UFO:Alien Invasion

General => User modifications => Topic started by: Neonin on June 25, 2012, 01:12:59 am

Title: [ABANDONED] NeoTweaks
Post by: Neonin on June 25, 2012, 01:12:59 am
This mod became incompatible with the game and has been discontinued. Unfortunately I do not have the time to work on a new version, but many thanks to those who tried out the original mod and left suggestions!
Title: Re: Neo's Tweaks
Post by: H-Hour on June 25, 2012, 10:21:03 am
Hi Neonin, this is cool. I'm glad you're distributing it. You may not know this, but we actually have an infrastructure for loading mods with the game, so that you don't have to overwrite the original files. (This is only supported in 2.5-dev.)

If you put your directory into /ufoai/mods/, you can then bring down the console (` or ESC) in game and type ui_push mods. You can then choose to load your mod.

Your personal folder in /mods/ should mirror the /base/ folder. So if you put your mod in a folder called /neonin_graphics/, it should look like this:

/ufoai/mods/neonin_graphics/pics/
/ufoai/mods/neonin_graphics/ufos/

Basically, the only thing you'd need to change is to tell users to unzip your folder into /ufoai/mods/neonin_graphics/. If you do this, I'll create a sticky in this forum with user mods and link yours in it.
Title: Re: Neo's Tweaks
Post by: Neonin on June 25, 2012, 10:37:33 am
Thanks H-Hour! I've updated the original post to add instructions for 2.5 Dev. I'll keep following the games progress (obviously, since I like playing it!) and when 2.5 becomes the stable version I'll edit out the instructions for 2.4 :)

I've also added in the Pilot, Worker, and Scientist ranks to the original post as I forgot those last night.
Title: Re: Neo's Tweaks
Post by: Neonin on June 25, 2012, 12:08:28 pm
I've added a few simple mods to change the ranks and insignia to a few of the more recognisable national armies, for those who like that sort of thing. Personally I enjoy being a multinational organisation, but I know some people like the familiar insignia :)

The army insignia mods are only supported by 2.5 Dev, as creating two different lots of zip files to support 2.4 when it will be replaced at some point seemed like wasted effort. I can still supply versions that work with 2.4 if you message me but will not be "publically" supporting that version.
Title: Re: Neo's Tweaks
Post by: Neonin on July 01, 2012, 09:28:13 pm
Coming up in NeoTweaks V2.0:
NOTE: NeoTweaks is basically a modified version of the game to my own personal preferences, you may not like some of the changes made so use at your own discretion! :)
Title: Re: NeoTweaks [V1.0 Current]
Post by: Neonin on July 04, 2012, 07:32:35 pm
A couple of sneak peeks at V2.0:

Tweaking the tech tree the hardcore way... on the living room floor!

(http://aylan.pwp.blueyonder.co.uk/ufo/techtree.jpg)

A new addition, the Firebird MkII Dropship:

(http://aylan.pwp.blueyonder.co.uk/ufo/firebirdmk2.png)
Title: Re: NeoTweaks [V1.0 Current]
Post by: Crystan on July 04, 2012, 09:14:06 pm
Your new Firebird skin looks like my suggestion ^^:
http://ufoai.org/forum/index.php/topic,6701.0.html
Title: Re: NeoTweaks [V1.0 Current]
Post by: Neonin on July 05, 2012, 12:24:02 am
Bloody hell, you're right... I did see that topic a while back but it totally slipped my mind. I went with the blue because I used a similar colour for one of the spears in my PHALANX logo, but it is almost identical to the one you used! Great minds think alike :)

Also, one last sneak peek for today:

(http://aylan.pwp.blueyonder.co.uk/ufo/xaser.jpg)
Title: Re: NeoTweaks [V1.0 Current]
Post by: Neonin on July 05, 2012, 11:59:03 pm
WARNING: HERE BE SPOILERS!

With that out the way, if you're still interested...

NeoTweaks V2.0 Tech Tree
(http://aylan.pwp.blueyonder.co.uk/ufo/neotweakstech.png)

You can view the full version by clicking this... (http://aylan.pwp.blueyonder.co.uk/ufo/neotweakstechfull.png)
Title: Re: NeoTweaks [V1.0 Current]
Post by: H-Hour on July 06, 2012, 10:37:13 am
Cool. Glad to see someone taking advantage of all the modding capabilities in this game.
Title: Re: NeoTweaks [V1.0 Current]
Post by: Neonin on July 06, 2012, 11:24:09 am
Well, I can't model, I can't really draw, and my coding knowledge is limited to very basic C and C++ from fiddling around with MUDs in my youth, but tweaking scripts is definitely something I can do!
Title: Re: NeoTweaks [V1.0 Current]
Post by: Neonin on July 07, 2012, 10:12:11 pm
V2.0 is nearly ready for release. Just need to finish editing a couple of things and writing up the version notes (that's the bit taking all the time now, fully documenting all the changes!) and then I'll stick it up for download. Hopefully should be by the end of tomorrow! :D
Title: Re: NeoTweaks [V2.0 Current]
Post by: Neonin on July 08, 2012, 03:53:07 pm
RELEASE DAY FOR V2.0!
Finally, after a couple of weeks pouring hours and hours into tweaking and modding the game, I can present Version 2.0 of the NeoTweaks mod! If you choose to test it please let me know if you find any bugs or problems so I can fix them for everyone, and I hope you enjoy playing as much as I do with it!

Below you fill find some descriptions for new additions to the game that don't have corresponding UFOpaedia entries yet due to a current limitation on editing text in a mod.

New Item/Tech Brief Descriptions
Notes on Weaponry
Laser Weapons
Lasers are very accurate and have a greater range than standard projectile weapons, along with a decent ammo capacity meaning more time between reloads. However, they don't generally cause as much damage as projectile weapons and due to their construction are unsuited for bashing enemies in melee combat.

Plasma Weapons
An alien technology we cannot reproduce in the workshop, plasma weaponry is generally more accurate and does much greater damage than our projectile weapons. They are also more study in their construction and can be used to bash enemies in close combat. However, they lack the range and accuracy of laser weapons and their ammo capacity is rather lower.

Note on plasma explosives: These weapons are dangerous. Plasma explosions are much more deadly than their standard counterparts, especially our newly-developed rocket for the rocket launcher which should only be utilized in environments where destruction of property and civilian casualties are not an issue!

Xaser Weapons
A marked improvement on laser weapons, xasers use a higher frequency beam that pushes into the ultraviolet range for more damage, and a series of enhanced mirrors and focusing devices deliver greater range and accuracy than before. The power requirements of these weapons means their ammo capacity is lower than that of laser weapons, and their somewhat delicate construction means they can't be used to bash enemies.

Particle Beam Weapons
Devastating weapons of alien design, particle beam weapons have better range than plasma weapons due to the sheer power of their beam, which is capable of cutting through a layer of material like brick or sheet metal. Their damage potential is higher too, but their accuracy suffers as they are unwieldy weapons and difficult to keep under control. They do have an improved ammo capacity compared to plasma weapons, but they are unsuitable for bashing enemies because of the intricate and delicate parts used to create and focus the beam.
Title: Re: NeoTweaks [V2.0 Current]
Post by: Neonin on July 08, 2012, 04:56:52 pm
There was a slight error in the initial upload of the mod that caused games to black-screen after clicking the Campaign button. This has now been fixed and the correct upload is now in place, so if you downloaded it before this message was posted please replace it with the new one! The link is the same.
Title: Re: NeoTweaks [V2.0 Current]
Post by: geever on July 08, 2012, 08:13:52 pm
There was a slight error in the initial upload of the mod that caused games to black-screen after clicking the Campaign button. This has now been fixed and the correct upload is now in place, so if you downloaded it before this message was posted please replace it with the new one! The link is the same.

May I suggest sharing MD5 "checksum" of the package, so players can check if their download is corrupted?

-geever
Title: Re: NeoTweaks [V2.0 Current]
Post by: Neonin on July 08, 2012, 08:18:57 pm
May I suggest sharing MD5 "checksum" of the package, so players can check if their download is corrupted?

-geever

My apologies, I worded that poorly. What I meant was that in the original upload there was a coding error in one of the script files, not an actual problem with the uploaded zip file.

I forgot to put "rs_" before one of the pre-requisites I added late last night in research.ufo, which caused it to fall over when it tried to start a new game :P
Title: Re: NeoTweaks [V2.0 Current]
Post by: Sandro on July 08, 2012, 08:35:44 pm
Xaser Weapons
A marked improvement on laser weapons, xasers use a higher frequency beam that pushes into the ultraviolet range for more damage, greater accuracy, and increased range. The power requirements of these weapons means their ammo capacity is lower than that of laser weapons, and their somewhat delicate construction means they can't be used to bash enemies.

If you want to be physically correct, you should not say that UV radiation allows for increased range, it's actually the reverse. Atmosphere of Earth is not universally transparent, for wavelengths shorter than about 5cm, it becomes rather opaque, and transparent only in a few windows of transparency.
Visible spectrum is located on the top of such window, and in the UV range trasparency rapidly decreases. For the Xrays and gamma radiation atmosphere is very opaque: at the sea level, 1km thick atmosphere layer provides shielding equal to 20cm thick steel plate. That's why nuclear explosions cause giant fireballs and powerful shockwaves instead of short and invisible gamma ray flashes: atmospheric absorption of gamma rays, which causes them to heat the air right into the plasma state.

PS: Of course, UV will be more effective than optical radiation when delivering the actual damage, since more energy will directly go into breaking molecular bonds, and less into simple heating.
Title: Re: NeoTweaks [V2.0 Current]
Post by: Neonin on July 08, 2012, 08:48:14 pm
Interesting to know Sandro, thank you. Science was never a strong point of mine hehe. I've updated the post to change the explanation slightly and if/when it becomes possible to edit the text in the game via a mod I'll be sure to bear it in mind :)
Title: Re: NeoTweaks [V2.0 Current]
Post by: Kildor on July 10, 2012, 08:16:32 am
Don`t worry, the Science is not strong point for almost all peoples, that`s why there are so many fantasy games and books, like new XCom from firaxis.
Title: Re: NeoTweaks [V2.0 Current]
Post by: Neonin on July 10, 2012, 10:22:36 am
Haha yeah... I always liked the approach of Master of Orion 1 & 2, have a whole bunch of cool-sounding technology names but don't even try to explain how they work! :P
Title: Re: NeoTweaks [V2.0 Current]
Post by: Neonin on July 10, 2012, 03:43:54 pm
Hmm, it appears that adding in aircraft, even if you just reskin them, is not possible with the current mod system after all. Everything works fine except for the game crashes whenever you try to go to the Aircraft tab on the Market (at least that's the first error I've found) due to the fact that the aircraft types are hard-coded (specifically in src/common/scripts.cpp).

This means I will have to remove the Firebird and Saracen Mk II variants, which will be done in an update to 2.1 shortly. However, in mitigation of the loss of those aircraft, 2.1 will feature some new tweaks to change the aircraft stats and how/when they are available, along with what size hangar they need...
Title: Re: NeoTweaks [V2.0 Current]
Post by: geever on July 10, 2012, 04:49:29 pm
Hmm, it appears that adding in aircraft, even if you just reskin them, is not possible with the current mod system after all. Everything works fine except for the game crashes whenever you try to go to the Aircraft tab on the Market (at least that's the first error I've found) due to the fact that the aircraft types are hard-coded (specifically in src/common/scripts.cpp).

Unfortunately parts of it are hardcoded for the maps' dropship support...

-geever
Title: Re: NeoTweaks [V2.1 Current]
Post by: Neonin on July 10, 2012, 05:29:31 pm
Never mind, I fixed it in V2.1 which is now up for download. If you're using the V2.0 version please upgrade so you don't end up with a game that crashes! Just unzip as before and replace any files it asks you to. Patch notes were also updated.

V2.1 Notes
- Modified aircraft values.
- Saracen Interceptor now researched after Advanced Terran Materials, now only requires a small hangar.
- Herakles Dropship now researched after Alien Propulsion and does not require Alien Base.
- Tweaked Electromagnetic Rifle to make it more useful compared to Sniper and Assault Rifles.
Title: Re: NeoTweaks [V2.1 Current]
Post by: Neonin on July 11, 2012, 02:00:34 pm
Coming up for V2.5 some time in the future (having too much fun playing again):
Some of the plans for V3.0, which will be worked on if/when Mattn kindly has a look at a bit of code to allow more objects to be added to the game:
If you're a modeller and think you could help... stop looking at this topic and talk to the Devs! They need you! :P
Title: Re: NeoTweaks [V2.1 Current]
Post by: MtTriglav on October 04, 2012, 01:13:10 am
Don't know if the mod works with latest game updates, but I updated the game today and DL'd UFOneo to try it out, but if I launch with own bat or with selecting mod in vanilla game, whenever trying to start a new campaign I get a CTD.
Title: Re: NeoTweaks [V2.1 Current]
Post by: Jahsus on October 25, 2012, 12:56:34 pm
I put this folder in my UFO 2.5 dev directory and run the .bat but it dosent seem to load. Any thoughts?
Title: Re: NeoTweaks [V2.1 Current]
Post by: Noordung on January 25, 2013, 10:20:52 pm
So I like the idea how you adapt alien technology to be used without alien materials. If there would only be a way to get more antimatar, or at least werehouse for it be bigger. Those ačien fighters use antimater for fuel right? And maybe change this game so new aircrafts could be added.

Unfortunatley i couldnt use mode. Game says "window mods not found".