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Messages - Star Commander

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1
Work In Progress / Re: OpenXcom - War
« on: July 10, 2013, 08:55:39 pm »
Hey Warboy, as a 'thank you' for looking into my own image issues, I'd thought I'd chip in some efforts towards your image issues.

Here's a quick re-work of the flame thrower bigob image, blown up to 400% (and rotated on it's side for the moment).

Regarding craft weapon ufopedia images... they follow the same format as the aircraft images?  At least I got 'That' bit right with my planes  ::)  (PS: any further luck with those? I think I sorted the transparency issues, but my install still refuses to load them :'()

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Work In Progress / Re: Adding New Image Files
« on: July 07, 2013, 01:05:47 pm »
they're all set to use sprite 3...

also: line 127/128: uuuuuh..... whut?

i changed them to use sprite 22, 23 and 24 and suddenly this:

Set to sprite 3 to allow the game to work.  The line thing...  :-[ I lump all the mods I use in one ruleset (to avoid duplicates, plus that's how I work, like to have everything in one place)  Missed a line...

I guess my palettes are still wrong... :'(  Well, at lest you've got them in game :D

3
Work In Progress / Re: Adding New Image Files
« on: July 07, 2013, 11:57:10 am »
Attached.  Ruleset and images.

Thanks for having a look at this :D  I suspect it's something really obvious and silly that I've forg0tten or missed...

4
Work In Progress / Re: Adding New Image Files
« on: July 07, 2013, 09:15:55 am »
You're also using some .gif files- last time someone had unsupported image they switched them to PNGs and suddenly the error dropped.

Tried that.  Those .gif's are Warboy's so they should work (must admit, in my save game haven't actually gotten a Firestorm yet, for which I'm using the Sentinel images)

  - type: STR_SKYRANGER
    sprite: 0

sprite index = 0

  - type: STR_INTERCEPTOR
    sprite: 3

sprite index = 3
so assuming the sprite index for the raptor is 22, that is correct. the firefox, typhoon and talon are wrong, because you skipped the number 23.

Sadly, it's the Raptor that's messing up.  Haven't bought of the other two (the Raptor is to replace the standard Interceptor.  The others are add-ons)

But well spotted on that number error.  Whoops! :-[

Quote
as for the unsupported image format stuff... well, a couple of things.

first, enable debug mode in your config, load the game to the main menu (or as far as you can) and post your openxcom.log

this may be a problem with SDL image not being built properly on the git bot, if you're on windows, try downloading THIS version, that i built myself, i'll pester michal to look at the build bot settings.

Tried debug, this is what I got:
Code: [Select]
[07-07-2013 06:47:26] [INFO] Ruleset loaded successfully.
[07-07-2013 06:47:26] [INFO] Loading resources...
[07-07-2013 06:47:26] [ERROR] GEODATA/PALETTES.DAT not found

But then I had a look... that attempt was without all the data folders *facepalm*

So... unpacked the backup I made before I download the 22/6 build...  Copy across the data stuff.  The build you linked above works... as does the 5/7 build!

Now tried with the extra ruleset (question: if something is in the stock ruleset & a Mod ruleset, does the Mod one override the Stock?).  No crash on boot, and error log says loaded:

Code: [Select]
[07-07-2013 07:10:59] [INFO] Adding/Replacing items in surface set: BASEBITS.PCK
[07-07-2013 07:10:59] [INFO] Adding frame: 54, using index: 1054
[07-07-2013 07:10:59] [INFO] Adding frame: 55, using index: 1055
[07-07-2013 07:10:59] [INFO] Adding frame: 56, using index: 1056
[07-07-2013 07:10:59] [INFO] Adding frame: 57, using index: 1057
[07-07-2013 07:10:59] [INFO] Adding frame: 58, using index: 1058

But when I go to a base with a Interceptor/Raptor there... CTD

Still, at least I'm back to where I was when I first posted :)  Progress, of a sort.

Sorry to be such a pain guys.  Really do appreciate all the help.

5
Work In Progress / Re: Adding New Image Files
« on: July 06, 2013, 11:39:21 pm »
minimized icon = sprite index in INTICON,
dogfight icon = sprite index + 11 in INTICON,
base sprite = sprite index + 33 in BASEBITS.

hence the padding in the sentinel.

if that makes sense.

it would probably make sense to seperate these, or i could just make a mod designing tool with this logic built in.

Okay... so, 'Sprite Index' value would be...?  Sorry but I'm not really up on all the details of how this all works yet.  I get that the 'Sprite Index' is the list of all the sprites in the game files, and that each should be unique (right?)...

Here, this is what I've got right now under 'extrasprites':
Code: [Select]
  - type: BASEBITS.PCK
    files:
      54: Resources/BASEBITS/Sentinel_Base_View.gif
      55: Resources/BASEBITS/Raptor_Base.png
      56: Resources/BASEBITS/Firefox_Base.png
      57: Resources/BASEBITS/Typhoon_Base.png
      58: Resources/BASEBITS/Talon_Base.png
  - type: INTICON.PCK
    files:
      21: Resources/INTICON/Sentinel_Minimized.gif
      22: Resources/INTICON/Raptor_Minimized.png
      24: Resources/INTICON/Firefox_Minimized.png
      25: Resources/INTICON/Typhoon_Minimized.png
      26: Resources/INTICON/Talon_Minimized.png
      32: Resources/INTICON/Sentinel_Dogfight.gif
      33: Resources/INTICON/Raptor_Dogfight.png
      34: Resources/INTICON/Firefox_Dogfight.png
      35: Resources/INTICON/Typhoon_Dogfight.png
      36: Resources/INTICON/Talon_Dogfight.png

What should that be?

Of course, all of this has become null and void now.  I downloaded the latest build just after posting, intending to upgrade the build.  Spent a good while (half hour/hour) pulling all my modded stuff into a ruleset mod file (like you recommended in another thread)... only for the game to stop working :'(

Only the 0.9 stable build works :(  Not even a fresh install of 0.9 and the 22/6 build works.  Throws up the 'unsupported image format' error on start up...

Can still play (my saves were all done with the stable build), but... I wanna play with Firefoxes, combat knifes and grenade launchers!

6
Work In Progress / Re: Adding New Image Files
« on: July 06, 2013, 05:03:46 pm »
Er, hi!  Another newbie with similar issues.  sorry to jump on your topic Kaiser, but rather than start another one for basically the same thing...

Been tinkering with my Open-X-Com install, currently trying to replace the Interceptor with a trio of 'Real World' fighter planes (okay, two real and one movie plane)  Got the Ufopedia images to work just fine now.  All the ruleset stuff is done.  It's just the remaining icons I'm having trouble with.

Using your 'Sentinel' as a guide Warboy, I've created _base, _dogfight and _minimized icons for all four craft (planning an advanced plane that falls between the starting three and the Firestorm.  Another movie plane).  Images are of the right size, and imported the colour palettes.  Added the 'extrasprite' lines in the Ruleset, and pointed the 'craft' to those new icons (BTW... how does the game know which dogfight/minimized icons to use?)

Game loads, but as soon as I go to the base screen... CTD  With both .gif and .png formats. :'(

Not sure what I'm doing wrong.

Oh, and on a related topic... can't get the Moriarty Power suits to work either :(

Though do need to try the latest build; running the 22/6 build ATM.

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