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Ufo2000 Weapon Concepts Discussion


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#1 Exo2000

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Posted 05 April 2005 - 06:30 AM

Just thinking, some weaponry additions to the X-COM Universe of UFO2000, either for weaponsets or later addition.

If anyone's good at X-COM Style Pixelart and wants to have a go at making pixelart of any weapons listed here, go ahead. :)

My contributions;

RPG Launcher (Should look like a classic RPG-7 (seen in most games))
Function: It fires grenade-like missiles that are frequently inaccurate, not good at damaging armoured targets, and have a weak blast radius. Can blow holes in walls. Weaker than Small Missile, stronger than Grenade, less accurate than Rocket Launcher.

High Cal Pistol (Beefier looking pistol)
Function: Pistol that does more damage but expends more TU to fire.

Sniper Rifle (Should look at least vaguely like a well-known sniper rifle model, Dragunov SVD, etc.)
Function: Long-Range spotting and killing. Accuracy penalty when standing up. Very good on lightly armoured targets. (None/Pers) Worse against armoured targets (Power/Hoverpower)
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#2 NekoJinBoy

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Posted 06 April 2005 - 06:05 PM

Considering they already beefed the pistol up to match a Desert Eagle, or...a Colt...because it only has 7 rounds now and does a tremendous amount of damage.

If you ask me....they need a decent stabbing melee weapon
So you could seriously walk up to a sniper with a heavy plasma and go... :Poke:

#3 Exo2000

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Posted 06 April 2005 - 07:46 PM

(...)
RPG Launcher (Should look like a classic RPG-7 (seen in most games))
Function: It fires grenade-like missiles that are frequently inaccurate, not good at damaging armoured targets, and have a weak blast radius. Can blow holes in walls. Weaker than Small Missile, stronger than Grenade, less accurate than Rocket Launcher.
(...)


Since the RPG is such a unreliable weapon it and its ammo should be quite cheap compared to the generic rocket launcher and its ammo.

<{POST_SNAPBACK}>


Aye, my point exactly. It's a cheaper rocket launcher. Packs a fair punch, but quite unreliable for actually HITTING anything. It took me about 6 RPG shots on Mercenaries to hit one building. --;

I'm not sure, Jezulkim. Poke around. :)
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#4 Serge

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Posted 07 April 2005 - 10:41 PM

Maybe try using a format like jpg.

<{POST_SNAPBACK}>

JPG is unusable for sprites. Sprites need transparency support, optimal format for sprites seems to be png and it is already supported by the game (by the way, Jezulkim has already figured how to use them :) ). For more details about weapons modding, check comments in changelog, search for entries that are related to 'standard-items.lua'. As I'm terribly short on free time right now, maybe Jezulkim could start making some initial version of items modding guide? :wink1:
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#5 Jamaru

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Posted 10 April 2005 - 01:46 PM

The super stunner's statistics

TUs
Snapshot: 45%
Aimed Shot: 80%

Accuracy
Aimed Shot: 120%
Snapshot: 70%

Weight: 12
Cost: 400

Super Stun Missle
Power: 110
Weight: 6
Cost: 120

Can someone design this similar to small launcher and stun missle with an alienlike design? :)

Edited by Plasma, 10 April 2005 - 01:48 PM.

~Plasma

#6 Hobbes

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Posted 10 April 2005 - 09:46 PM

Sorry back there on the server....I was testing the new weapons on hotseat :)

The stats for the Laser Minigun that I had came up with were these:
cost = 350,
damage = 70,
accuracy = {40, 60, 0},
time = {25, 50, 0},
weight = 18
autoshots = 3

The idea is to make it a weapon capable of some long range firing (although at an almost terrible accuracy) but deadly for close range enconters.
I've seen the weapons pack and some of the weapons there are crazy :)
The Omega Launcher is one terrible weapon to use :devillaugh: . It's probably a little too potent but the price and weight make it hard to bring several. And i like how the explosion leaves no smoke. The phasers are clearly meant for reaction firing, by allowing only 1 shot with the ability to move a little. Good work guys :)

#7 Exo2000

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Posted 11 April 2005 - 12:17 PM

Unless you're using New Weapons, with the original weapons gone, you'll only be able to use New Weapons. You can't mix-and-match weaponsets.
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#8 Archaon376

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Posted 11 April 2005 - 04:33 PM

*Nite*, I put the weapons and tftd weapons folders into the ufo2000beta/arts folder and I replaced the standardequipment and standarditems.lua's with the new ones that you created and when I launch the beta it gives me an error:

UFO2000 Error!
Assert failed at line 263 of src/pck.cpp

What do I do now?
Did I do something wrong?
------------------------------

Can you please help me dude? I really wanna try out these awsome weapons :(

#9 Longshot

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Posted 11 April 2005 - 04:34 PM

Yah ok...so I'm new and only slightly tech savy.


I downloaded a lot of these new weapons, and of course unzipped them. One of them had a simple readme that said:

replace lua files

if you already have a weapons folder, put the .png files
in the existing weapons folder.


I get the replace .lua files (just copy n' paste, etc...)

I'm assuming if there wasn't a weapons folder before you simply copy n' paste this new file into the main UFO2000Beta folder...

and...nothing happens when I do all of this.

What am I missing? And thanks for the work on these, I'm sure they'll be great additions, I can't wait to try them out. :beer:

#10 *Nite*

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Posted 11 April 2005 - 05:10 PM

I just tested without the tftd demo...it says the same error as yours, so you HAVE to have the demo. if you don't want the demo, just don't put the tftd weapons folder in. TO GET THE TFTD DEMO, you must reinstall your ufo2000 beta (or find the tftd demo somewhere else). The installation should ask you if you want to search for demos...just click on that, but only the tftd demo.

For anyone who has errors like this, just read my new readme i made.
I will put this readme and a tutorial on how to make new weapons in the next update.

Attached Files


Edited by *Nite*, 11 April 2005 - 05:12 PM.


#11 Archaon376

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Posted 11 April 2005 - 05:17 PM

Hey nite i just fixed the problem without looking at your new post. The problem was that in my ufo2000 folder I had a SUBFOLDER for xcom. so it's like c/programfiles/ufo2000/xcom/xomcufo/ and then the necessary files

I fixed it. I got everything working. Thank you very much for all the help though. Those are some sweet weapons mate! Nice work!

#12 Hobbes

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Posted 11 April 2005 - 05:59 PM

I was wondering, I have not browsed much trough the code but wouldn't it be possible to execute external items and equipment .lua scripts from standarditems.lua (adding a line or two) and/or standardequipment.lua

This way we could use a folder named "newitems", that would work pretty much like the newmaps folder.

Just a suggestion.

<{POST_SNAPBACK}>


Serge's idea is for the new weapons to be added through .lua scripts on the /newmaps directory, instead of editing the standard-items and standard-equipment .lua files (which should only be modified by the developers). However, there was a problem with the lastest beta that prevented this but it will be fixed on the future.

#13 Longshot

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Posted 11 April 2005 - 07:51 PM

On the UFO2000 download site the most current version I can find available is the one I have 0.7.636.


Your readme (nice touch, very helpful for newbs... :rock: ) says you need 0.7.793, and has a parenthesis in front that says (future).


Am I just silly and missing the current download or is not available to us, working man types yet? If it isn't am I out of luck on these new weapons until it is?

I have both full versions of X-Com and TFTD. (CE)

thanks again.

EDIT- Ok sorry for wasting your time...foud the download on the beta link... :zzzzz:

Edit X2: In the lovely readme provided after placing the contents of the folders "TFTD" and "Weapons" in the "Arts" folder in UFO2000Beta, and after overwriting the files (with those provided in the weapon update) into the "init-scripts" folder I then try run the game.

When in hotseat mode (haven't tried network yet...) the readme tells me to:

To play weapon categories: open ufo2000beta, next hotseat or network,
go to equipment setup, then click on the blue text that contains:
F5
F6
etc...


I don't see anything like what is written in bold. I've tried a few combinations but I only get the default soldiers up with the default weapons...

If I left-cntrl + left click on a soldier I do get the default weapons and I see the blue text but there is no option for "Equipment setup" that I can see...and when i do click anywhere in blue, it gives me the default options: Standard, Standard (no explosives), or Standard (no Alien Weapons)...


So what am I doing wrong now?

Edited by Longshot, 11 April 2005 - 09:43 PM.


#14 nachtwolf

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Posted 12 April 2005 - 03:18 PM

To everyone: PLEASE save your PICTURES as PNG. if you don't have a program that can make them, google for them.


I have googled too much, found different stuff for it...i don't want to risk viruses on downloading unreliable or unknown software. For now i will use bmp files, but later on in the future i'll try to get a program for it...sorry...

if you know reliable software for png files...then put a link in the forums please...

<{POST_SNAPBACK}>



Ok, well, the best would be Photoshop, but well, as expensive as it gets...
Next is paintshop pro, not quite as powerful but it's good. Free trial, 99$
http://www.corel.com...d=1047023911984

Ok I REALLY recommend using GIMP for windows, this is open source, native from linux, in .exe format.
It's really powerful, and free! A real kick in the balls to overpriced software.
http://www.gimp.org/
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#15 Tursiops

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Posted 12 April 2005 - 07:43 PM

Basic suggestions:

A malatov cocktail or incidiary grenade with lots of fire and smoke.

A battering ram or crowbar for breaking through walls and crushing people (melee weapon).

How about tranquilizer darts. A non-explosive stun weapon that can be used long or short range.


Advanced suggestion:

Who is up to the challenge of implementing a flame thrower? Short range, obviously incidiary. I'm fairly sure that this will require some programming. This one may not be feasible for now (at least the way that I envision it).

#16 Hobbes

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Posted 12 April 2005 - 09:26 PM

Also with Flying armor working (even though I see you guys are more weapon makers than anythign else) It seems to open the door for floaters to be deployable...???

The game really needs more variety in races to choose from.


At any rate, all suggestions...NO complaints!  :beer:

<{POST_SNAPBACK}>


The problem with Floaters, Snakemen and Ethereals is that their graphics only have body and arms, as opposed to human and the existing alien races, which are composed of body, arms and legs. From what I've been told the engine needs to be changed in order to accomodate that particular type of sprites.

#17 Exo2000

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Posted 13 April 2005 - 03:30 AM

The problem with Floaters, Snakemen and Ethereals is that their graphics only have body and arms, as opposed to human and the existing alien races, which are composed of body, arms and legs. From what I've been told the engine needs to be changed in order to accomodate that particular type of sprites.

<{POST_SNAPBACK}>


Solution 2; edit the graphics and make it so their lower halves behave as legs, even if they aren't. :)

(Basically, cut the GFX in two so their lower bodies (the bits that -would- be legs) are basically seperate.. as legs. :))
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#18 Longshot

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Posted 15 April 2005 - 01:56 AM

Ok, I had been working on some X-Com table top rules a few months ago, with use of miniatures and such, but discovered UFO2000 in the process, and with time constraints from school, have slacked off. However one of the things I had developed was a more comprehansive weapons system. Some of them you guys have already come up with. SOme are not workable for this game...Here are afew that might be possible, along with some suggested values:

Take or leave any of it.

Needler Pistol: As in Mechwarrior (tabletop, et. al.)Pistol fires a series of flethettes that are low damage, but with a high rate of fire. Gun would weigh no more than 5 or 6, maybe less. A "clip" of fletchettes would weigh 1 or 2 and would either hold 6-12 or 5-10 depending on how many rounds the weapon fire per "autoshot". (I'd lean toward 6, with a an accuracy of about 35)

Gyrojet pistol (Rocket pistol): Like the "Rocket Rifle" from Jagged Alliance 2 This would be a smaller one handed version of the Rocket launcher. basically I would scale everything from the Launcher down 50-60%.

Depleted Uranium slugs: These would be available for any conventional weapons. They would be 2-3 times as heavy and do 1.5-2 times more damage.

Shotgun Slugs: They do more damage.

Gatling gun: Basically a weapon like the gatling laser, jsut a tad lighter and perhaps a faster rate of fire.

Vibroblade/sword/axe: Just more hand held weapons, like the knives curretly in use, though perhaps with a battery that would deplete like ammunition. (say 6-12 "charges" depending on game balance)

BIO Nade': If possible this nade would effect non-armored units to whatever degree is realistic, might possibly be a half damage/half stun item.

Anti-grav belt: Just another way to make units hover. If implementing other units is not really doable, this option might provide sectoids, snakemen, etc...with the ability to fly. Should be expensive, and heavy.

Anyway, just some things to throw out. I can't implement them myself, at least not yet.

#19 Emperor Clobbersaurus

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Posted 18 April 2005 - 03:54 PM

To emulate shotgun spread, try having the weapon fire multiple low damage, low accuracy shots simutaneously. A similar principle could be used for a fragmentation/shrapenal grenade:

Point Cost: 70
Damage: 5 per fragment, releases 20-30 fragments on detonation.
Weight: 2

Equipment Commands:

Prime Grenade: 20 TUs
Throw: 20 TUS

Further ideas:

Alien Tripmines

Heavy Machine Guns

Sentry Guns

Airstrikes

It'd also be nice to see a grenade launcher attachment and accompanying ammo be included for integration with medium/rifle weaponry.

#20 nachtwolf

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Posted 18 April 2005 - 10:31 PM

To emulate shotgun spread, try having the weapon fire multiple low damage, low accuracy shots simutaneously. A similar principle could be used for a fragmentation/shrapenal grenade:

<{POST_SNAPBACK}>

It's not possible to fire shots simultaneously, the game is made that way, so you can watch every bullet's trajectory.

I already tried the multiple shots, and currently, auto is the only way to do it. It just doesn't look right, it takes days to see all the little animated shots... it's the worst visual effect for a shotgun honestly.
Shotgun has to be quick, short and brutal.

Spread/multiple bullets would be great but hey, they have to stop coding somewhere and I think bullet spread is on the other side of the line.
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#21 Serge

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Posted 19 April 2005 - 12:42 PM

The weapons also have the graphics for the battleview but I haven't added them because i have no idea how.

Battleview images for x-com items are initialized in this way:
pHeld = pck_image_set("$(xcom)/units/handob.pck", 96, 8),
The first parameter is the name of pck file, the second parameter is the index of the first frame, the third parameter is a number of sequential frames (always 8 - for all the directions a soldier can be facing). It is equivalent to but is a bit shorter than:
pHeld = {
    pck_image("$(xcom)/units/handob.pck", 96),
    pck_image("$(xcom)/units/handob.pck", 97),
    pck_image("$(xcom)/units/handob.pck", 98),
    pck_image("$(xcom)/units/handob.pck", 99),
    pck_image("$(xcom)/units/handob.pck", 100),
    pck_image("$(xcom)/units/handob.pck", 101),
    pck_image("$(xcom)/units/handob.pck", 102),
    pck_image("$(xcom)/units/handob.pck", 103),
}
In order to load battleview sprites from png files, you can use something like this:
pHeld = {
    png_image("$(ufo2000)/xxx/32x48-001.png"),
    png_image("$(ufo2000)/xxx/32x48-002.png"),
    png_image("$(ufo2000)/xxx/32x48-003.png"),
    png_image("$(ufo2000)/xxx/32x48-004.png"),
    png_image("$(ufo2000)/xxx/32x48-005.png"),
    png_image("$(ufo2000)/xxx/32x48-006.png"),
    png_image("$(ufo2000)/xxx/32x48-007.png"),
    png_image("$(ufo2000)/xxx/32x48-008.png"),
}
Also it is possible to store all these frames in a single png file and load all the sprites from it. In this case instead of '$(ufo2000)/xxx' directory with many png files, you can make a single png file with all the frames and put it to '$(ufo2000)/xxx.png'. Special naming convention for frames allows the game to find these frames inside of this png file (XXxYY-ZZZ.png), XX - width, YY - height, ZZZ - frame index. Png files in such format are produced in 'converted_xcom_data' if you add 'F_CONVERT_XCOM_DATA=1' to the end of ufo2000.ini file and run the game.
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#22 CopyBass

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Posted 26 April 2005 - 02:14 PM

Like I said in one battle with Nite, a Rocket Launcher that holds up to 6 rockets (2 rows of 3, looking like the cool rocket launchers found on some Hum-Vees) would be a great weapon (although users would get overweight VERY quickly unless you had Packmule characters with them)

Name: RapidX Bazooka

Cost: Hmmm... I'm not good at point pricing

TU's
Aimed 60%
Snap 40%
Auto 38%

Accuracy
Aimed 57%
Snap 30% (Who needs accuracy if you have an enormous rocket launcher?)
Auto 30%

Weight: I was thinking 25 as it would be VERY heavy in real life

Clip: Rocket pack (Small Large and Incidiery)
Damage: Same as the original rocket (On a school comp so can't check em)
Weight: 3x the normal weight
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#23 jammers

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Posted 28 April 2005 - 03:50 PM

Have you though of edditing the soundmap.xml files to get the tftd weapon sounds?
I would happily do it if i could find a program to view the tftd archives, any recomendations?

#24 Exo2000

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Posted 06 May 2005 - 08:32 PM

Nail Grenade

Does no terrain damage, but when it explodes (using that word loosely) it sends 3-5 inch thick nails at a high velocity in all directions.  Maybe have every x squares make it lose y damage.  If released in a room it would pretty much just kill everyone inside but leave the area unharmed.

- Tue -

<{POST_SNAPBACK}>


AFAIK, impossible. Basically a standard issue fragmentation grenade, but less effective anyway, as it uses larger, less refined shrapnel. Frag 'nades typically use slivers and coils of metal wiring and chunks of the casing, as well as flechettes and such. Much more effective than a dozen nails. ;)
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#25 deanfrz

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Posted 10 May 2005 - 03:02 PM

I'm prolly just stupid but I cant get any but the version .005 new weapons to work. I've tried it in ufo versions 801 and 808. I put the two .lua files in the extensions directory and in the init-scripts directory and niether attempts worked, I've put the folders in the art director and the extensions directory (all of these were fresh attempts). I've even trying copying the information from the newweapons.lua file into standard-items.lua and standard-equipment.lua files manually with no luck. Now I may have just made myself look like an enormuse idiot, but any help would be appreciated.

I put the two .lua files in the extensions directory

<{POST_SNAPBACK}>


Does the /extensions directory has a /newweapons subdirectory inside? If not, create it and place the .luas and the weapons/tftd folders on it.

<{POST_SNAPBACK}>


Now I just feel silly at how easy that was...

Still, thank you very much, now I finally have a replacement for the "improved" standard rifle...

#26 foksie

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Posted 15 May 2005 - 12:35 PM

here are a couple of ideas for weapons. :Hyper:

fusion suicide:
you can't unequip or throw it, and i takes up both hand spaces. if you die it blows up most of the surrounding area (and everyone in it). technicaly, that soldier can't do anything except run arround waiting to be killed.


stun proximity grenade:
the name sais it


katana:
a nasty meele two-hander


flashbang:
blindes anyone looking towards it (can it be done? i mean it would be like having that soldiers visibility range down to 0)


portable wall:
you drop it somewhere and get a handy cover, should be really heavy


teleporter:
where you fire it, there you are :)


any of it worthwhile making? :)

Edited by foksie, 15 May 2005 - 12:41 PM.


#27 Exo2000

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Posted 16 May 2005 - 02:40 PM

Bug alert;

The M16-203 grenade clip 1) stays after being emptied and 2) uses the gun's flooritem

<{POST_SNAPBACK}>


The empty clip left behind is a feature of the beta, where you have to remove it from the weapon. Thanks for the flooritem notice

<{POST_SNAPBACK}>


NP ;)

~~

Fusion Suicide; Impossible in the unequippable department.

Stun Proxy; Not sure if it can be done, could probably be if the code is different (ie the proxy isn't tied to damagetype)

Katana; We have the Knife/Plasma Knife already. The Knife will kill a fully armoured Flying-Armour soldier from the front in 3 hits, and "fires" quite fast. :)

Flashbang; useless, you can just select that soldier and then co-ordinate fire. It's how players use snipers. ;)

Portable Wall; can't be done. Better name; Sandbags.

Teleporter; again, can't be done.
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#28 Jezulkim

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Posted 17 May 2005 - 05:57 AM

ok then. :) sandbags is better though :D

well about fusion suicide, can you instead make it hard to throw (so you should technicaly only drop it) and make its weight 35 (so that it is the only thing that a soldier can carry, and have to be strong to do so). also TU's to use it should be 100% and make the blast so big that you can't run away?  :hmmm:

Impossible, only possible thing you suggested was changing the weight.

and offtopic:
what about putting things like steroids in? can that be done? for example they pump one stat ad decreae two others or simmilar :)

<{POST_SNAPBACK}>

Impossible ATM.
That's my team in my avatar!

#29 Exo2000

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Posted 17 May 2005 - 07:09 AM

ok then. :) sandbags is better though :D

well about fusion suicide, can you instead make it hard to throw (so you should technicaly only drop it) and make its weight 35 (so that it is the only thing that a soldier can carry, and have to be strong to do so). also TU's to use it should be 100% and make the blast so big that you can't run away?  :hmmm:

Impossible, only possible thing you suggested was changing the weight.

and offtopic:
what about putting things like steroids in? can that be done? for example they pump one stat ad decreae two others or simmilar :)

<{POST_SNAPBACK}>

Impossible ATM.

<{POST_SNAPBACK}>


You can remove the throw option from the fusion suicide, probably, and just have "Arm". Arm it to 0 and it'll explode when the turn ends. It'll still be droppable.

Stat changes would need coding changes. The Medkit did the same thing, it had "stimulants", but the statchange code for it isn't in yet. ;)

Well, more accurately, it increased Energy (if your soldier runs out of energy they can't do anything) for a short period then they had a temporary low or something I think. Extra TUs would have been too cheap. :mellow:

~~

Would it be possible to make a brick or a stone you could throw? In line with the bizarre weapons like the Voodoo Doll, handbag, etc. :P

Edited by Exo2000, 17 May 2005 - 07:20 AM.

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#30 Hobbes

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Posted 17 May 2005 - 09:00 AM

Hi all,

I've talked to serge concerning the weapons packages and his idea is that there should be different weapons packs that can work independently from the original X-COM weapons pack (like the TFTD weapons pack, for instance, although in that case there's also copyright issues).
So, the basic idea is have weapons sets that are 'complete', i.e. contains enough types and variety of weapons to allow for games to be played using only that set (like the X-COM does). Right now the current version of the weapons pack is simply a big mixture that has been split up into different sets (Human Weapons, Human and Alien, New Weapons, New and Old Weapons).
This makes balancing of the new weapons a very hard task because you need to compare alien vs. actual weapons, etc. It also makes it a complete jigsaw regarding the weapons 'themes', which don't really match one another.

To have an idea of what a weapon's pack should contain here's a list of possible categories:
- Long-range firearms (sniper type, general propose, support or explosive ammo ones)
- Short-range firearms (one-shot like the shotgun, auto shot like the SMG, sidearms)
- Melee weapons (knifes, clubs, etc.)
- Grenades and explosives (smoke, HE, IN, prox)

You can already use the existing new weapons to compose these packs. For instance, you can create the Stellar Empire(?) weapons, which would include the Phasers, Meson weapons and Omega Launcher, along with more new weapons. Another possibility is a "real weapons" package, using the already existing M-16, AK-47, and adding new ones.
By creating new packs instead of simply coming up with individual weapons concepts it makes things more easy to be used and combined together.

#31 Kratos

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Posted 17 May 2005 - 04:54 PM

Hobbes, should we get rid of the: human weapons, alien weapons, new weapons, and old and new weapons categories? Or should we keep them? If we should get rid of them, we will get rid of them after I make all of your requested categories.

Edited by Kratos, 17 May 2005 - 07:47 PM.

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#32 Hobbes

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Posted 17 May 2005 - 06:04 PM

I think I wasn't clear on my last post so I'll try to explain it better:

The idea is to have different weapons packs, besides the UFO one. So, ideally you would have something like this:
- Standard (the classic weapons of X-COM:UFO)
- TFTD (all of TFTD's weapons)
- Star Trek (as an example)

If you take the Standard pack, the weapons that make that pack are defined on the standard-items.lua file. But you can use different subsets of combinations to be used during a game, namely: Standard, Standard (no explosives), Standard (no alien weapons). Those are defined on the standard-equipment.lua file.

Now, when you create a weapons pack, you will need to define both the weapons and at least 1 subset on a single .lua file, like in happens now on the newweapons or tftdweapons.lua files.
For instance, if you have a Star Trek weapons pack with weapons from all factions on that series, you can divide it like this: a Star Trek subset (that includes all of the weapons from Federation, Borg and Klingon), a Federation subset (which only has the Federation's weapons), a Klingon subset, a Borg subset, etc.
That way the players first choose the pack (UFO, TFTD, Star Trek...), then if they want they choose between different subsets (if there are more than 1) inside that pack.
The idea is to make packs that are independent from one another and that don't use any of the original X-COM weapons. That way, instead of having just 1 big collection of individual weapons where most aren't related to one another (like it is now) you can have separate packs that can be used by themselves and without having a complete mismatch of weapons that currently are only separated using subsets.
For instance, on the current file there's Phasers, Mezons, Shotguns, Knifes, Omega Launchers, Coil Guns, AK-47s, M-16s, A-Pistols and there's more exotic proposals such as Bricks and Exploding Dolls. The way that is being used to separate them is to group them with the existing X-COM weapons in subsets/categories but that is not an ideal solution.

What is more useful is that when people are designing weapons they design a complete pack, not just a couple of weapons that they want to be included to the original X-COM weapons. This has to do with the propose of trying not to use the original game files but instead to come up with complete weapons packs that can be played on their own, without requiring the original game files.
This doesn't meant that later you won't be able to use your creations with the original weapons. If the scroll button gets added then you could add code to use 2 packs together on the same game and use the scroll button to switch between packs while equipping.

Now the categories I mentioned (Long-range, Short-range, Explosives, etc.) weren't meant to define particular subsets but to help designers on what types of weapon a pack should contain to have some variety.
There are 3 main aspects that you can play with when creating weapons: accuracy (defines the weapon's range); TU usage (low tu usage more shots, high less shots); Weapon's power (defines its killing power); Types of fire (if it has Aimed, Snap or Auto)
These 3 stats can be combined in a variety of ways:
- A 'super' weapon, with high accuracy, low TU usage, high power with auto.
- A 'long-range' weapon, high accuracy, high TU usage, high power, with only aimed/snap
- 'close-range' weapon, low accuracy, low tu-usage, high-power with auto
- 'support weapon', medium accuracy, medium TU usage, uses HE ammo with no auto
- 'general propose weapon', medium accuracy, medium tu usage, medium power with/without auto
- 'sidearm', low to medium accuracy, low tu usage, low power with/without auto, 1 handed.

As you can see there are a lot of combinations possible just between these 4 factors and they define the weapons type. A good weapons pack should have as much variety of combinations as possible, as long as there isn't a superweapon that overcomes the rest, so that a player will be forced to use several types. Each weapon should have both good and bad points concerning its use. But the designations 'long-range' and so on are only for guidance while designing new weapons, they aren't meant to create subsets out of them (which would defeat the propose of having a mixture of weapons by having only weapons on them of a specific 'class'.
Finally, I left out of the definition above other stats like weight, ammo type, grenades and so on but those shouldn't be neglected because they add more variety, although they aren't the most important.

#33 Exo2000

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Posted 22 May 2005 - 01:56 PM

Sorry if I repeat suggestions but I didn't read all the topic. Some suggestions for weapons/gagdets:

-What about flashbangs (decrease FA and TA to 0 instantly and let it regenerate slowly),
-EMP grenades (disable High-Tech equipment and Tanks temporarily)
-Weapon mods (Laserpointer, Silencer, Bipod etc.)
-Scout missiles (a very light EMP missile which flies over the map to scout out the territory with a camera)
-Holodeception devices (produce a fake soldier which you can move as long as the soldier with the HD-device can see this spot. If shot, the hologram isn't affected and thus noticed as a fake. It can't shoot, of course)
-Complex traps (place a sensor somewhere and multiple traps elsewhere. For example: There's a UFO and you place a laser sensor on the exits and lots of bombs inside the UFO. Any hostile unit crossing the laser will cause the whole UFO to blow up)
-IR goggles for finding laser beams used for traps
-Bomb defusal kits
-Disposable field cams (a camera you can set somewhere. It disappears after 5 turns or so and finds every enemy in vision field. Its camouflaged appearance makes finding it possible only with IR goggles)
-Chain beam gun (Shoot a target for 25% of damage. If there's another target nearby, the beam will continue to hit the second target for 33% of damage both, 50% for 3 targets, 100% for 4 targets and 200% for 5 or more targets, whereas 100% should be quite a punch and 200% an instant kill. It should just be good for masses of enemies and useless in single ops)

<{POST_SNAPBACK}>



Flashbangs; impossible.
EMP nades; no tanks, so pretty useless
Weapon mods; too complex at this point
Scout missiles; ditto
Holograms; ditto
Complex Traps; ditto (again!)
IR Goggles; see above
Bomb defusal kits; see above
Chain beam gun; again, too complex to code.

It's not just a case of telling a weapon to do this in the weapons.lua file, it's a case of actually hardcoding this behaviour into the game.
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#34 CopyBass

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Posted 03 June 2005 - 11:26 AM

Well, I have an idea. A proximity grenade that has a Heavy Plasma ground and hand image, but when in inventory looks like half a prox. grenade with a large crystal in the middle - Name Proximity Hologram

Edit = I cant open .lua files... need to find something, but here it is

Edited by CopyBass, 03 June 2005 - 12:55 PM.

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#35 Exo2000

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Posted 03 June 2005 - 06:41 PM

Notepad for teh win!

(Notepad can open .luas as text files :D)

Is it a hologram item that looks like a H-Plasma, but is actually a proximity mine? Schweet.

Holograms can be done, to a limited extent! :D

Wait a minute... I know how a holo-projector could be done. It's a simple conversion really, make a ground image that is actually a soldier armed with a weapon, and add a little ball or something between his feet. He can't shoot or take damage, but looks like a soldier! :D

You'd need multiple angles though (8 for each) and maybe one or two variants (pistol/rifle/pers arm, etc)
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#36 Firebomb

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Posted 05 June 2005 - 01:20 AM

First post. How about a flame thrower? Possible? Probably not.

Goofy Weapons:
Beer Bottle
Playing Cards (For Throwing)
Bowling Ball

#37 Exo2000

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Posted 05 June 2005 - 03:49 AM

Flamer; nope! Can only do bullets at the moment. Perhaps if support for new weapon types are included.

EDIT: I've worked out how to pass off the shotgun. Simply say that it's slug ammo. (Slug ammo fires a single "slug", instead of a spray of buckshot)

Edited by Exo2000, 05 June 2005 - 03:53 AM.

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#38 nachtwolf

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Posted 07 June 2005 - 12:23 PM

:Rant:  :Rant:  :Rant:


:innocent:

I want a blade that does that, it'd be cool... I thought it was a good idea, Melee weapons arnt that great

<{POST_SNAPBACK}>


I'm working on a full weaponset simliar to X-com's ufo default weapons, but not the same. It will include alien claws for all you melee lovers out there.
And if you are not happy, make a weapon named disk launcher as a pistol and put it in the other hand.
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#39 Hobbes

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Posted 09 June 2005 - 01:40 PM

A little bit of information that I just discovered. As some might know there are Cost Shot anomalies, depending on the overall TU level of the soldier, because of the calculations are rounded up that can allow you an extra shot (there's an Excel file on these forums that shows it).

What I've just found out is that on a 3 burst autoshot the TU cost for each shot must not go below 10% TUs or they will have an extra autoshot. I found this out on a game with the Laser Minigun. Its stats are 9% TU per shot, in theory 27%*3=81, only 3 autoshots available.
However if the TU's soldiers are set to 60, for instance, then the rounding up will allow it to shoot 4 autoshots. This only seems to happen if the TU cost is less than 10% though.

#40 Exo2000

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Posted 14 June 2005 - 03:49 PM

Alright, getting back on topic, what we need now is a heavy machinegun that has low accuracy and fires at least 6+ bullets in snap mode. Yeah, they can, it fires them in minibursts of 3.

Fairly low accuracy, too. A minigun style graphic or a SAW-style graphic would fit. Not that monstrosity of a device the game calls an Autocannon, though. :D
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#41 Blehm 98

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Posted 18 June 2005 - 02:02 AM

I think a Plasma Rifle like(but colors modded to like like human weapons - it is human, but uses a modified plasma rifle) heavy shotgun that fires powerful single shot slugs at enemies, does large damage, but high TU usage and low ammo.

Also, maybe a deployable Plasma gun that trades accuracy that comes standard with plasma weapons for ROF, so it sprays shots all over the place, but does okay damage(plasma pistol or laser pistol) and destroys stuff.

And a grenade launcher, similar to the stun launcher, but instead shoots grenades. It would have to be high point usage though, and it would have to be somewhat short ranged(not much further than grenade throw, but more accurate and travels in a much flatter arc, negating the roofs problem of grenades). Or you could just allow soldiers to throw grenades underhand
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#42 Sporb

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Posted 20 June 2005 - 04:49 PM

Guns are a speciality of mine and im interested in adding some to ufo2000, free for use to all , only problem is ... everything.

How do i make guns for ufo2000? how do i use them in game? how do i edit those pck files? :Help:

im not bad at pixel art (behold my all mighty avatar) and i do a bit o modding too. Some links to helpfull places would be nice and if all goes well , i'll have a new set of mega coolness guns to share soon enough. :Hyper:

Hehehe , cool smiles

#43 Exo2000

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Posted 20 June 2005 - 04:55 PM

You don't need to edit the pcks for custom weapons on UFO2k. Download the latest pack and peek at the PNGs! And fear them! :D
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#44 Kratos

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Posted 20 June 2005 - 05:02 PM

How do i make guns for ufo2000? how do i use them in game? how do i edit those pck files?

We are currently making these through .bmp files then converting them to .png, or just making them from png files. I do not think it would be a good idea to edit the .pck files with "pckview141" because it causes ufo2000 to crash when we attempt to do that. Pckview141 is at http://daishiva.com Ufo2000 is capable of reading png or bmp files, but please use png files because the bmp files will not be able to read under linux operating systems (this game runs under linux too). Please post your item pictures here so we can acknowledge them.

ATTENTION, WEAPON MODDING IS ONLY FOR THE BETA. Be sure to get the beta. When making weapons, we go into the .lua file and make the game understand what statistics it needs and what the item is (grenade, gun, etc.). There is a readme on how to convert the .lua file if you need help. The readme should be in ufo2000\docs directory.

Edited by Kratos, 20 June 2005 - 05:03 PM.

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#45 Twilight Owl

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Posted 23 June 2005 - 08:05 AM

K - so i got my first concepts done but i dont have a prog capable of saving with transparancy , anyone know of a nice simple to use one?

<{POST_SNAPBACK}>


GIMP? http://www.gimp.org/
Sorry for my English :)

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#46 Sporb

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Posted 24 June 2005 - 07:41 AM

Oooooo yea , first set o concepts - feedback plz
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lets see ...
theres the:
Tachion Cannon / cell
Tachion Rifle / cell
Tachion Handgun / cell
Luger / clip
Scoped Bolt Action Rifle / box o rounds
AR53 Assault Rifle / magazine
SI38 Sub Machine Gun / magazine
Silver Talon Magnum / case of rounds
Hunter38 handgun / clip

just concepts for now , more later with sprites too

Edited by Sporb, 24 June 2005 - 08:01 AM.


#47 Exo2000

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Posted 24 June 2005 - 08:39 AM

=b

Nicely done, man. Perhaps we could chuck them in the already overpacked "Human Weapons" section...

(seriously, it has several different flavours of rifle, pistol, etc. etc... I think there's enough room, though.)

Could you rotate the pistols by about 90 degrees either way? Otherwise they fit into the knee or shoulder pockets, which 1) defies the original "logic" and 2) makes it far too easy to pull out a second gun. (It takes 3 TUs to transfer an item from your hand to a shoulder/knee pocket, and vice versa!)

Same for the other weapons except the SMG & Heavy Tach. (Coz you could fit the others on the belt...)
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#48 Mustang

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Posted 27 June 2005 - 11:34 PM

I would like to see a gun that could shoot through walls like the railgun in Red Faction.
That would just be neat :D


#49 Kratos

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Posted 27 June 2005 - 11:47 PM

Shooting through walls is impossible at the moment.

I don't see any reason why firing would go through walls though. Personally, I hate the idea.
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#50 Blehm 98

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Posted 27 June 2005 - 11:50 PM

I think that any weapon that can shoot down a wall and then kill whatever is on the other side counts
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