Image

#27 luke83

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Posted 07 October 2012 - 05:56 PM

Honestly i am not a programmer so i have no idea .

There has been much talk about redrawing the entire graphic set by new members to 2x-3x original sprites size ( like TTS did) to handle Higher resolutions but these guys usually disappear after there posts and never return - it appears to be a Topic of doom!

These two links below deal with possible solutions that i think will be added at some point in the future
http://openxcom.org/...opic,183.0.html
http://openxcom.org/...706.html#msg706

There is not much i can do here as i am really only a gamer..

#28 luke83

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Posted 15 October 2012 - 06:27 PM

Started working on some Youtube tutorial video to support the information on OpenxcomMods , please check it out



#29 luke83

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Posted 17 October 2012 - 06:06 PM

Made a New mapview video , last ones quality was not so good , both will remain active as they show me working on 2 different mapblocks.


#30 luke83

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Posted 31 October 2012 - 10:13 AM

Warboy1982 has been inspired by all the mods on our site and had started work on a separate version of openxcom for himself and a mate, his project was made public by a community member and now he has decided to share with all, track his progress here:

http://openxcommods....warboy1982.html
http://openxcom.org/...opic,731.0.html

#31 luke83

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Posted 01 November 2012 - 06:03 PM

New Video is up showing How to Use  Bomb Blokes MCDADD



#32 Zombie

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Posted 03 November 2012 - 12:06 AM

Thanks for your videos Luke, nicely done! :)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#33 luke83

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Posted 03 November 2012 - 09:54 AM

Finally found how to replace one pixel colour with another in GIMP , i did 2 quick test , i think they turned out pretty cool. I really need to FOCUS on my UFO project and not get distracted with these things ;)

Attached Thumbnails

  • RedMutons.png
  • Grey_Black_mutons.png


#34 Zombie

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Posted 03 November 2012 - 02:34 PM

Looks awesome! Finally, red Mutons! Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#35 Munkeylord

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Posted 13 November 2012 - 03:05 PM

After about 10 years of sitting on my thumbs, I was curious as to what new things were happening in xcom world. Well i'll be damned, someone finally did it. I have since then been tearing apart openxcom trying to figure out how it works, bugging the hell out of people i probably shouldn't be bothering and such. Listening to my kids scream as im trying to concentrate on writing a post and so forth. So i bugged this guy, warboy1982 and was pretty much in awe, though full of bugs and glitches, he has since (yesterday) released like 5 versions and it's running pretty damn awesome now. With that said.

I'm pretty much ready to start modding again, with a bazillion ideas but mainly i want to help warboy finish up his project. His project is in line with what i wanted to do. Im still going to lurk these forums though Posted Image

P.S. i couldn't find an appropriate place to post this, so this works.

So, no luck trying to even port graphics over to openxcom, just get graphical glitches all over the place. everything runs fine on vanilla xcom though. i found some luck.

#36 luke83

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Posted 14 November 2012 - 08:41 AM

Welcome back to modding , if you want to upload anything you create of course you can use this site , otherwise the OX-Mod site is also available.

#37 Munkeylord

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Posted 16 November 2012 - 12:45 AM

ok here's a test of stuff. basically i ported over xcww2 to open xcom. fixed some bugs i couldn't fix before and did some optimization of how it actually works. it's still far from complete but please play it and tell me what you find, my brain is fried.

http://www.sendspace.com/file/228wy5

#38 luke83

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Posted 22 February 2013 - 08:30 PM

Hello Strategy Core,  FYI: i have been learning some of the basics of using "BLENDER" and have started working on some "OLDSCHOOL XCOM" 3d models to match the game art( this allows me to practise my LIMITED Skills), please check them out on the MOD site and if you have any of your own Xcom related 3d Models you would like to share, i am happy to add them there also.
http://openxcommods..../3d-models.html

Also there is discussions for  a "SKYSCAPE" mod going on within the Openxcom Forums , it would be great to have some other XCOM VETERANS thoughts on this topic and ideas on how to best implement it.
http://openxcom.org/...opic,929.0.html

Attached Thumbnails

  • MEDIUMSCOUT3.png
  • SKYR2.png
  • SKYR1.png


#39 michal

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Posted 23 June 2013 - 03:45 PM

Just wanted to update this thread ;)

Everyone who are interested in x-com modding, should check OpenXcom - it's already in playable state and has plenty of modding capabilities - you can add new items with new graphics, new aliens, etc. You don't have to replace assets - you can add new!

There is list of finished mods here:
http://ufopaedia.org...Mods_(OpenXcom)

OpenXcom modding forums:
http://openxcom.org/.../board,8.0.html

#40 luke83

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Posted 02 August 2013 - 08:19 AM

For those who are interested, i have just updated my Mod page with more Alien colours and a updated OXC compatible inventory screens, ALso the next edition of my UFO Upgrade is ready for testing , this should only be a few weeks away ( it depends on how much time i spend avoiding my study commitments Posted Image )

This week i have done a Cyborg and a New Chrysalid , only the Cyborg is uploaded on the MOD sitePosted Image

Attached Thumbnails

  • Pink_B.png
  • Cyborg.png
  • scientist.png





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