OpenXcom Forum
OpenXcom => Troubleshooting => Topic started by: bladum on November 15, 2014, 01:18:28 am
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symptoms:
app is crush when starting mission and big object should be displayed
my setup is:
latest night build + shotgun mod https://www.openxcom.com/mod/shotgun + x-com extender
steps to duplicate:
when mod is integrated into main rul file then GIF files from mod cannot be read, for example when big object should be loaded then game crashes or when hand object should be then game crashes
when mod is run as a seperate mod then its working fine without changes
For sure this is related for this part
extraSprites:
- type: BIGOBS.PCK
files:
60: Resources/Shotgun/Shotgun.gif
61: Resources/Shotgun/ReinforcedShotgun.gif
62: Resources/Shotgun/ShotgunAmmo.gif
63: Resources/Shotgun/AlloyShotgunAmmo.gif
64: Resources/Shotgun/EleriumShotgunAmmo.gif
- type: FLOOROB.PCK
files:
74: Resources/Shotgun/ShotgunF.gif
75: Resources/Shotgun/ReinforcedShotgunF.gif
76: Resources/Shotgun/ShotgunAmmoF.gif
77: Resources/Shotgun/AlloyShotgunAmmoF.gif
78: Resources/Shotgun/EleriumShotgunAmmoF.gif
- type: HANDOB.PCK
files:
128: Resources/Shotgun/ShotgunH.gif
136: Resources/Shotgun/ReinforcedShotgunH.gif
width: 128
height: 80
subX: 32
subY: 40
important notes:
i moved most stuff outside Xcom1Ruleset to other rulesets to have all under control.
My questions are:
1) does order of mods matter ? i mean file names
2) can several BIGOBS.PCK be loaded under single extraSprites in one file or should they be divided single extraSprites per a file
Tom
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i removed all comments ( for example "# ALIENS| ) from rul files and its working, that is strage...
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1: xcom1ruleset.rul should always be loaded first, followed by any mods.
2: mods themselves need to be "self contained" meaning that if you're using extra graphics for some weapon (ie: shotgun) it MUST be defined in the same rule file.
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thanks !
this is by design ? how to split larger mod into different files ? only images need to be in the same file as source (craft, unit, item etc) ?
Tom
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images, and sounds, yes.
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and what should be location for this file ?
- type: Projectiles
width: 105
height: 78
subX: 3
subY: 3
files:
0: Resources/BulletSprites.png ?
When put into main rul data it does not work, when put into mod file it does not either. When everything is put into single file (main file) then its ok, projectiles are loaded properly.
Actually i am unable to load any projectile with ID larger then standard maximum (which is 11 i think), so >=12 does not work. In the same time all other graphics including explosions works ok.
Any recent changes in exe file ? I am using latest night builds.
EDIT
That is strange
Inside main rule file
- type: Projectiles
width: 105
height: 33
subX: 3
subY: 3
files:
0: Resources/BulletSprites/BulletSprites.png
Inside item file
- type: Projectiles
width: 105
height: 45
subX: 3
subY: 3
files:
385: Resources/BulletSprites/BulletSprites2.png
This is the only way it works. Is there a limit how many sprites can be loaded in single png file ?
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Sounds like you're still trying to make multiple .rul files that depend on each other. Don't.
You can split IF the parts can work independantly from each other.
ie playing with just part1 makes sense, and playing with just part2 makes sense too.
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thanks for help