UFO:Alien Invasion

General => User modifications => Topic started by: AntJam on October 05, 2013, 07:22:34 pm

Title: Weapon Mod for 2.5 dev
Post by: AntJam on October 05, 2013, 07:22:34 pm
This is a small weapon mod that adds 3 new weapons to the Game all with unique models , ammunition and textures. Plus UFOpedia entries.
   What you get-
       1   Webb .455 Revolver - Fires traditional ammo and with some research Micro-rockets dealing explosive damage.
       2   PlasmaThrower - An upgrade to the flamethrower, in addition to sending out sheets of flame can fire a focused beam that can cut straight through walls and finally can launch a plasma bomb.
       3   Advanced LaserRifle - An enhanced laserrifle/heavy laser has standard wave , an overcharge fire mode for a single massive blast and a cascade fire mode firing four shots.

   If using with existing saves new items will have there prices set to 0 in the market (I think market prices are initalised at campaign start). And you will need to view your research to update the research projects and production screens.
   New campaign starts will have none of these issue.

This is for 2.5 dev versions

Place the AJguns folder in a folder called mods (create one if you need to) in your ufoai install folder see here for info
http://ufoai.org/wiki/Mod

Start game with      ./ufo +set fs_gamedir ajguns   (I like to create a new shortcut) and have fun

Edit- renamed all files to lowercase to maintain cross platform compatability, removed some redundant files and fixed the email issue.

And a big thankyou to the UFO ai team for all their hard work 
Title: Re: Weapon Mod for 2.5 dev
Post by: Mattn on October 06, 2013, 03:16:27 pm
did you develop this on a linux system? there might be issues with upper and lower case in your filenames.
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on October 06, 2013, 03:40:48 pm
Ah no all done on windows vista 64 never used linux. Should I rename everything to lowercase and re-post?
Title: Re: Weapon Mod for 2.5 dev
Post by: H-Hour on October 06, 2013, 07:55:19 pm
Congrats on the release! I've added it to our (small) mods list (http://ufoai.org/forum/index.php/topic,6806.0.html).
Title: Re: Weapon Mod for 2.5 dev
Post by: Mattn on October 06, 2013, 09:24:38 pm
yes, please make everything lowercase. also in the scripts please. then it will also work on mac and linux
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on October 07, 2013, 01:04:21 pm
Renamed all files and checked all scripts , also discovered some redundant files and noticed I had used wrong research file (it had the email notifications removed) so fixed that.
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on October 31, 2014, 02:48:04 pm
good morning I would like to know what design program used for weapons and if someone could create a rifles m4 thanks.
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 01, 2014, 12:28:27 pm
I used Blender to make the weapons and Gimp to make the textures both free programs. You just need to download the md2 import/export and Tag scripts from here http://ufoai.org/wiki/Modelling/Blender (http://ufoai.org/wiki/Modelling/Blender)
 Unfortunately I'm a little busy at the moment so making the m4 myself isnt possibly (at least not this year)....but I do recommend having a go yourself there are lots of good blender tutorials out there.
Feel free to ask any questions though in the artwork forum http://ufoai.org/forum/index.php/board,4.0.html (http://ufoai.org/forum/index.php/board,4.0.html) there is good UFO:AI specific modelling info there too.
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 01, 2014, 05:55:12 pm
thk
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 04, 2014, 11:01:50 am
Hi I send you this file m4 gun md2 format, what I need is to put scale and skin tag Might help me thanks.
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 04, 2014, 01:11:21 pm
ok added a rough uv map , set it up for a texture called 81.png (by changing datablock value to .81 ) and scaled it based on the assault rifle in game. Didnt get a chance to test in game though
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 04, 2014, 01:17:44 pm
thk my friend
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 04, 2014, 01:50:24 pm
Might not please send a folder with the tag file, md2 file, and the VHS data by changing them to send you thanks.
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 04, 2014, 07:20:42 pm
VHS data?...not sure what you mean
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 04, 2014, 08:47:38 pm
whether it is possible to model weapon to send, if you could add the tag file or make a weapon mod that model using the m4 or change data model vhs and put the m4 thank you very much
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 05, 2014, 05:02:33 pm
Ok added a very basic texture and created a standalone m4 mod with the same stats as the assault rifle also uses the same ammo including encased plasma.
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 06, 2014, 09:32:09 pm
one millon thk my friend ;) ;)
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 07, 2014, 11:16:00 am
thank you very much friend, you could not do the same with this weapon m5 and change the machinegun, greetings and thanks.
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 07, 2014, 12:42:20 pm
Ok wont be till the weekend though...do you want this as a standalone or a replacement for the machinegun?
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 07, 2014, 01:50:31 pm
thank you very much what you is easier.
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 07, 2014, 07:45:40 pm
m44 this is best done if you can do this I would appreciate you friend, thank greeting.
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 07, 2014, 07:48:55 pm
thk
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 07, 2014, 08:43:59 pm
thk
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 08, 2014, 01:01:48 pm
good news the model looks amazing...bad news it 62,000+ polygons even running it through the decimate modifier in blender I cant get it below 14.5k polygons. Most in game weapons and models are below 1000 polygons. This is going to take a lot longer to work with and test as I'm not sure if the game can cope with such large models
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 08, 2014, 03:06:34 pm
thank you very much friend, if you can not use the second model uses the first m44 with less polygons thanks for all, greetings.
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 08, 2014, 04:36:30 pm
Tried the big model and attempting to export to md2 gives an error saying a max of 4k (approx) triangles for md2. Unfortunately the first model (5blend) seems to have some serious errors and crashes blender as soon as I try to export to md2. There are also some visual differences switching between edit mode and object mode this is usually a sign of modelling problems I think you'll need to redo it, I had a quick attempt at repairing it but it needs some serious re-working
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 08, 2014, 09:57:58 pm
thank you very much I send another model with fewer polygons friend
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 11, 2014, 10:28:35 pm
2 model 44 thk
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 12, 2014, 12:34:06 am
added the last tt model as the m5 machingun (uses the machine gun ammo) to the mod. By the way weapons in ufo cant use dual ammo types at the same time so you'd have to reload the weapon to swap between grenades and bullets losing any unspent rounds in the process so the 2 model 44 would only be cosmetic (or very wasteful of ammo)
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 12, 2014, 06:20:43 pm
thk my friend, one millon thk ;)
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 12, 2014, 07:53:04 pm
if not too much bother Might change this assault rifle m45 for the same you did with the first command you through a saludo.prefiero change this by assalto rifle.
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 12, 2014, 10:06:16 pm
This is the best that I stay the mhk5 if you can change it by assault rifle, thank you very much friend will try next to make armor, greetings. ;) ;)
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 13, 2014, 02:23:19 am
so sorry to bother you, I command these three weapons if you can change all the assault rifle, I'll go after the changing, thanks again and sorry for the inconvenience greetings friend. :-[ :-[ ;)
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 13, 2014, 03:09:44 pm
thk
Title: Re: Weapon Mod for 2.5 dev
Post by: Noordung on November 13, 2014, 05:01:52 pm
added the last tt model as the m5 machingun (uses the machine gun ammo) to the mod. By the way weapons in ufo cant use dual ammo types at the same time so you'd have to reload the weapon to swap between grenades and bullets losing any unspent rounds in the process so the 2 model 44 would only be cosmetic (or very wasteful of ammo)
if there would be special one granade ammo lighter and chepaer than 6 ammo packs for granade launcer. it would be more realistic since those granade launcers attached to raifles are one ammo granade launcers. it would be really nice if we would have that kind of weapon in game. but not as m4 but something else.
also would it be possible to use knife/bayonet on rifle? that plasma knife you can research later to be used on some sort of coil assault rifle of human origin? i know someone said we have enough weapons but coil assault rifle with coul granada launcehr could be very interesting weapon. someting like more accurate than assault rifle we have now, stronger but with lower fire rate.
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 13, 2014, 06:09:34 pm
I thought this very moment another rifle more control to change by the assault thk ;)
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 13, 2014, 07:47:33 pm
hello friend, I send my latest model of weapon, if you can change the assault rifle, thank you very much.
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 14, 2014, 01:13:13 pm
Quote
if there would be special one granade ammo lighter and chepaer than 6 ammo packs for granade launcer. it would be more realistic since those granade launcers attached to raifles are one ammo granade launcers. it would be really nice if we would have that kind of weapon in game. but not as m4 but something else.
also would it be possible to use knife/bayonet on rifle? that plasma knife you can research later to be used on some sort of coil assault rifle of human origin? i know someone said we have enough weapons but coil assault rifle with coul granada launcehr could be very interesting weapon. someting like more accurate than assault rifle we have now, stronger but with lower fire rate.

At the moment the closest we can come to a bayonet is just to have a knife in the holster and to swap it into your off hand to use then replace in the holster (similar to what most people do with the medikit) to continue firing, a one handed, single shot grenade launcher could provide the same functionality with frag,smoke and plasma grenade ammo and of course it could be used as a standalone weapon not as satisfying as an integrated solution but certainly easily doable.

Coil assault gun sounds good maybe with 2 round burst fire mode

Since the fire modes are definined by the ammunition the only realistic way to get radically different fire modes is on energy based weapons as seen in the plasma blaster that has ball and burst modes (or my own plasma thrower in this mod). Of course you can have a grenade mode on a standard rifle mag but using 10 bullets to fire 1 grenade just doesnt feel right.
 
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 14, 2014, 01:57:49 pm
hello friend, you can change the assault rifle for the latest model TR15 command you thanks. ;)
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 18, 2014, 12:22:27 pm
titoyo72 I've been super busy last 4 days also hit a slight snag but I already have that sorted...still be a few more days though sorry for the delay
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 18, 2014, 12:38:05 pm
there is no problem friend when you can thank you very much friend.
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 18, 2014, 01:08:49 pm
ok
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on November 19, 2014, 11:52:44 pm
Added the m45,scar and tr15. Had to also add 2 new mags for the scar and tr15 as there is a hard coded limit of 4 weapon types per magazine (or 4 magazine types per weapon).
This brings the total of included items to 7 which is the max number of items that can be added.
I believe that the limit was raised to 9 but I dont know when and what versions have this new max (or what version you are using) and the game will crash if its exceeded so for saftey sake I'm not including any more.
Title: Re: Weapon Mod for 2.5 dev
Post by: titoyo72 on November 20, 2014, 12:33:13 pm
thk my friend
Title: Weapon Mod used with 2.5 (stable)
Post by: cannonfodder558 on February 05, 2015, 07:59:58 am
Hello,

I can't find the advanced laser weaponry / plasma thrower in research. Could somebody please tell me where to find it/ what the prerequesites are?

I use the mod in v2.5 (stable). The .web455 Revolver is there, and the microrockets can be researched.

Thanks a Lot in advance.

Kind regards,

   
Title: Re: Weapon Mod for 2.5 dev
Post by: AntJam on February 05, 2015, 12:45:46 pm
Advanced laser requires standard laser weapons, Ortnok autopsy and alien armour to be researched
Plasma thrower requires advanced bloodspider autopsy, Electromagnetic rifle, plasma blaster and plasma grenade.
Title: Re: Weapon Mod for 2.5 dev
Post by: cannonfodder558 on February 05, 2015, 06:20:20 pm
Thanks for your fast answer.

And the time you invested in creating the mod.

Bye