Jump to content
XCOMUFO & Xenocide

Additional Suggestions


Sporb

Recommended Posts

i just got ufo2000 running and it's cool :Hyper:

 

but i'd like to make some suggestions if i may (there just ideas tho) :Deal:

 

- i couldnt see any thread dedicated to this type o thing so i made one , so many threads , the mind boggles

 

K

 

Is there some way that you could use the original stats from ufo's soldier.dat files in ufo2000 so you could use your own team? course ther would need to be a check box to disable it too.

 

is there an editor avaliable for ufo2000 (on XP) so that i could contribute some graphics n schtuff? i do a bit o modding meself (working on a wolf3d mod at the mo) and i'd like to make some nice shiney new gunz (i aim for kneecaps).

 

Skins , terrains and other bits , how do i get some and how do i use them? would it be possible to add similar folders to ufo2000 that'd allow you to drag n drop like the levels for skins and such?

 

Character bobbing , the first thing i noticed was the lack of bobbing of the characters in ufo2000 like the ole enemy unknown had , i liked it and the lack of said bobbing makes the characters appear a little weird

 

if ya need a hand with anything graphical or mappy , i can help.

 

if you want a preveiw of my work take a look at my avatar (arthritis inducing pixel art) or i can post an url to my mod it , im proud of my guns B)

 

:Coffee:

Edited by Sporb
Link to comment
Share on other sites

A lot of the maps for UFO2000 are custom made (Bunkers, Area 51, Industrial), or use existing tilesets. (Farm, Jungle, Forest, Urban, etc.)

 

If you're interested in custom weapons, check out the Weapon Concepts thread over in Maps & Addons. :)

Link to comment
Share on other sites

Damn , that was some quick replying , am i being stalked? :hmmm: *joke*

 

i did try to find that map editor but the site i was directed too didnt seem to have any information regarding anything on it , i'll take another look , chers - i also tried to get some pck veiwers , but the one i downloaded was corrupt and useless (tried it plenty , downloaded it plenty) and the rest are at that damned fileplanet place - i aint paying mony for free stuff =p

Link to comment
Share on other sites

You don't have to pay to download from fileplanet. That's only the no-queues servers. SO MANY PEOPLE MAKE THAT MISTAKE. ¬¬

 

Here am link to latest version of map editar;

 

http://www.daishiva.com/programs/now/MapView.rar

 

You'll need the Microsoft .net Framework though.

Link to comment
Share on other sites

Here am link to latest version of map editar;

 

http://www.daishiva.com/programs/now/MapView.rar

 

You'll need the Microsoft .net Framework though

 

And internet explorer 6 for the .net Framework. Which you probably already have. :wink1:

Bah , i spit on microsoft internet explorer. Firefox :rock: i do have the version that comes on XP pro (no service packs) but ive never used it - would Visual Basic.net have the framework needed , i assume it would but it is made by microsoft.

Edited by Sporb
Link to comment
Share on other sites

Is there some way that you could use the original stats from ufo's soldier.dat files in ufo2000 so you could use your own team? course ther would need to be a check box to disable it too.

 

well, importing the old stats can become a cheat, because soldiers in ufo2000 are limited in the sum of their stats, and experencied soldiers from x-com will probably exceed that limit. but you can always edit your squad so that it will resemble the squad of x-com ;)

 

is there an editor avaliable for ufo2000 (on XP) so that i could contribute some graphics n schtuff? i do a bit o modding meself (working on a wolf3d mod at the mo) and i'd like to make some nice shiney new gunz (i aim for kneecaps).

 

there's no need to have a special editor for the graphics - in most cases ufo2000 uses ordinary .png's.

currently two aspects of the game are modificable - items and maps.

to create new items you need a text editor (any - even notepad will work), to create/edit .lua's with item properties and an image editor capable of saving transparent .png's. there is an unofficial weapon modding guide, though it is inaccurate a bit: http://lxnt.info:8888/repos/ufo2k/trunk/docs/newweapons.txt

to edit maps you need Daishiva's editor, already mentioned there (a guide to creating new maps is here: http://lxnt.info:8888/repos/ufo2k/trunk/docs/newmaps.txt )

 

Skins , terrains and other bits , how do i get some and how do i use them? would it be possible to add similar folders to ufo2000 that'd allow you to drag n drop like the levels for skins and such?

 

custom skins are not supported at the moment. you can find custom maps and custom weapon sets in the "Maps and add-ons" forum. maps are installed by extracting their files to the "newmaps" folder, and also the "extensions" folder can be used to install... hm, extensions :)

 

Character bobbing , the first thing i noticed was the lack of bobbing of the characters in ufo2000 like the ole enemy unknown had , i liked it and the lack of said bobbing makes the characters appear a little weird

 

sorry, but what do you mean by "character bobbing"?

 

if ya need a hand with anything graphical or mappy , i can help.

 

check the mantis for such things, especially this issue: http://ufo2000.lxnt.info/mantis/view.php?id=181

Link to comment
Share on other sites

By character bobbing i mean , in enemy unknown and tftd , when a charcter moves it bobs up and down to simulate walking , in ufo2000 , this is absent , the characters legs move but they appear to glid to their nav point. And also , one of my fellow wolfing co-workers has developed a means to import high definition graphics (from a previous 64X64 to a nice lookin 128X128) would it be possible to do a similar thing with ufo2000, just in the inventory though, the ingame sprites are perfect. This would enabe us to fasion some real hard core gunz - looky

This

http://usera.imagecave.com/sporb2000/heavycannonground.png

Becomes this

http://usera.imagecave.com/sporb2000/579-Sprite.bmp.jpg

(ignore the other guns)

^ hand drawn i'd just like to add *smug mode* B)

the best i can do with the panels limited space is this

http://usera.imagecave.com/sporb2000/zrifle.png

 

Snow urgency o course - if this were to happen i'd gladly resize , and re texture the pics - Mmmm detaily

 

@ about the issue , i could help out , but i know not how to apply n stuff - whazit entail exactly?

Edited by Sporb
Link to comment
Share on other sites

would it be possible to do a similar thing with ufo2000, just in the inventory though, the ingame sprites are perfect.

 

currently most of the graphics used by ufo2000 is from x-com, so we have to use its sizes too. probably when we have more own graphcs we will use new sizes and make x-com graphics resize to them.

 

about the issue , i could help out , but i know not how to apply n stuff - whazit entail exactly?

 

there is a list of children issues which need new graphics

Link to comment
Share on other sites

somthing that has always bugged me about ufo is the reactions. IMO it would be neat that in a reaction instead of your man taking a shot , the man should get 5-10 seconds to shoot , run , release smoke. it's just no fun when you get seen by one man subsequently draw 6000 plasma bursts , if this was added at least you would have the chance to retaliate , duck for covr or use a smoke bomb to make shooting him harder - or course it would still work like original reaction , wouldnt work everytime and would depend on the remaining tus - there ya go , just a rant about a suggestion Edited by Sporb
Link to comment
Share on other sites

somthing that has always bugged me about ufo is the reactions. IMO it would be neat that in a reaction instead of your man taking a shot , the man should get 5-10 seconds to shoot , run , release smoke. it's just no fun when you get seen by one man subsequently draw 6000 plasma bursts , if this was added at least you would have the chance to retaliate , duck for covr or use a smoke bomb to make shooting him harder - or course it would still work like original reaction , wouldnt work everytime and would depend on the remaining tus - there ya go , just a rant about a suggestion

I do not think so...this is turned based, not real-timed. Strategy skills for turned based is leaving them in an area to guard\leave as bait. Reactions was created for the sole purpose to place your men right.

Link to comment
Share on other sites

somthing that has always bugged me about ufo is the reactions. IMO it would be neat that in a reaction instead of your man taking a shot , the man should get 5-10 seconds to shoot , run , release smoke. it's just no fun when you get seen by one man subsequently draw 6000 plasma bursts , if this was added at least you would have the chance to retaliate , duck for covr or use a smoke bomb to make shooting him harder - or course it would still work like original reaction , wouldnt work everytime and would depend on the remaining tus - there ya go , just a rant about a suggestion

I do not think so...this is turned based, not real-timed. Strategy skills for turned based is leaving them in an area to guard\leave as bait. Reactions was created for the sole purpose to place your men right.

 

Or to have a chance at taking potshots at unsuspecting enemies. Which can be devastating on SP X-Com! (When you've seen half a dozen soldiers in a firing line formation drop several Ethereals, Sectopods, etcetera. without budging or dying then you can go "eep!")

 

Also, my soldiers in MP X-Com have kerrrrrazy reactions and firing accuracy, mostly. Most of my Snipers get well over 100% for Aimed Shot with the custom Sniper Rifle on the list. ;)

Link to comment
Share on other sites

This game is not related to xcom 3, but xcom 1 and xcom 2. The reaction system is perfect right now. People are just going to learn how to place their men right. Here is the reaction logic used by me.

 

The reaction logic:

 

1) Be ready for them to come up to you and cancel your reaction fire if you aren't well hidden.

2) Always assume they have enough firepower to fire at you with reactions

3) Ignore logic #2 if you absolutely know they don't have reaction fire left

4) Give a possibility of a soon to be ambush from an unexpected area and not frequently watched area, so set your man facing that direction (sides).

5) Think about where they will go next

6) Position your unit in the area that is most probable that they will come from

7) Think about which reaction will fit best for the situation. Snap for long ranges, and auto for close up. Heavy plasmas usually require aimed.

Edited by Kratos
Link to comment
Share on other sites

×
×
  • Create New...