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Ok Guys nice convos here and i see a lot i like (i'll be working on a Stealth Overhaul myself after i finish Quantum and having a framework will be stellar!)
Now on what i've been doing the past 2 days- I've finished the coding of all the abilities i wanted to have and now i have even more effects to show off (and they are quite spectacular!) it took me quite a while to do those effects since i needed to reattach all the notifies of the animations i was using for the projectiles to work.

Singularity- Basically a Void Rift


Neutrino Beam- Basically a Null Lance

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Yay, I can finally post here and say what I've been working on! :D

 

As per the announcement made by 2K, we've been working on (and will be continuing to work on) 5 mods :

  • Toolbox -- released 29 April 2016, has new squadselect/afteraction UI that supports up to 12 soldiers, plus other little goodies
  • PerkPack -- A bunch of new abilities we've been coding, together with some UI stuff
  • LaserPack -- Models and code for adding a new weapon tier to the game
  • AlienPack -- This will be an update to the existing AlienPack (which had just the lonely Muton Centurion), adding a bunch of new enemies
  • MysteryMod -- I can't say what this one will be yet, but I'd imagine you all can guess :)
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@Amineri Awesome :D , just a quick question, are those new aliens are going to be modified XCOM2 models? I'm struggling to figure out how to setup the EU ones.. I was thinking of reimplementing the EU animtree but then I found that I'd have to code a separate Pawn class in unrealscript.

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Yay, I can finally post here and say what I've been working on! :D

 

As per the announcement made by 2K, we've been working on (and will be continuing to work on) 5 mods :

  • MysteryMod -- I can't say what this one will be yet, but I'd imagine you all can guess :smile:

 

So looking at the code from your ToolBox a lot of file names end with _LW....i wonder what that could be :tongue: and if it will be a Highlander mod that would offer greater functionality or a regular mod with some tools you asked firaxis to insert especially for that. (also i wish they wouldnt have hardcoded stuff about second wave options in the UI and implementation it would have been much nicer to hook up to that)

Edited by Guest
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I'm working on general multiplayer enhancements, so as to allow objective-based game play (Basically single-player maps and missions but with another player as the aliens). Currently I've been playing around with improving the Advent/Aliens side, which right now I'm working on adding reinforcement calls for Advent, as well as implementing Squad-wide concealment for XCOM while setting Advent to use the non-alert animation set.

 

Right now I'm at a roadblock because as I have tried to replace some of the core scripts which handle Evac, Reinforcements and Animation calls, I've been running into the issue of the scripts not working (even when unchanged, for some reason). I'm not sure why scripts that are built into the game are failing but I'm trying to work around it. As of now, XCOM can call for Evac (but not actually Evac for some reason), Advent pods start off with a single-use ability on the first turn which gives them a lot of mobility (to "pre-position" units around the map) and XCOM units start off individually concealed (hopefully I can re-build the squad concealment ability to work in multiplayer correctly, which is tricky with the side randomization).

 

Eventually I'm going to need to find a way to build the single player maps to hold two teams, but that's not on my radar just yet.

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LWS still in (official Xcom) business! Good news.

 

About that new ToolBox though -- i gather it will be upgradable quite easily and could certainly aim for a number of extra features. But, i've detected a tricky pattern in its choice of options; a few old mods would become obsolete somehow & i fear there might be some incompatibility hurdles with old saves if someone were to un-install previous versions (Hidden-potential, Squad Sizing, etc) similar to what Toolbox now offers.

Please re-assure me on the integration process and if so -- delve a bit deeper into the technical concerns this device might introduce (now or later).

 

Otherwise, each of those extra Packs are loud Rock music to my ears. Laser Weapons Tier & Mystery_LW2 included!! Keep us informed, Amineri.

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@Amineri Awesome :D , just a quick question, are those new aliens are going to be modified XCOM2 models? I'm struggling to figure out how to setup the EU ones.. I was thinking of reimplementing the EU animtree but then I found that I'd have to code a separate Pawn class in unrealscript.

 

Currently we're not heavily exploring re-use of XCOM EU/EW models. Given the differences in skeletons, rigging, and materials, it's still quite a bit of work to import those models (as I see you've been doing).

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I decided to take a step back from making new GTS skills, which turned out to be way more complicated than I thought, and try my hand at adding new weapons:

http://i.imgur.com/r10sZ4m.jpg

 

I managed to extract the skeletal meshes for most of the guns, the static meshes for the weapon attachments and some of the guns' effects, the textures for the guns, and some of the audio for the guns. Unfortunately, for some reason, my extractors can't pick up the full size textures for most of the guns, so they'll wind up looking like crap unless I figure out why it's like that.

 

Also, the audio for the guns doesn't have any obvious sequencing and one gun has 111 sound files, and as far as I can tell, there's only 4-5 actual gun shot sounds in that set.

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Well I dont have any pictures/videos this time (some of you might have seen my post about quantum's fate) because today I have made the framework for a stealth overhaul:

  • New silenced abilities for silenced weapons (turns out you can create those with a simple bool- thanks firaxis!)
  • a new ability to reconceal a squad if they didn't encounter any enemies(gonna see if i can change that to just include enemy activations to not make it OP ) or taken them all out within one turn (activation->enemy Turn->check for reconceal)
  • created an ability to reduce the detection radius if you're using items that are marked as "Civilian" for blending in(will be ini Configurable)
Edited by Guest
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Well I dont have any pictures/videos this time (some of you might have seen my post about quantum's fate) because today I have made the framework for a stealth overhaul:

  • New silenced abilities for silenced weapons (turns out you can create those with a simple bool- thanks firaxis!)
  • a new ability to reconceal a squad if they didn't encounter any enemies(gonna see if i can change that to just include enemy activations to not make it OP ) or taken them all out within one turn (activation->enemy Turn->check for reconceal)
  • created an ability to reduce the detection radius if you're using items that are marked as "Civilian" for blending in(will be ini Configurable)

 

 

This is fantastic! This is actually on our "To-Do" on our website. Happy to use yours though, for as long as you support it. I was actually going to have our artists do some 3D models of sound suppressors (at least for the 1st tier)

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