it still uses your placeholder graphics even though they are removed from the directory.
That is really strange for it to be able to load the old image files after you rename or delete them, that should not be possible.
Could you check in the mod loading menu that the old V1-0 version is not still selected.
It may be possible that if the V1-0 version was lower in the mod load order and its contents are overwriting the V1-1 version data.
(https://openxcom.org/forum/index.php?action=dlattach;topic=10959.0;attach=58676)
If you have not already please also try completely deleting V1-0 before trying to run V1-1, just in case it is still loading that mod's resources from the old version.
Both the new and old versions share the "id: ATK" variable in their metadata.yml file. If I understand OpenXcom correctly this means the program will not see them as separate mods so if both folders are present it may cause problems... (I may be wrong about that though.)
I just downloaded V1-1 from the forum to check if the file had corrupted when I uploaded it but I was able to display the orc unit without an error:
(https://openxcom.org/forum/index.php?action=dlattach;topic=10959.0;attach=58678)
If you are storing the .zip files inside the OpenXcom mod folder after decompressing them try moving those files to another folder, OpenXcom can load a mod from a .zip.
Also if you are running a Windows OS try emptying your recycle bin after deleting the mod from OpenXcom's mod folder. (Make sure there aren't any files in your recycle bin that you don't want to permanently delete before doing it.)
Any additional information you can provide may be helpful in trying to reproduce this error.
I've uploaded the Art Testing Kit V1-3 (http://), it now supports drawing routine 14. (Lobster Man)
I realize this is only for sprite testing, so the following is not necessary, but it would be nice to be able to have variants of the same routine using different sprites at the same time. So I could have 3 different types of modified mutons at the same time.
Here is a sub mod that will provide 3 extra muton armors.
(Just make sure you load it after the main one.)
(https://openxcom.org/forum/index.php?action=dlattach;topic=10959.0;attach=58749)
Download:
Art Testing Kit Example Sub Mod (V1-0).zip (https://openxcom.org/forum/index.php?action=dlattach;topic=10959.0;attach=58746)
You can use its code as a template to do the same with other sprite sheets.
The example makes use of OXCE's refNode feature which will allow you to quickly make a copy of an entry by referencing the anchor on the new entry instead of retyping all of the code you wish to duplicate.
Its a good trick to know as it could save you a lot of time and space with larger projects.
(Ruleset Reference section on inheritance via the refNode attribute (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)))
(https://openxcom.org/forum/index.php?action=dlattach;topic=10959.0;attach=58747)
So this armor entry:# [=] Muton [=] <drawingRoutine: 10>
- &STR_ATK_MUTON_ARMOR
type: STR_ATK_MUTON_ARMOR
spriteSheet: ATK_MUTON.PCK
spriteInv: ATK_POWER_SUIT_INVENTORY.SPK
allowInv: true
corpseBattle:
- STR_ATK_MUTON_CORPSE
storeItem: STR_ATK_MUTON_ITEM
frontArmor: 20
sideArmor: 20
rearArmor: 20
underArmor: 10
drawingRoutine: 10
damageModifier:
- 1.0
- 0.6
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 0.0
loftempsSet: [ 3 ]
forcedTorso: 1
Can be quickly duplicated with just these lines of code and then only the variables you want to change need to be written:
# [=] Muton (1) [=] <drawingRoutine: 10>
- type: STR_ATK_MUTON_ARMOR_1
refNode: *STR_ATK_MUTON_ARMOR
spriteSheet: ATK_MUTON_1.PCK
storeItem: STR_ATK_MUTON_ITEM_1