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New Weapon Set Releases


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#1 Kratos

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Posted 27 July 2005 - 02:57 PM

This is the area where you can download latest releases. Be sure to check constantly because it will update. ;)

Do NOT Discuss them here. Please discuss them in weapon concepts thread.

Edit: Removed files due to being outdated.

Edited by Kratos, 10 January 2006 - 03:41 PM.

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#2 Junkhead

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Posted 04 January 2006 - 10:58 PM

Bug Report: None of the weapons reload in the Galactic weaponset.

#3 Kratos

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Posted 10 January 2006 - 03:40 PM

I am afraid that the makers of these sets have outdated lua files with index numbers and so forth. Galactic will soon be replaced with a newier version called Aurora anyhow. We'll just have to wait until the authors update.
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#4 nachtwolf

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Posted 23 January 2006 - 07:06 PM

Attention everyone, starting from revision 981 Beta there are new weapon properties you can use to define hit animations and weapon trails.

Namely :

bulletRGB : array of 3 values of R,G,B color , I.E. {255,128,0} for orange.
glowRGB : Idem.
trailRGB : Idem.
trailLength : Integer which sets the bullet trail length
hitAnim : png_images array or function argument (much like pHeld)

In case of a beam weapon, bulletRGB, trailRGB and trailLength are ignored and glowRGB defines the beam color.

LIVE EXAMPLE

AddXcomItem {
    cost = 300,
    name = "LARGE ROCKET",
    pInv = pck_image("$(xcom)/units/bigobs.pck", 17),
    pMap = pck_image("$(xcom)/units/floorob.pck", 17),
    health = 999,
    damage = 100,
    dDeviation = 100,
    exploRange = 10,
    smokeRange = 10,
    smokeTime = 2,
    importance = 6,
    width = 1,
    height = 3,
    pHeld = pck_image_set("$(xcom)/units/handob.pck", 80, 8),
    damageType = 2,
    rounds = 1,
    disappear = 1,
    weight = 8,
    isAmmo = 1,
    reloadTime = 15,
    sound = "HE-rocket-hit",
    bulletRGB = {255,255,170},
    glowRGB = {255,222,0},
    trailRGB = {222,140,0},
    trailLength = 40, 
    hitAnim = png_image_set("$(ufo2000)/arts/impact_frames/32x40", 9, 16, true),
    trailAnim = png_image_set("$(ufo2000)/arts/rocket_trail/32x40", 1, 8, true),
}

Edited by nachtwolf, 23 January 2006 - 07:37 PM.

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#5 brian-o

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Posted 24 January 2006 - 07:37 PM

Attention everyone, starting from revision 981 Beta there are new weapon properties you can use to define hit animations and weapon trails.



nice..

Is that only for the projectiles/explosions, or does it apply to the weapons held by the sprites too? like could you have an animated autocannon that spins while it shoots? or could you affect the animations of the unit sprites themselves, like having them animated so that they move a bit when they are hurt, or have an animated attack sequence?

#6 Sporb

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Posted 24 January 2006 - 07:55 PM

there is already animated tiles, praps a state change on guns when fireing could be added, like a point and shoot with muzzleflash and contrast rise for a second or too. But imho it'l be too hard to see the barrels rotate

#7 nachtwolf

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Posted 24 January 2006 - 10:07 PM

Is that only for the projectiles/explosions, or does it apply to the weapons held by the sprites too? like could you have an animated autocannon that spins while it shoots?  or could you affect the animations of the unit sprites themselves, like having them animated so that they move a bit when they are hurt, or have an animated attack sequence?

<{POST_SNAPBACK}>


Only for the projectiles for the moment, custom explosions support is soon to be added.

The goal of this patch was simply to stop using native x-com hit animations, allow for better custom weapon effects handling, per-weapon hit animations and giving general flexibility on the projectile's looks.

What you are asking involves too much programming power for the moment (namely linking bullet impacts with unit sprites), there are more pressing issues like getting rid of all copyrighted material. The new properties are an extended solution to the need of having new hit animations which do not use x-com files. You may still post your ideas as a suggestion on mantis because I agree this could be pretty interesting.
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#8 Judeau

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Posted 11 February 2006 - 09:03 AM

Is that only for the projectiles/explosions, or does it apply to the weapons held by the sprites too? like could you have an animated autocannon that spins while it shoots?  or could you affect the animations of the unit sprites themselves, like having them animated so that they move a bit when they are hurt, or have an animated attack sequence?

<{POST_SNAPBACK}>


Only for the projectiles for the moment, custom explosions support is soon to be added.

The goal of this patch was simply to stop using native x-com hit animations, allow for better custom weapon effects handling, per-weapon hit animations and giving general flexibility on the projectile's looks.

What you are asking involves too much programming power for the moment (namely linking bullet impacts with unit sprites), there are more pressing issues like getting rid of all copyrighted material. The new properties are an extended solution to the need of having new hit animations which do not use x-com files. You may still post your ideas as a suggestion on mantis because I agree this could be pretty interesting.

<{POST_SNAPBACK}>


excellent, i'll work on some additional animations
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#9 Exo2000

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Posted 14 February 2006 - 07:00 AM

Touched up the GFX for ModernReal set. Look for the thread in the forums below. :wink1:
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#10 Kratos

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Posted 08 March 2006 - 09:04 PM

Aurora release.

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#11 nachtwolf

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Posted 27 April 2006 - 10:15 PM

Revision 1026 :

Custom per-weapon explosions are now supported. :cheers:

Defined by item's hitAnim property.

Usage example...

[...],

hitAnim = png_image_set("$(ufo2000)/arts/explosion/256x178.png", 1, 8, true),

[...],

(takes 256x178 frames 1 to 4 of file explosion.png)

Also, explosion sounds are now customizable (soundmap.xml)
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#12 Blood Angel

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Posted 18 July 2006 - 07:14 PM

Sporb gave me the latest fixed UFO2000 weaponset. The upload here is borked, so it's mantissed.

http://ufo2000.xcomu...view.php?id=521

Lovely.

#13 Poseidon

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Posted 24 August 2006 - 11:31 AM

http://www.xcomufo.c...edia/equip.html

the Blaster Launcher is failing...
and the X-Com Distruptor Missle Launcher
http://www.xcomufo.c.../artifacts.html
^^

#14 Voller

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Posted 24 August 2006 - 09:16 PM

If by "failing" you mean "fehl"-ing...they're not there, because they are too powerful I guess. We're having enough trouble with explosives already, so we don't need another weapon that can blow up the entire map ;)

#15 Poseidon

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Posted 26 August 2006 - 04:22 AM

okokok...ists right but, with an special Weaponset?? and bigger maps??

#16 Voller

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Posted 30 August 2006 - 12:59 AM

The blaster/disruptor is not a standard weapon and I assume that new code has to be written to implement it. As there are enough problems with normal explosives that need to be solved first (affecting the right armor, destructive power falling off with radius and obstacles, or even just bigger maps), implementing the blaster is much further down the priority list.

Voller