Author Topic: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)  (Read 18941 times)

Offline Meridian

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #90 on: September 21, 2016, 05:12:03 pm »
In Ivan's mod, each corpse has 2 bigob versions: stunned and killed, the latter bloodied and mirrored as compared to the first.

Maybe we can automate that too?
- I can mirror it automatically (although seems pointless to me)
- I can add death indicator too
- obviously I can't add blood (other than as common indicator)

Also, already now the corpse without any indicators means it's dead.
So unless Bloodtm is what you want, I see little added value.

I just wanted to save Ivan's time for Bootypedia updates and for watching my LP :D

Offline Arthanor

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #91 on: September 21, 2016, 05:44:55 pm »
It'd be good if the crosses and zzz remained optional. I think they make the game too cartoony personally. However, the blood vs no blood is a cool feature to represent killed or stunned enemies. I don't mind the flipping, but I don't think it's necessary either.

Offline ivandogovich

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #92 on: September 21, 2016, 05:57:11 pm »
Looks like great progress.  I'll have to see how it all works.  And see if its worth the effort to keep the alt big corpses. 

Offline xaphias

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #93 on: October 01, 2016, 05:55:52 pm »
Game crashes when a Gal dies wearing Revenant Armor
screenshot and save provided

Offline Ridаn

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #94 on: October 01, 2016, 08:00:43 pm »
Game crashes when a Gal dies wearing Revenant Armor
screenshot and save provided
Try overwriting "..\OpenXcom_XPiratez\user\mods\AltCorpseComplete\Ruleset\AltCorpse_FloorOb_Armors.rul" with an attached file.
It points onto Metal Armour floorobject for Revenant corpses.

Offline ivandogovich

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #95 on: October 01, 2016, 08:12:25 pm »
Thanks Ridan.  Yeah, I've been slow to update the mod with the little bug fixes.  I apologize for that.  I'll work to get a patchec package out in a few days, so people don't have to hunt through the thread for the fixes.

Offline xaphias

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #96 on: October 01, 2016, 11:41:05 pm »
Yeah thanx Ridan, I did that myself after reading the discussion I missed before I posted a few pages back, thanx tho :)

Offline ivandogovich

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[Piratez] Alt-Corpse Mod 0.2.99C.1 Patch
« Reply #97 on: October 06, 2016, 04:59:54 am »
I'm uploading the new patch package to the Opening Post.   This fixes Revenant Armor crash, and replaces a few images that were malformed.  Thanks to all of those who reported them and helped others out with an updated : AltCorpse_FloorOb_Sprites.rul file.

This patch is compatible with Piratez .99C1.

Offline Dioxine

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #98 on: October 12, 2016, 07:14:33 am »
The Tough Girl spawns the corpse of Guild Rep.

Offline ivandogovich

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Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
« Reply #99 on: October 12, 2016, 05:32:32 pm »
The Tough Girl spawns the corpse of Guild Rep.
For BigObs it should have a unique corpse.  For FloorObs it was planned that way:

AltCorpse_FloorOb_Sprites.rul Line 287:
Code: [Select]
      2460: Resources/Corpses/FloorObs/HUM_4_fc.png #Tough Girl  (Going to recycle the Guild Rep's)
But looking more closely, it does appear that I do have the resources for it (distinct FloorObs).  I'll make that correction.

Ok, I have updated the Files and Repackaged them and posted: 0.2.99.c.1.a  (Patch)  in the opening post.

Thanks!

Offline Dioxine

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Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
« Reply #100 on: October 14, 2016, 07:15:38 pm »
Oh I see, the Tough Girl uses OG's corpse's floorob, so it wasn't in Piratez. But since you have it, it's all good :)

Posting a couple of new corpses from the upcoming version, so you can update early :)

Code: [Select]
  - type: STR_MUTON_MERCENARY_CORPSE
    name: STR_CORPSE
    weight: 60
    bigSprite: 100539
    floorSprite: 100539
    costThrow:
      energy: 20
    invWidth: 2
    invHeight: 3
    armor: 300
    recoveryPoints: -20
    battleType: 11

Offline Meridian

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Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
« Reply #101 on: November 05, 2016, 01:03:11 pm »
Added also separate wound indicator to inventory, just like for floorobs.

Code: [Select]
  - type: BigWoundIndicator
    singleImage: true
    files:
      0: Resources/UnitUI/Bleed.png

Offline Solarius Scorch

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Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
« Reply #102 on: November 05, 2016, 02:04:16 pm »
Added also separate wound indicator to inventory, just like for floorobs.

Since the engine already displays the number in the lower right corner, this is somewhat redundant. How about getting rid of the number and show as many bleeding icons as there are wounds? So for a standard 3x2 body you would have up to 6 icons; any wounds above it wouldn't be indicated, which is a bit of a loss, but frankly I can't see a problem with the information limited to "no wounds", "1 wound", "2 wounds", "3 wounds", "4 wounds", "5 wounds", "OMG it's a gushing fountain of blood".
I just think it would look neater.

Offline Meridian

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Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
« Reply #103 on: November 05, 2016, 02:11:39 pm »
I haven't originally added wound indicator, because it was big and ugly :)
I'm not going to do that again by potentially overlaying everything with blood (also the indicator is still 32x48, not 16x16).

Dioxine did a very nice job making the indicator small and not disturbing.

I can remove the number in the bottom right tho, if people ask for it.

Offline Solarius Scorch

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Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
« Reply #104 on: November 05, 2016, 02:29:17 pm »
Ah OK, I understand now.

And in this case I'd rather leave the number in. It's the most important information after all.