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Tactical Mod 0.54 ( Enhanced Sprites, mini map, etc..)
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Tactical Mod 0.54 ( Enhanced Sprites, mini map, etc..)
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OVNI
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PostPosted: Thu May 31, 2007 7:27 am    Post subject: Tactical Mod 0.54 ( Enhanced Sprites, mini map, etc..) Reply with quote
 

Screen of 0.4 with FkMod installed before (click to enlarge)

IMPORTANT : if you use Bman 2.09 (or newer version) or a mod pack whitch includes it, you have to desactivate "returnFireChange" feature (by using my mod's gui).

--- To install, decompress the zip, and run "Tactical Mod XX.exe" in the root directory of the game
--- This mod could be installed after other mods, it will NOT overwrite changes mades by thoses mods.
--- If you install another mod after this one, run "Tactical Mod XX.exe" when it's done to reinstall Tactical Mod (the other(s) mods(s) you'd just installed will still work)
--- You can deactivate feature(s) you don't like separatly by using the .exe

Download Tactical Mod 0.54
( for game with patch 1 only)


Download Tactical Mod 0.31
( for NON patched game only)



FEATURES :

--- A filter to "sharpen" soldiers and weapons (also used by aliens) sprites. Here an exemple
1) Interface Changes :
--- A mini radar, to shows seeable enemies, allies and instantly teleport camera where we want.
--- There's a new panel in the hud to save action points (like in x-com) to shoot with a selected fire mod and/or kneel after moving, without having to calculate anything.
--- Hotkeys based on Edswor's mod, now they work in inventory too.
--- Added a new inventory slot "head" for helmets ONLY. When helmets are anywhere else they don't give any bonus.
--- The belt's 2x2 slot has been replaced by a 1x1.

2) Movements changes :
--- Now any movement (knell,throw, shoot, etc... except turning) can provocate reaction shot. The reaction shot resolution is no more using random, but compare the reaction of units( x-com formula ). Unit hit in back has lower chance to react.
--- A soldier wearing (in hand or inventory) only pistol or small stuff (grenades, medikit, etc...) moves 25% faster (AP cost is 25% cheaper).
--- A soldier wearing (in hand or inventory) a heavy weapon (rocket lancher, heavy rifle, etc..) moves 25% slower (use 25% more AP to move).

3) Weapons Changes :
--- A soldier with a rifle (or shotgun) is 25% less accurate with it if he wears another item in the other hand.
--- Light infantry (wearing only small items : no rifle or heavy weapon) is 30% more accurate with grenades
--- heavy infantry (wearing stuff like flamethrower,etc..) has 30% malus with grenades.
--- Kneeling gives no more bonus for throwing grenade, cause there is no physical reason to.

4) Can see behind windows and small object (AlienHunter's code)

5) Moving items in inventory cost action points. (cost depend of source and destination)

6) Camera changes :
--- One click (or keyhit for hotkeys) doesn't center the view on unit.
--- Double click (or double keyhit for hotkeys) immediatly center the view on unit.
--- Camera doesn't follow controlled units when they moving.


THANKS :
--- to Rick (for xbg structure)
--- to AlienHunter (for code to see behind windows)
--- to Edswor (for hotkeys)

Note for modders :
Please if you want to include this mod in your mod, let files in data\TacticalMod\ and use exactly the sames constants names to call functions.
If you do this, my futurs patchs could work, and will replace the tactical mod's code correcly (without replacing yours).


Version changes :
0.54
--- fixed bug with reaction in terror missions
0.53
--- corrected syntax problem when including turnManager.xscr
0.52)
--- aliens don't react when trying to kneel with not enought AP
--- game don't crash when caf succeed to react
0.51)
BUG FIX:
--- now sprites are preloaded when using "enhenced sprites" feature.

0.5)
NEW FEATURES AND IMPORVEMENTS:
--- Added a filter to "sharpen" soldiers and weapons (also used by aliens) sprites.
--- changed the reaction fire routine ( i think it was too randomised, and unbalanced for aliens )
    --- Now it compare the reaction (= Perception*CurrentAP/MaxAP ) of the 2 units engaged to know if a reaction fire happen.( You don't have the same chances to return fire versus a very reactive alien and a very slow one => Less you move, more you'll have chance to return fire, or prevent return fire from enemy.)
    --- Kneeling can provocate reaction fire. (think about it before kneeling near an alien !)
    --- when a unit his hit, but doesn't see its attaker, unit still can react, but will have -50% reaction malus.
    --- Any offencive action (throwing, shooting, psi attack) can provocate reaction fire, even if you aimed unit wasn't hit. But it only happen after the action release, and only if enemy can see unit.

--- Added a new inventory slot "head" for helmets ONLY. When helmets are anywhere else they don't give any bonus.
--- The belt's 2x2 slot has been replaced by a 1x1.
--- changed dot size in mini radar map (6px instead of 5)
--- (exe) uninstallation will erase all .png files in data\TacticalMod\soldier\ (and subdirectory) without distinction.

BUG FIX:
--- Mini radar map "fast teleport" works with higher screen resolutions.
--- Now AutoSaveActionPoints doesn't makes the game crash when leaving a mission (could happen sometime)
--- Now AP Cost in inventory is correct
--- Now reduced cost for swaped item also works when you drop it at ground.
--- game don't crash when trying to close inventory via hotkeys when draging an item.
--- (exe) now inlineAtFunction with "start" argument doesn't include code at the end of a function

0.4.1)
Now removed/overwrited files goes in backup_XXX folders instead of trash bin.

0.4)
NEW FEATURES AND IMPORVEMENTS:
--- Now the mini radar map shows the "camera view box".
--- Now the mini radar map shows the active unit with a yellow dot.
--- Now the critical wounds icon is shown at right of the mini radar map.
--- (.exe) Changed the "is system.xbg unpacked?" method, now it will detect if another packed mod has been installed since 1st run, and will ask to unpack it.
--- (.exe) Now overwited and deleted files go to recycle bin. (except file in Tactical Mod directory.)
--- (.exe) Now uninstallation delete upacked files.

BUG FIX :
--- fixed wrong AP cost shown when swaped 2 item, drop the swaped in ground, then dragged it.
--- "Make windows transparent" feature now works with patch 1

0.31)
BUG FIX : corrected bug with reserve AP that crach the game when starting a new mission when another mission was previously created.

0.3)
NEW FEATURES AND IMPORVEMENTS:
--- A radar to show allies, visible ennemies and to move directly where we want.
--- There is a new color(blue) for movement box to show zones where you can go only if you force movement after auto stop due to AP reservation.
--- Now the "Reserved Action Points" message is blue. (to prevent confusion with "Not Enought AP" message)
--- Movement bonus/malus is apply to all movements (except turn, shoot, throw)
--- The AP cost to move items in inventory is shown

BUG FIX:
--- Now the GUI allways shows the correct AP cost.
--- Now the manager (exe file) doesn't reactivate features that was previously desactivated when he starts.
--- corrected bug with reserve AP that crach the game when starting a new mission.
--- Now units don't reserve action point while computer turn (to permit return fire)
--- Now reselecting a unit doesn't reactivate the AP reservation if you previously decided to continue to move this unit.
--- Now the "Reserved AP" message never replaces the "Not Enought AP" (it was happening sometimes)
--- Heavy infantries uses 25% more AP cost instead of 50%.
--- Corrected 2 bug exploits with inventary cost

0.2)
--- shooting with an empty weapon don't make the game crash
--- empty weapon can't reserve AP
--- Aliens have no malus when they fire with a rifle + another item in hand

ps : Please post any bugs, balance issues, or suggestions, thx.



Last edited by OVNI on Tue Jul 17, 2007 10:26 pm; edited 43 times in total
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AJ Rimmer Bsc.Ssc.
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PostPosted: Thu May 31, 2007 7:54 am    Post subject: Reply with quote
 
some nice reasonable changes there.



one for the collection,cheers matey Wink


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Nimo
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PostPosted: Thu May 31, 2007 12:32 pm    Post subject: Reply with quote
 
i have a question to "--- heavy infantry (wearing stuff like flamethrower,etc..) has 30% malus with grenades. "

The soldier needs both hands for heavy weapons, so he can´t throw a grenade unless he drops his flamethrower (or whatever), which makes the malus useless...

The rest sounds great. Can´t wait to test it tonight Smile

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OVNI
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PostPosted: Thu May 31, 2007 1:29 pm    Post subject: Reply with quote
 
thanks for comment Smile

Quote:


i have a question to "--- heavy infantry (wearing stuff like flamethrower,etc..) has 30% malus with grenades. "

The soldier needs both hands for heavy weapons, so he can´t throw a grenade unless he drops his flamethrower (or whatever), which makes the malus useless...


He can also put it in its bag... But that's true, it's a bit useless ^^

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Nightfreak
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PostPosted: Thu May 31, 2007 2:00 pm    Post subject: Reply with quote
 
Great work. I vote to implement this into Bmans!


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lumat
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PostPosted: Thu May 31, 2007 4:13 pm    Post subject: Reply with quote
 
Me too. I like it. especially the transparents windows and bonus malus Razz

However, I think there is a little problem with Auto Reserve AP. The box remains green beyond the number of available points and for the maximum AP of the soldier.

Normaly, it will be Yellow for the AP part, no ?

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OVNI
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PostPosted: Thu May 31, 2007 8:25 pm    Post subject: Reply with quote
 
Quote:


However, I think there is a little problem with Auto Reserve AP. The box remains green beyond the number of available points and for the maximum AP of the soldier.

Normaly, it will be Yellow for the AP part, no ?



Not sure to understand...
If a soldiers saves the requested AP he stops and show the messagebox, but you can force him to move without deselecting stuff in reserve AP pannel. ( I didn't want to click on this all the time like in x-com... ).
The selected buttons in pannel stay activated (unit your reload of leave mission) for the same reason, even if a unit doesn't have any AP.

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lumat
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PostPosted: Thu May 31, 2007 10:09 pm    Post subject: Reply with quote
 
Yes, I understand but I say about the mouse pointer. It change to green box or yellow box. When you select a soldier, you see with this box the place where the soldier go. This box is green when the soldier has enough AP or yellow when the soldier hasn't enough AP.

With your mod (AP reserved activated or not) the mouse pointer doesn't change. It always green. For exemple, my soldier has 60 AP. If I reserve 20 AP for an action fire, when I select him, the box at the mouse pointer is green until 60AP and not 40 AP. And it's difficult to see where we can send the soldier with reserved AP. Without your mod, the box could be green until 40 AP only and yellow after.

This little problem appear with activate in the mod your reserved AP or deactivate it. It the same problem. Strange, no ?

Sorry for my english but I hope this time you understand me Embarassed Very Happy

NB, I use your mod with Franken Mod

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OVNI
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PostPosted: Fri Jun 01, 2007 9:03 pm    Post subject: Reply with quote
 
Ok, sorry i thougth you were talking about the yellow message box.

Next version will show possible path's caseBox beyond currentAP-reservedAP in blue.
This way, we will be able to see when we can go before and after AP reservation stage.
Thanks for the idea.

ps : still have some small bugs to correct before updating v0.3

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Nimo
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PostPosted: Fri Jun 01, 2007 10:34 pm    Post subject: Reply with quote
 
Small bug : With a Pistol my soldier needs only 3 AP to move (which is ok, -25% Wink ) BUT with a Rocket launcher he uses 6 AP for 1 square, which are actually +50 % and not +25%.

edit : oh i see, you allready knew that Smile



Last edited by Nimo on Fri Jun 01, 2007 11:27 pm; edited 1 time in total
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pdifolco
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PostPosted: Fri Jun 01, 2007 11:19 pm    Post subject: Reply with quote
 
Looks neat, I'm interested. But no chance to drop FKmod for just that...Did someone tried this mod in addition to FrankenMod ?
Does it work, or are there incompatibilities ? Question

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Nimo
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PostPosted: Fri Jun 01, 2007 11:25 pm    Post subject: Reply with quote
 
I use BMans Mod only, and so far it works.
However, i have deacivated some of this mods features. I use only the "look through window", movment boni/mali and accurracy mod. oh and the camera mod. i deactivated the rest.

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Nightfreak
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PostPosted: Sat Jun 02, 2007 8:17 am    Post subject: Reply with quote
 
pdifolco wrote:

Did someone tried this mod in addition to FrankenMod ?
Does it work, or are there incompatibilities ? Question


Come on, be our guinea pig. Very Happy


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OVNI
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PostPosted: Mon Jun 04, 2007 6:24 am    Post subject: Reply with quote
 
New update

Now there is a mini radar : it show allies, enemies and allow instant camera teleport Smile
Also corrected all known bugs, and changed some stuff (see 1st post for full improvements list)

If you had installed a older version (0.1 or 0.2) i recommend to use their how exe file to uninstall them before installing 0.3.
(this version can also uninstall previous ones at startup but it will scan all .xscr file of data directory, it can take some time (around 5seconds on on athlon2500) so don't worry if it seems crashed.)

Quote:

Looks neat, I'm interested. But no chance to drop FKmod for just that...Did someone tried this mod in addition to FrankenMod ?
Does it work, or are there incompatibilities ?



I tested with 0.2, it works, there is no reason it will not work with 0.3.

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Moriarty
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PostPosted: Mon Jun 04, 2007 4:01 pm    Post subject: Reply with quote
 
A mini-radar? Can you post a screenshot?

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