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Topics - mutantlord

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1
OXCE Bugs / Spawn waypoint bug.
« on: May 05, 2024, 02:47:32 pm »
Meridian, I am getting a really weird bug that I can't explain.

[2024-05-05_21-41-25]   [FATAL]   A fatal error has occurred: Missing second waypoint! Error occurred while trying to determine UFO waypoint for mission type: STR_CRACKHOUSE in region: LANDSPAWNS; ufo type: STR_CRACKHOUSE, trajectory ID: MISSION_SPAWN.
[2024-05-05_21-41-25]   [FATAL]   0x7ffbcd773f50 RaiseException
[2024-05-05_21-41-25]   [FATAL]   0x7ffbc7146b10 CxxThrowException

[2024-05-05_21-41-25]   [FATAL]   0x7ffbcef11fd0 BaseThreadInitThunk
[2024-05-05_21-41-25]   [FATAL]   0x7ffbd0d3ef90 RtlUserThreadStart
[2024-05-05_21-41-25]   [FATAL]   Crash dump generated at C:/games/UFO/Disconnect Brutal A.I ver/user/2024-05-05_21-41-25.dmp
[2024-05-05_21-41-39]   [FATAL]   OpenXcom has crashed: Missing second waypoint! Error occurred while trying to determine UFO waypoint for mission type: STR_CRACKHOUSE in region: LANDSPAWNS; ufo type: STR_CRACKHOUSE, trajectory ID: MISSION_SPAWN.

Mission spawn ufo trajectories only have one waypoint in its code.

ufoTrajectories:
  - id: MISSION_SPAWN
    groundTimer: 0
    waypoints:
      - [0, 0, 0]

2
Released Mods / The Disconnected Future. Working Version.
« on: May 02, 2024, 06:57:50 pm »
Greetings to all. I have finally completed a working version of my Disconnected Future. That you can play from start to finish.

This is my personal Hybrid Mod. Tells a story when the world of the future where the Eurocorp Syndicate and reigned unchallenged until an unknown computer virus fractured UTOPIA, the A.I server that unite the Hexagon Chip that control every citizens from around the world.

This is a very challenging mod. It requires you to raid cities at the start with no man power and salvage the hell of what you find in those cities to build your armies to defend earth from the future Alien threat.

Have five episode arc. First is the scavenging building your way around, UFO, TFTD, APOC and Advent invasion. 5th Arch is open ended. No ending.. yet.

Don't expect the UFO and TFTD follows the vanilla story. It has been heavily modded to accommodate for this mod.

Special thanks to:

Meridian - For all his help over the years and feature that requires to make this mod happen.
Yankes- For his off the forum help with scripting.
Supsuper- For just tolerating me.
Xilmi- For his Brutal A.I and more than 8 bases feature.

Modders

Nord - For his TWOTS adapted to my mod and also his assets.

Solarius for assets from his mod.

Dioxine for assets from his mod.

Hobbes, for his Terrains, with some modified for this mod.

Finnik, for his codes and contribution to enable hyrid features.

efrenespartano, for his assets contribution.

Luke83, for his advice during the contruction of this mod.

Alice (8mono), for his/her contribution to the persuadatron codes.

Firaa, for his mortality codes.

bulletdesigner for his assets.

Alex_D for his Lotus AquaCar

The Martian, for his assets contribution.

Memmaker, for his contribution on special abillities.

https://www.mediafire.com/file/ebry2gf4bgcr0fb/Disconnect_Brutal_A.I_ver.zip

https://discord.gg/W3JD9y69

For bug reports. For OXCE bugs please post it here on this forum.


3
Hi, I know this is a long shot, but I wish to make a request for this year.

I want to add a feature that certain terrain can only be accessible on the globe once a certain research topic is met.

Reason. My mod has episodes. After a certain episode, the planet under goes a transformation. That transformation requires mixed terrain only that episode allows.

Code: [Select]

globe:
  data: Resources/Old Globe/world.dat
  researchTriggers:                   
        STR_CYDONIAMISSIONFAIL: false
  data: Resources/Old Globe/alienworld.dat
  researchTriggers:                   
        STR_CYDONIAMISSIONFAIL: true
  oceanShading: false
  oceanPalette: 10 
  textures:
    - id: 0
      startingCondition: STR_LANDONLY  
      fakeUnderwater: false 
      terrain:
        - name: ALIENDESERT
          weight: 1
          researchTriggers:                   
                 STR_CYDONIAMISSIONFAIL: true
        - name: DESERTCITY
          weight: 1
          researchTriggers:                   
                 STR_CYDONIAMISSIONFAIL: false
        - name: DESERT
          weight: 1
          #if no research trigger, default terrain remains.

4
I have a useful suggestion. Items from base inventory get removed due to an event. Can result a lot of Bad Events ideas.

5
Help / Help with fuses
« on: April 30, 2024, 02:28:16 am »
In the items, I am trying to make a grenade explode on hand. Got most of the code right except for one.

How do you make the grenade explode instantly with out waiting of it to end of the turn or drop in the ground?

6
Like Missionscript has researchTrigger, I wish to suggest  itemsTrigger for manufacturing. Quality of life visual for mods with huge manufacturing list. The manufacturing only show if player has the require items in base inventory. Please give feedback for suggestion.

7
Work In Progress / Coral Reef Terrain.
« on: February 24, 2024, 02:53:06 pm »
Coral Reef Terrain. Similar to the great barrier reef.

8
If I can input some suggestions.

Currently, I believe the maxAltitude is the range a craft can intercept the ufo. If the craft is beyond the interception parameters, a menu will pop up and alert the player that the interception is impossible. It is during this interception phase that the warning would pop up.

Can this warning menu be improve or re-code to when the craft crosses the boundaries of one texture to another? If the altitude parameters of one texture is beyond the operatiional limits of the craft? The warning will pop up when it crosses one texture to another, eg, land texture to underwater texture? If it does not violate vanila  OXC codes.

This way, maxAltitude is the maximum altitude the craft can operates in, not when interception can or cannot happen.

Two, if the former part of the suggestion is viable.

Can OXCE be upgraded in this manner, should the suggestion above can be improved as suggested?

There is a minAltitude and maxAltitude, PLUS a , minDepth and maxDepth for (Globe) Textures.

minAltitude and maxAltitude is for land or vanila ufo terrain only.

fakeUnderwater terrains has both minAltitude and maxAltitude, plus minDepth and maxDepth

The logic behind this suggestion is the enable of class distinction of land, air and sea vehicles.

craft will also have  both parameters like minDepth and maxDepth, minAltitude and maxAltitude,

Land craft, has minAltitude and maxAltitude of 0, minDepth and maxDepth -1

Sea craft, has minAltitude and maxAltitude of -1, minDepth and maxDepth 0

Underwater craft, has minAltitude and maxAltitude of -1, minDepth and maxDepth 0 to 5 (whichever the highest depth possible)

Aircraft, has minAltitude and maxAltitude of  0 to 5 (whichever the highest altitude possible), minDepth and maxDepth -1

Hybrid craft, has minAltitude and maxAltitude of  0 to 5 (whichever the highest altitude possible), minDepth and maxDepth (whichever the highest altitude possible)

Craft Weapons with underwaterOnly parameter,  Weapons can function like underwater, has default setting of minDepth and maxDepth (hidden from modder) set as greater than 0
 
If this helps and my suggestions are valued.

9
Work In Progress / Winter Marshes Terrain.
« on: December 11, 2023, 03:23:01 pm »
A new Terrain I have recently done.

10
Last feature I want to suggest, please reply if possible.

I had always wanted to allow random encounters for craft while on patrol or intercepting a ufo.

These Encounters are full mission sites, randomly generated each month.

I wonder what are the best (hacked) solution to enable them?

Solutions:
********
1) Hidden (landed) UFOs, modded with large trigger radius, scattered over the globe. Interception
screen is ignored when Craft encounter such ufo and it will go straight into the Battlescape mission.

2) Invisible Alien bases/Terror sites modded with large trigger radius, if the craft fly pass one of these base, it will trigger a mission alert and it will go straight into the Battlescape mission.


Please advise if or which feature is easy to do, reject or allow. Thank you

11
Hi, I have a feature request, if this can be implemented one day.

I believe Finnik was also interested in this feature to also be allowed too.

This feature is to separate out mapBlocks for crash and landing ufos.

The reason for the raising for this feature is to allow human (or aliens) ufos or planes to have multiple different crash maps to select from. To allow more random crash configurations.

Instead of the Engine core explosion to create a crash map.

Please advise if this feature is easy to do, reject or allow. Thank you

Example code.

    battlescapeTerrainData:
      name: SKYSPOTTER
      mapDataSets:
        - BLANKS
        - PLANE
        - LIFTER
      mapBlocks: #Normal landing Map
        - name: FALCONPLANEENEMY
          width: 10
          length: 10   
      mapBlocksCrash: #Crash Maps
        - name: FALCONPLANEENEMYCRASH1
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH2
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH3
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH4
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH5
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH6
          width: 10
          length: 10   

12
OXCE Support / Diving suit ignore sonic damage
« on: April 08, 2023, 03:15:23 pm »
Hi trying to help out a player, he found the diving suit is ignoring damage from sonic weapon underwater
I check the damageModifier of the armour vs the damageType of the weapon class as 10 in the Hybrid mod, I can’t find an explanation why it is the armour ignoring damage. It should receive sonic damage from land and sea.

13
OXCE Support / [Solved] Segmentation fault
« on: March 05, 2023, 05:51:50 am »
Hi, I am trying to help a player to find and fix this segmentation fault. The error logs is not helping and I don't know if it is the mod or the OXCE engine is causing the fault.

This crash always happen when the battlescape mission is completed.

For faster result to the crash, Ctrl-D and Ctrl-k.

save game is: autobattle_(1).asav

error logs + player's save game is in the mod from the link below.

https://www.mediafire.com/file/gle1rvh11h0lftm/Disconnected_Future_Latest.zip

14
OXCE Support / [Solved] Retaliation run trajectory issue
« on: March 01, 2023, 02:27:32 pm »
Hi, I am trying to help a player who has come across of this bug. The Author is stumped on how to fix the bug.

Please see the original error log attached.

The Mod the Disconnected Future uses a TFTD type region for its spawns.

So it is using only zone 0 in the region LANDSPAWNS

The Alienmission is as follow, from the code snippet.

Code: [Select]

  - type: STR_FACTION_RETALIATIONWEST
    points: 0
    objective: 4
    multiUfoRetaliation: true
    spawnZone: 0
    spawnUfo: STR_CONQUERORBATTLESHIPRAIDER3
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_WILDWEST_REGIMENT: 100
    waves:
      - ufo: STR_ENEMYSKYBUSRAIDER2
        count: 1
        trajectory: P27
        timer: 3000
        interruptPercentage: 5
      - ufo: STR_CONQUERORBATTLESHIPRAIDER2
        count: 1
        trajectory: P20
        timer: 5000
        objective: true
        interruptPercentage: 20
      - ufo: STR_ENEMYMIG192
        count: 1
        trajectory: P21
        timer: 3500
        hunterKillerPercentage: 70
        huntMode: 2
        huntBehavior: 2
        escort: true
        interruptPercentage: 1
      - ufo: STR_ENEMYQ5FANTAN2
        count: 1
        trajectory: P21
        timer: 4600
        hunterKillerPercentage: 70
        huntMode: 2
        huntBehavior: 2
        escort: true
        interruptPercentage: 1



The Ufo trajectories for those above,

Code: [Select]

  - id: P20
    groundTimer: 3000
    waypoints:
      - [0, 4, 100]
      - [0, 3, 74]
      - [0, 1, 28]
      - [0, 1, 47]
      - [0, 2, 100]
  - id: P21
    groundTimer: 4000
    waypoints:
      - [0, 4, 100]
      - [0, 2, 76]
      - [0, 2, 20]
      - [0, 1, 44]
      - [0, 1, 20]
      - [0, 2, 32]
      - [0, 1, 65]
      - [0, 1, 100]
  - id: P27
    groundTimer: 9000
    waypoints:
      - [0, 4, 100]
      - [0, 3, 60]
      - [0, 2, 30]
      - [0, 1, 20]
      - [0, 0, 100]

99% of the cases, the out of zone error doesn't occurred. This is a rare one. I am out of explanation as to why it happened.

Link to the latest version of the mod

https://www.mediafire.com/file/pykamqf29w4wpnj/Disconnected_Future_Latest.zip

15
Hi, I raised this request is to allow the creation of melee items that act like a limited dialogue system in battlescape interacting with neutral NPC.

Background-  Mods like the Fallout mod for XCom need a system in battlescape to exchange items or services. Having a full dialogue system is out of the question.  What I am proposing is, having a melee item that a soldier or NPC can be equipped with that allows:

Must have
- Enable a neutral or hostile NPC to permanently follow XCom NPC, can be recover as a item or civillians
- NPC can exchange item with XCom soldier with the dialogue item
- XCom with dialogue item can access neutral or hostile NPC inventory.

Maybe have
- XCom NPC to be Permanently unfollowed or get ejected out from XCom squad in battlescape?

The dialogue item will follow as per item rule, but have the following differences.

-tuCost (cost for the dialogue in time used)
-tuSuccessPercentage (chance of success in the dialogue to be actioned)
-tuItemRequired (item or items required for the dialogue to happen)

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