OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: ivandogovich on March 19, 2016, 04:21:00 am

Title: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
Post by: ivandogovich on March 19, 2016, 04:21:00 am
Woot!  Finally got it working!!  Thanks Yankes!!

Okay, all work has been completed on the new version of the mod compatible with new versions of the executable after changes made by Yankes in OXCE 3.1.

(https://i.imgur.com/9YfP7Sm.png)


Important: These mods will only work with OXCE+ 3.2 (v2016-07-20) or later. (https://drive.google.com/open?id=0B8itkFQbhj-YODZtOFJTVExXMzQ)

This mod creates alternate big objects and floor objects for quick visual identification on the battlefield of stunned, wounded, or dead units.  Dead units are bloodied as normal, stunned display "ZZz"s and wounded dispaly "++"s.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4424.0;attach=22890)(https://i.imgur.com/Gl7C1Cw.png)

Three versions of the mod are being posted in this thread.  One for BigObs only, One for FloorObs only, and one complete version.  This gives the player to use this in a modular fashion or turn off the "FloorOb" version if it feels too overpowered.  (I've removed this feature for the time being.  Give me feedback if you would like to see it restored)

Ok, the first working draft is ready for publishing.  Drop in your user/mods folder and enable in settings.

Notes on the Mod:
Notes for this Mod.

This mod came out of a very enjoyable campaign of Dioxine's X-PirateZ.  Meridian's custom builds of Yankes' OXCE (OpenXcom Extended) inspired me to add a visual ID method of determining if an entity was stunned or dead. 
 
 Meridian had added a terrific Fatal Wounds counter that quickly showed you how many wounds the entity had, but it still wasn't obvious at first glance if they were stunned or had expired.  Brainstorming with Dioxine and Bloax in the xpiratez irc chat, brought up the idea that Yankes had implemented a feature that allowed for alternate sprites for unconscious units to be defined in the rulesets.   
 
 This put the wheels in motion in my head of creating a second set of Corpse BigObs and I began the task of cleaning up bloodied corpses and bloodying up those that were already clean.  Further collaboration hit upon the method of flipping the facing of these units too, (Dead face Right, Stunned to the Left because arbitrary, thats why). 
 
 Once the graphics were done, they still needed to be converted to OpenXcom indexed palettes before final usage.  Ruleset development followed, where I quickly borrowed the shell from Roxis' excellent alt armor mods, and then added in all 280+ corpse objects.  Through the graphic editing process I had settled on going with only .png format.  That caused a few issues when I first tested, as .gif images previously defined in the PirateZ master mod, did not display correctly if they carried the same number as the master mod.  This then required developing a new set of numbers for those images.  I arbitrarily chose to put them in the 115,000 range.  The New unconscious images were given to the 120,000 range. 

The good news is, we have a cool working mod.  The bad news is, Yankes is going to entirely rework the alt-sprite function with a script functionality in 3.0 (so this will have to be re-written to stay relevant).

Special thanks to Dioxine for all his original and franken-sprited art that I further Franken-sprited for this mod.  Further thanks to Bloax and the gang in irc chat for feedback and tips, and for the team on the OpenXcom forum for further great advice.

Cheers, Ivan :D


This mod provides a rapid way to identify if a body on the ground in inventory is either dead or stunned. 


Cheers, Ivan :D

Change Log:

Alt-Corpse Mod 0.2.99.c.1.a  (Patch) - Fixes Floorob for Tough Girl to distinct sprites instead of borrowing the Guild Rep's

Alt-Corpse Mod 0.2.99C.1 Patch - This fixes Revenant Armor crash, and replaces a few images that were malformed. This patch is compatible with Piratez .99C1.

Alt-Corpse-Complete Mod 0.2.99.A.1.b - Adding in compatibility for new Armor: Heavy Kevlar (PIR_411).  This is expected in the next release of XPiratez after .99A.1.

Alt-Corpse-Complete Mod 0.2.99.A.1.a - Four bugfixes, one set of new sprites for upcoming armor.  I'm only going to support the Complete Mod going forward as that is where I think the interest is.  If others would like to have either the Floor or the Bigobs and not both, I'll consider updating them.  More info on the changes is in this post (https://openxcom.org/forum/index.php/topic,4424.msg68882.html#msg68882).

Alt-Corpse-Complete Mod 0.2.99A - Combined both Floor and Bigobs into one mod.

Alt-Corpse-Big Mod 0.2.99A - New Bigobs created for all vanilla units and some that used the same sprites.  Stunned and Wounded variants created and tested.

Alt-Corpse-Floor Mod 0.1.99A - This mod is configured to use the scripting mechanics from OpenXcom Extended 3.1 to replace images according to unit states.  This version creates Floor Object images that show whether the unit is stunned, wounded, or dead.  Important: This will only work with OXCE+ 3.2 (v2016-07-20) or later.
-------------
Versions prior to this require OXCE+ 2.9 or earlier.
o.1.98e - This is newer than the one shipped with PirateZ 98e.  It has the better ruleset, and the tester file is renamed so there should be no conflicts.
.98c-Patch - Re-palettized .98c corpse images to get them working in game properly
0.1c.98c - Updated to include entities in .98C (2 new Pirate Armors, 2 Church, 1 Trader, 1 Academy).
0.1b - Updated to include entities in .98B (3 new Pirate Armors, one new Humanist).
0.1a - Minor fix for Catgirl sprites
0.1 - Corpses for all .98 XPirateZ entities. Uses OXCE 2.9 altBigsprite coding that will be superseded.
Title: Re: [Piratez] Alt-Corpse Mod
Post by: BetaSpectre on March 19, 2016, 07:34:18 pm
This is a pretty cool mod.
I would assume that you could have just removed the blood stains to show of someone was alive or dead. Are there enemies that don't have blood on their corpse or was it just easier to flip em around?
Title: Re: [Piratez] Alt-Corpse Mod
Post by: ivandogovich on March 19, 2016, 11:28:56 pm
Yeah, cleaning up the blood was one thing done.  Flipping them makes it even more distinctive.  There were a lot of female corpses that weren't bloody to begin with so they had to have some blood pools and trails applied to them as well. :)
Title: Re: [Piratez] Alt-Corpse Mod
Post by: Cristao on March 21, 2016, 08:14:35 am
Well done Ivan.
Title: Re: [Piratez] Alt-Corpse Mod
Post by: ivandogovich on March 27, 2016, 12:12:41 am
Small fix posted in first post.  Catgirl dead corpse was mis-numbered.
Title: [Piratez] Alt-Corpse Mod 0.1b (to synch with XPirateZ .98B)
Post by: ivandogovich on April 04, 2016, 10:03:22 pm
Updated mod attached to first post.  .01b.  Brings in the 3 new armors for the gals and one big humanist enemy.

I also added a changed log to the first post.
Title: Re: [Piratez] Alt-Corpse Mod 0.1b
Post by: Dioxine on April 17, 2016, 01:47:52 am
Adding this to the new version ;) Watch out for new units to sprite :)
Title: Re: [Piratez] Alt-Corpse Mod 0.1b
Post by: ivandogovich on April 17, 2016, 02:23:39 am
Adding this to the new version ;) Watch out for new units to sprite :)

Will do. Sounds fun. (or you can pass them to me ahead of time, and I can knock them out before hand). ;)
Title: Re: [Piratez] Alt-Corpse Mod 0.1b
Post by: Solarius Scorch on April 17, 2016, 02:26:38 am
Will do. Sounds fun. (or you can pass them to me ahead of time, and I can knock them out before hand). ;)

(https://i.imgur.com/EN18S1H.jpg)
Title: Re: [Piratez] Alt-Corpse Mod 0.1b
Post by: ivandogovich on April 17, 2016, 05:18:07 am
Heh.  Ok.  I'll be able to get the new ones together early next week.  Looking forward to the new version.  I think. ;)
Title: Re: [Piratez] Alt-Corpse Mod 0.1b
Post by: Dioxine on April 17, 2016, 02:02:42 pm
Sorry, I will give you a heads-up next time :) It was really hectic here and I kinda forgot until the very last moment. The 4 new ones are COS_10, COS_11, TRD_10 and SCI_10.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: ivandogovich on April 18, 2016, 10:58:05 pm
Updated mod to 98C attached to first post.  .01c.98c.  Brings in the 2 new armors for the gals and 4 different new enemies.

Also, I checked with Dioxine, and this mod is not currently integrated with the main PirateZ ruleset.  He had intended to package it with 98C, as a standalone mod, ala alternate smoke, but it somehow didn't make it into the package.  If you want an updated version, compatible with .98C, download from the first post. :)
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: new_civilian on April 19, 2016, 09:44:54 am
There's an error in your ruleset at line 720, causing CTDs, here the fixed file. Fwiw, I am using Notepad++, it helps a lot to find those bugs when they are colored automatically. hf!
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: ivandogovich on April 19, 2016, 03:10:46 pm
There's an error in your ruleset at line 720, causing CTDs, here the fixed file. Fwiw, I am using Notepad++, it helps a lot to find those bugs when they are colored automatically. hf!

Thanks! I've updated the package in the first post.  Curious that my game didn't crash with that ruleset. :?
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: new_civilian on April 20, 2016, 07:56:28 am
I had some strange graphic anomalies yesterday with the churchmaiden body, not sure if it was one of the mods (alt-Graphics, Juggernaut Battlesprite) that I have installed or what. Will test and report back if I find the cause.


edit: Nope, disabled all mods and the problem remains. Maybe it has to do with the very large ID numbers? Just guessing wildly, though.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: Dioxine on April 20, 2016, 02:34:46 pm
You obviously haven't disable all mods, that's for sure... There's no armor like this in piratez.
Other than that it looks like data corruption, or a sudden gfx compatibility loss in the latest exec build.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: yrizoud on April 20, 2016, 03:01:47 pm
This kind of corrupted graphic (3 filled columns, 1 empty column) looks a lot like a 32bit RGBA image (with unused Alpha) mistakenly loaded into 256-color.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: ivandogovich on April 20, 2016, 03:48:11 pm
I had some strange graphic anomalies yesterday with the churchmaiden body, not sure if it was one of the mods (alt-Graphics, Juggernaut Battlesprite) that I have installed or what. Will test and report back if I find the cause.


edit: Nope, disabled all mods and the problem remains. Maybe it has to do with the very large ID numbers? Just guessing wildly, though.


Hmm... looks like a problem with the pallettes etc.  I'll see what I can figure out.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: Arthanor on April 20, 2016, 06:36:32 pm
This kind of corrupted graphic (3 filled columns, 1 empty column) looks a lot like a 32bit RGBA image (with unused Alpha) mistakenly loaded into 256-color.

Yes, I've had a similar problem before. I was working on images and saving them as 32bit in paint (otherwise paint reduces it to its own 256 color palette which isn't the XCom one), then forgetting to fix them in falko's RGB to XCom image converter.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: Solarius Scorch on April 20, 2016, 07:28:11 pm
I was working on images and saving them as 32bit in paint (otherwise paint reduces it to its own 256 color palette which isn't the XCom one), then forgetting to fix them in falko's RGB to XCom image converter.

(https://gifstumblr.com/images/youre-not-hardcore-unless-you-live-hardcore_961.gif)
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: Arthanor on April 20, 2016, 08:54:56 pm
Yeah, I know.. but I don't know of another pixel editor that I like more on Linux that could handle palettes. I tried one or two but their interface was terrible and the loss of convenience was much worse than doing all my work and then just running things through Falko's converter.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: new_civilian on April 20, 2016, 10:48:06 pm
You obviously haven't disable all mods, that's for sure... There's no armor like this in piratez.
Other than that it looks like data corruption, or a sudden gfx compatibility loss in the latest exec build.

The picture was taken BEFORE I disabled the mods, I tested again with all mods disabled, the problem remained.
And it was the churchmaidens corpse if that helps?
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: ivandogovich on April 20, 2016, 10:52:42 pm
The picture was taken BEFORE I disabled the mods, I tested again with all mods disabled, the problem remained.
And it was the churchmaidens corpse if that helps?

There is definitely a problem with that image. I'm testing to process to get my images palletted properly.  I'll then test the rest of the .98C corpses, and upload a new archive with the corrected images.  Thanks a ton for the bug report!
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: new_civilian on April 20, 2016, 10:56:39 pm
My pleasure.  :)
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c (Patch)
Post by: ivandogovich on April 21, 2016, 02:39:20 pm
Ok, I've got working images for the new 98C corpses.  Adobe helpfully updated my Photoshop CC and somehow broke my automated action to palletize them.  I fiddled and fiddled and finally got some I could run through Falko's converter successfully.  They have all been tested in game (which took a while) and I am uploading them as a  separate patch.  I'll attach it here and in the OP. 

Patch instructions:
Download
Extract to \user\mods\Piratez Alternate Corpses\Resources\Corpses
Overwrite if prompted.
Restart XPiratez
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: Dioxine on April 21, 2016, 02:46:00 pm
Yuck these green backgrounds :)

Also you didn't update the OP ;)
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: ivandogovich on April 21, 2016, 02:49:21 pm
Yuck these green backgrounds :)

Also you didn't update the OP ;)
Yeah, I don't like them either. :(  but at least they work.  And about the OP: you are so impatient!  Its 4:30 AM here. I'm working slow. ;)
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: Dioxine on April 21, 2016, 03:07:20 pm
Sorry dude, I just though you missed it :) Good thing for that updated stuff, I will add it to the bugfix I'm releasing today :)
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: new_civilian on April 27, 2016, 05:29:43 pm
Ah, I have to report yet another garbled graphic: The Thief armor corpse is also looking weird. Discovered this today when I had to shot a mind-controlled gal in a Mansion Mission.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: Dioxine on April 29, 2016, 03:31:49 pm
Heads-up! 2 new corpses to gore! :) Codes: 110101 and 110102.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: new_civilian on April 29, 2016, 04:11:54 pm
Also here, I give you the fixed thief armor, just replace the ones in the original folder.

edit: Duh, I see that ivandogovich released his own fix in the main thread.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: ivandogovich on April 29, 2016, 10:53:50 pm
Heads-up! 2 new corpses to gore! :) Codes: 110101 and 110102.

@Dioxine:
Thanks for that heads up. :) It helps a bunch!  I've got the resources set up now, (and tested) and once the pertinent section of the ruleset is out, I can finish  updating my ruleset. 

...unless you'd like to pass me the strings ahead of time...
  - type: STR_CORPSE_xxxxxx_ARMOR #PIR_101
  - type: STR_CORPSE_xxxxxy_ARMOR #PIR_102

If you do, I can forward you a 98e compliant mod to bundle if you want it ready when you publish.

@New_civilian : thanks for the catch on the thief armor and posting yours as well; :)
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: Dioxine on April 29, 2016, 11:13:02 pm
  - type: STR_CORPSE_SPACE_SUIT
  - type: STR_CORPSE_SCALE_MAIL
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: ivandogovich on April 30, 2016, 06:11:29 pm
Okay, well best laid plans and all of that.... Dioxine and I tried to coordinate to have a 98e version ready for launch, but through some derps on my end, that isn't what happened. Sorry about that.  :-[

Anyhow, I've attached a new version in then Opening Post that has a corrected ruleset, and the tester file disabled.  It should all work now. (crosses fingers).
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: Thryllth on May 01, 2016, 03:10:57 am
New version on first post works fine however the version included with 98e download does not, was driving me nuts because it had an apparently updated ruleset but was giving an error on the thief armor.  Thanks for the mod it is very nice to know at a glance if something is down or stunned if it doesn't have any wounds  :) .
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98c
Post by: new_civilian on May 01, 2016, 01:05:17 pm
@ivandogovich: Some days ago I opened all 98d1 files in aseprite to check them and they worked (except for the now fixed thief armor). Just then I realized how much work this must have been on both your side as well as on Dioxine/others side.... :o

Thanks for your hard work.
Title: [Piratez] Alt-Corpse Mod Update
Post by: ivandogovich on July 16, 2016, 09:00:47 pm
Just wanted to post a status update here. 

I've been working on an updated version of this mod to work with OXCE+ 3.1.  The "bigSpriteAlt:" functionality has been disabled, and Yankes has implemented a scripting functionality in its place.  I've worked with him to develop a script that should work, and we should now be able to distinguish dead, wounded and stunned corpses.

I've started the work with FloorOb corpses to allow for map view identification of units that are wounded or stunned.  This should allow for more effective response, (though the blue wounded indicator that Meridian coded is still terrific).  I've created a complete ruleset for the floor corpses, and now I'm working on the images to go with them.  I'm planning to use a simple graphical motif to identify Stunned units with "Zz"s and Wounded with "++"s.

(https://i.imgur.com/lTIWnUb.png)
Dead         Stunned      Wounded

I'm still trying to figure out how to batch automate the image creation, but I hope to get something done by next weekend.
Title: Re: [Piratez] Alt-Corpse Mod 0.1c.98e
Post by: ivandogovich on July 21, 2016, 01:57:24 am
Alright!  Got some kinks worked out of the code!  (Thanks Yankes & thanks Meridian for posting the fix to your branch so quickly!)

Got a good successful test of the first Bandit Mob Lieutenant to dropped under the swings of a Stun Baton!!

(https://openxcom.org/forum/index.php?action=dlattach;topic=4424.0;attach=22890)
Title: [Piratez] Alt-Corpse-Floor Mod 0.1.99A
Post by: ivandogovich on July 21, 2016, 05:01:26 am
Ok. I've posted the first run of the Mod that replaces corpse floor objects with versions that indicate whether the unit is dead, stunned or wounded. (Opening Post)

This will only work with OXCE+ 3.2 (v2016-07-20) or later.

I plan to work on getting the Big Obs configured to do the same thing.  Similar to early versions of this mod.
Title: Re: [Piratez] Alt-Corpse-Floor Mod 0.1.99A
Post by: Dioxine on July 23, 2016, 10:43:46 am
@Ivan, please check the Scale Mail Corpse in your mod, I've seen mismatched corpse on Gaud's video and it appears to be working fine on my side ;)
Title: Re: [Piratez] Alt-Corpse-Floor Mod 0.1.99A
Post by: ivandogovich on July 23, 2016, 05:04:53 pm
@Ivan, please check the Scale Mail Corpse in your mod, I've seen mismatched corpse on Gaud's video and it appears to be working fine on my side ;)

Is he getting a Space Suit Bigob?

I don't have a currently working Bigob version, do to the changes in the .exe
Title: Re: [Piratez] Alt-Corpse-Floor Mod 0.1.99A
Post by: Dioxine on July 23, 2016, 09:27:13 pm
Yes, that's his problem.
Title: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: ivandogovich on July 27, 2016, 12:18:39 am
With Yankes Help we are now good to go!!

Okay, all the Big Obs are done!  I have posted the mod as a stand alone, as well as a complete version (with Floor obs) in the opening post!

I have checked and double checked the mod, but not thoroughly play tested it.  Please send in the bug reports!

Cheers, Ivan  :D
(https://i.imgur.com/9YfP7Sm.png) (https://openxcom.org/forum/index.php/topic,4424.30.html)
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: clownagent on July 31, 2016, 11:11:24 pm
Wounded G.O. has a problem.
I used the mod version that was shipped with the newest piratez version "0.2.99"
 
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: ivandogovich on July 31, 2016, 11:14:00 pm
Thanks!  I noticed that the other day too.  I'll work on getting a patch out.
Title: 0.2.99A: Wounded G.O. PATCH
Post by: ivandogovich on August 01, 2016, 10:27:19 pm
Wounded G.O. has a problem.
I used the mod version that was shipped with the newest piratez version "0.2.99"

I'm posting the fixed graphic for the wounded GO. 

Simply copy it to your \user\mods\AltCorpseComplete\Resources\Corpses\BigObs folder, overwriting the previous version.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (BRUTE CRASH)
Post by: ivandogovich on August 02, 2016, 03:44:40 pm
New Crash:  Brute Armor did not have floor sprites assigned correctly.  (There are no individual graphics for this armor set, so it has to borrow from the Synth Suit).  I've made an update to the  AltCorpse_FloorOb_Armors ruleset.

Patch instructions:
download the attached AltCorpse_FloorOb_Armors.rul.
Copy into the \user\mods\AltCorpseComplete\Ruleset folder overwriting as necessary.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: ivandogovich on August 07, 2016, 06:03:34 pm
Looks like that pesky PIR_185 thief armor was still causing some fits. (Thanks New_Civilian for reporting it!). 

Whats wierd is that it looks ok when in a hand slot in the main battlescape view.  If you switch to Inventory view, however, you get glitched out graphics.

Please dl this version and add it to your \user\mods\AltCorpseComplete\Resources\Corpses\BigObs folder, overwriting the previous version.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: Dioxine on August 08, 2016, 01:06:27 am
Hey Ivan, heads up on the new outfit I'm making, corpse items attached :)
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: ivandogovich on August 08, 2016, 07:10:28 pm
@Dioxine: Thanks!  These look really cool!  I've created some graphics for these.  All I need to create a version of the mod that will be ready for your next release is the STR_ for the armor. ie. STR_ROGUE_ARMOR_UC etc. 
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: ivandogovich on August 08, 2016, 07:27:02 pm
BUG FIX for Annihilator:

Having a gal killed, knocked down etc, in Annihilator Armor fails to find unique sprites for this armor as it borrows from the Assault Armor Corpse.


Replaced these lines of code in (161-167)
Code: [Select]
  - type: STR_ANNIHILATOR_ARMOR_UC # STR_CORPSE_ANNIHILATOR #Annihilator #no individual sprites - uses sprites from STR_CORPSE_ASSAULT
    tags:
      CORPSE_SWITCH_ENABLED: 1
      CORPSE_SWITCH_RESOURCES_MOD: current
      CORPSE_SWITCH_SPRITE_FLOOR_DEAD: 2010
      CORPSE_SWITCH_SPRITE_FLOOR_STUN: 2011
      CORPSE_SWITCH_SPRITE_FLOOR_WOUND: 2012   

Patch instructions:
download the attached AltCorpse_FloorOb_Armors.rul.
Copy into the \user\mods\AltCorpseComplete\Ruleset folder overwriting as necessary.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: Arthanor on August 08, 2016, 07:43:17 pm
Hey Ivan, heads up on the new outfit I'm making, corpse items attached :)
Naughty red riding hood? Is there going to be a big bad wolf hunt to go with it? :D
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: Surrealistik on August 08, 2016, 08:23:00 pm
Will there be a cowgirl/gunslinger outfit?
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: Dioxine on August 08, 2016, 09:02:14 pm
Both. Cowgirl is planned for the 'Cow Level' as an enemy. Gunslinger will be something a bit different.

Naughty red riding hood? Is there going to be a big bad wolf hunt to go with it? :D

A pack of bad wolfmen, precisely.

@IVan: sorry, I forgot!

Code: [Select]
  - type: STR_CORPSE_PIR_ROGUE
    name: STR_CORPSE
    weight: 40
    bigSprite: 110160
    floorSprite: 110160
    costThrow:
      energy: 20
    invWidth: 2
    invHeight: 3
    armor: 40
    battleType: 11
    recoveryPoints: 9
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: ivandogovich on August 08, 2016, 10:03:53 pm


@IVan: sorry, I forgot!

Code: [Select]
  - type: STR_CORPSE_PIR_ROGUE


Woops:  I need the Armor string, not the corpse string.  The script works by adding a definition to the armor telling it which corpse to use.
STR_PIR_ROGUE_ARMOR_UC?
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99A (Big, Floor & Combined)
Post by: Dioxine on August 09, 2016, 04:18:01 am
STR_PIR_ROGUE_UC
Title: [Piratez] Alt-Corpse Mod 0.2.99.A.1.a - Update Release
Post by: ivandogovich on August 09, 2016, 06:41:29 am
New Version posted rolling up the bug fixes and staging the Rogue Armor for the next release.


Version: "0.2.99.A.1.a"
Four bug fixes included for images that rendered incorrectly (stunned G.O. and Thief Armor corpse), as well as a couple instances in the rulesets where armors were incorrectly assigned their own non-existant graphics where they borrowed from others (Annihilator and Brute armor).  This update catches up to X-PirateZ version 0.99A.1 , but also goes beyond it to new graphics for PIR_160 - Rogue Armor.  This may or not make it completely compatible with the next version of X-PirateZ that Dioxine releases.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.a - Update Release
Post by: Dioxine on August 16, 2016, 08:23:28 am
Another pair of corpses for another armor (STR_HEAVY_KEVLAR_ARMOR_UC, STR_CORPSE_HEAVY_KEVLAR_ARMOR)

Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: ivandogovich on August 17, 2016, 06:50:32 am
Thanks Dioxine!  I've added those and posted a new version in the Opening Post:

Alt-Corpse-Complete Mod 0.2.99.A.1.b
- Adding in compatibility for new Armor: Heavy Kevlar (PIR_411). 
This is expected in the next release of XPiratez after .99A.1.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Dioxine on August 21, 2016, 01:40:36 pm
Noticed some issue with HEAVY_KEVLAR_ARMOR (CHROMEBACK), namely the game crashes when trying to spawn corpse. Not sure if already fixed.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Heavy Camouflage Bug Fix
Post by: ivandogovich on August 22, 2016, 05:46:34 am
Noticed some issue with HEAVY_KEVLAR_ARMOR (CHROMEBACK), namely the game crashes when trying to spawn corpse. Not sure if already fixed.

I found it, finally!! gah!

AltCorpse_FloorOb_Sprites.rul lines 182 -183.
Code: [Select]
      2158: Resources/Corpses/FloorObs/PIR_411_fs.png
      2158: Resources/Corpses/FloorObs/PIR_411_fw.png   

Should be :

Code: [Select]
      2158: Resources/Corpses/FloorObs/PIR_411_fs.png
      2159: Resources/Corpses/FloorObs/PIR_411_fw.png   

Bugfix:  replacement ruleset is attached.  Place in the mod's Ruleset folder and overwrite the previous version.

Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: H0lyD4wg on September 15, 2016, 03:00:34 pm
Some of the PNGs in AltCorpesComplete don't conform to the PNG format specification, causing and annoying warning message when starting up the game. Essentially the same as this bug: https://openxcom.org/forum/index.php/topic,4058.msg71510.html#msg71510 (https://openxcom.org/forum/index.php/topic,4058.msg71510.html#msg71510)

I've attached fixed versions of the offending files.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Ridаn on September 19, 2016, 01:23:18 pm
Game crashes when trying to spawn corpse of Revenant armour with a following message
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: ivandogovich on September 19, 2016, 03:29:38 pm
Game crashes when trying to spawn corpse of Revenant armour with a following message

Hi Ridan.  I'm curious if you are running linux, and this is part of the mal-formed .png issues, or something else.  The disappearing Academy Engineer can occur from OverKill (the corpse disintegrates) or from a heavier object on the same tile (only the heaviest is drawn).

Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Arthanor on September 19, 2016, 06:32:37 pm
That's a weird message, not enough frames?? I guess you have animated the corpses now?

That error message very much looks like a windows message box.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian on September 19, 2016, 06:38:18 pm
Just attach a save and we'll find out what it is eventually...
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Ridаn on September 19, 2016, 08:01:29 pm
Hi Ridan.  I'm curious if you are running linux, and this is part of the mal-formed .png issues, or something else.  The disappearing Academy Engineer can occur from OverKill (the corpse disintegrates) or from a heavier object on the same tile (only the heaviest is drawn).
Heyhey :)
No, I`m running Win7. Sadly, I dont have this particular BS save, but heres mine GS save from a test run I was doing to get the feel of the game and set my research priorities. Just get to enemy base and shoot a gal in Revenant armour in the back till shes dead, I guess.
I wasnt able to reproduce Engineer disappearing, so may be it was just my imagination.. Basic stun bolt is definitely not enough to disintegrate the body, and even if there was something heavier than his body - death/stun animation would still play, right? I`m paying extra attention to those in any case.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian on September 19, 2016, 09:41:47 pm
Images used are commented out.
Uncommenting won't help, because the files (resources) don't exist either.

File: AltCorpse_FloorOb_Armors.rul

Code: [Select]
  - type: STR_REVENANT_ARMOR_UC # STR_CORPSE_REVENANT # Revenant
    tags:
      CORPSE_SWITCH_ENABLED: 1
      CORPSE_SWITCH_RESOURCES_MOD: current
      CORPSE_SWITCH_SPRITE_FLOOR_DEAD: 2028
      CORPSE_SWITCH_SPRITE_FLOOR_STUN: 2029
      CORPSE_SWITCH_SPRITE_FLOOR_WOUND: 2030

File: AltCorpse_FloorOb_Sprites.rul

Code: [Select]
      #2028: Resources/Corpses/FloorObs/PIR_9_fc.png # Revenant
      #2029: Resources/Corpses/FloorObs/PIR_9_fs.png
      #2030: Resources/Corpses/FloorObs/PIR_9_fw.png

PS: Also, Ivan, you should really not use numbers bigger than 999, because you may collide with other mods...

PS2: Holy shit, Dioxine is using numbers even bigger than 100000 for this purpose.... that's really bad :(
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian on September 19, 2016, 11:12:14 pm
Btw. looking at the size of the mod, you really have some patience :)

I'll add some code this week, which should shrink this mod to 2 pictures and 8 lines of ruleset. Nobody deserves so much extra work as you did on this one.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: ivandogovich on September 20, 2016, 12:03:49 am
Images used are commented out.
Uncommenting won't help, because the files (resources) don't exist either.

File: AltCorpse_FloorOb_Armors.rul

Code: [Select]
  - type: STR_REVENANT_ARMOR_UC # STR_CORPSE_REVENANT # Revenant
    tags:
      CORPSE_SWITCH_ENABLED: 1
      CORPSE_SWITCH_RESOURCES_MOD: current
      CORPSE_SWITCH_SPRITE_FLOOR_DEAD: 2028
      CORPSE_SWITCH_SPRITE_FLOOR_STUN: 2029
      CORPSE_SWITCH_SPRITE_FLOOR_WOUND: 2030

File: AltCorpse_FloorOb_Sprites.rul

Code: [Select]
      #2028: Resources/Corpses/FloorObs/PIR_9_fc.png # Revenant
      #2029: Resources/Corpses/FloorObs/PIR_9_fs.png
      #2030: Resources/Corpses/FloorObs/PIR_9_fw.png

PS: Also, Ivan, you should really not use numbers bigger than 999, because you may collide with other mods...

PS2: Holy shit, Dioxine is using numbers even bigger than 100000 for this purpose.... that's really bad :(


Thanks Meridian.  Looks like the problem is that the armors file should point to metal armor #s.  Revenant doesn't have distinct floor obs. 

Numbers bigger than 999 are a fact of life with XPirateZ.  I've never met collisions, and I don't think they are a thing as the mod asset numbering as I understand it, is loaded and held independently for each mod.

Also. New code. 2 images. 8 lines. *dies*
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Dioxine on September 20, 2016, 06:19:42 am
PS: Also, Ivan, you should really not use numbers bigger than 999, because you may collide with other mods...

PS2: Holy shit, Dioxine is using numbers even bigger than 100000 for this purpose.... that's really bad :(

Lol keeping to the 999 limit would make Piratez completely impossible :) Using +100.000 is to sidestep that limit.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Solarius Scorch on September 20, 2016, 10:13:00 am
Lol keeping to the 999 limit would make Piratez completely impossible :)

True that; X-Com Files is much less developed, and I already went over 1000 for handobs.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian on September 20, 2016, 11:47:12 am
Lol keeping to the 999 limit would make Piratez completely impossible :) Using +100.000 is to sidestep that limit.

True that; X-Com Files is much less developed, and I already went over 1000 for handobs.

WHAT?

XFiles has only 400 bigobs, 300 floorobs and 100 handobs.
Even XPiratez is within limits with its 800 bigobs, 400 floorobs and 200 handobs.

There is no reason to go over 999.
And even if there were a reason, there are at least 2 different ways how to workaround it.

I will write a much longer article in the evening explaining everything.
Just sad that you already went the 100k+ way... it has very bad impact on memory requirements  :'(

I've never met collisions, and I don't think they are a thing as the mod asset numbering as I understand it, is loaded and held independently for each mod.

Unfortunately, they are very much a thing.
Numbers are loaded and held independently only if they are within 0..999 (even that is not true, but let's simplify), otherwise they will conflict.
Example:
- You have used ID=2028 for revenant... this gets transformed to let's say 10*1000+2028 = 12028 (I have your mod on index 10).
- The next mod (with index 11) could use ID=1028, which would translate into 11*1000+1028 = 12028... and we have a conflict.
- And the next mod (with index 12) could use ID=28... which would collide too (12*1000+28 = 12028)
- etc.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Dioxine on September 20, 2016, 12:01:25 pm
Try and cram 800 objects (actually, almost 900, since most vanilla bigobs are in use as well) in 999 slots while retaining any space whatsoever for doing it orderly. Even if I did, at a price of insanity while trying to link corpses to their respectible bigobs (which is a price no one in their right mind would pay), there's only a slight stretch from 900 to 1000. Probably already broken by the extra 150 corpse items added by Ivan's mod; and if not, sure to be broken before 1.0 release.

Floorobs do not nearly approach the limits since doing them properly is a big slowdown, but space must be reserved none the less for eventual inclusion of dozens, if not hundreds of floorobs where now only stand-ins are used.

As for the handobs, the limit is actually 125, (since each is occupying 8 spaces), so my 200 already is well over that.

In each of these cases, going over 1000 (but not using huge numbers like 100000) resulted in wrong files getting attributed, or the game outright crashing.

Having said that, I'm interested in your explanations.

PS. Also while your solution is true for normal mods, "master mods" are more severely constrained. Several solutions were proposed when the system was being implemented, but Warboy's defence of 'one 1000-size fits all' was absolute.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Solarius Scorch on September 20, 2016, 01:16:19 pm
XFiles has only 400 bigobs, 300 floorobs and 100 handobs.

100 handobs * 8 = 800. This is already pretty close to 1000.
As opposed to Piratez, X-Com Files do not leave any spaces in-between entries, I just add new stuff right after the previous item. Thee is only some space between vanilla items and new items, just for safety (to avoid collisions). I don't have access to the files here right now, so I can't say exactly, but I doubt I can cram much in between the vanilla section and the modded section anyway.
Considering the list of items is growing, I can't see anything strange about going above 1000 handobs.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Arthanor on September 20, 2016, 06:06:27 pm
Just sad that you already went the 100k+ way... it has very bad impact on memory requirements  :'(

Yup, Piratez is unplayable on one of my laptop since the addition of the new music. I have 1Gb ram, which is admittedly tiny by today's standards, but is humongous by XCom standards. Something is quite wrong with the memory use of OpenXCom and Piratez makes it quite apparent.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian on September 20, 2016, 07:05:19 pm
Try and cram 800 objects (actually, almost 900, since most vanilla bigobs are in use as well) in 999 slots while retaining any space whatsoever for doing it orderly.

Why orderly? Just take next free number, ordering is done via listOrder (where applicable), not via IDs.

Probably already broken by the extra 150 corpse items added by Ivan's mod;

Ivan's mod will not interfere with your numbering in any way (unless he uses negative numbers, which is probably not even possible). It's actually you, who can interfere with Ivan's numbering. Always the mod with lower index can interfere with mod with higher index (if 0..999 rule is broken).

As for the handobs, the limit is actually 125, (since each is occupying 8 spaces), so my 200 already is well over that.

Yes, you're right. I missed that.

Having said that, I'm interested in your explanations.

Yeah, it will take a while. I need to double check everything, so that I don't say something which is not 100% true.

But in general, ideas are:
1. use all numbers, don't skip numbers just for convenience.
2. split your mod into more parts (master + 1-2 small additions; ideally master being the "real master", not "fake master")
3. I can increase the 1000 offset to something slightly bigger (e.g. 2000)...
4. ...or maybe, I can increase the 1000 offset for real master game only (to 10'000 for example) and keep 1'000 for mods -- would have some limitations, but who would make a total conversion for a total conversion? :) -- that would require that you make your mod a real master, not a fake master
5. a combination of any or all of above

More details later.

PS. Also while your solution is true for normal mods, "master mods" are more severely constrained. Several solutions were proposed when the system was being implemented, but Warboy's defence of 'one 1000-size fits all' was absolute.

I don't see a difference in code between the "fake master mods" (e.g. PirateZ) and normal mods (e.g. Ivan's mod). Both use the 1'000 offset.

As written above, I could increase the range for "real master game", but you would have to stop referencing xcom1 and take it into your game directly.
Frankly, I don't know who even came up with the "fake master mods" idea, that makes no sense to me. It combines just the disadvantages of real masters and real mods, there's no advantage to it really.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Yankes on September 20, 2016, 07:13:37 pm
But in general, ideas are:
1. use all numbers, don't skip numbers just for convenience.
2. split your mod into more parts (master + 1-2 small additions; ideally master being the "real master", not "fake master")
3. I can increase the 1000 offset to something slightly bigger (e.g. 2000)...
4. ...or better, I can increase the 1000 offset for real master game only (to 10'000 for example) and keep 1'000 for mods -- that would require that you make your mod a real master, not a fake master
5. a combination of any or all of above

6. Define "size" of mod. One mod can eat up next mods "ids", e.g.
if master define size = 10 then first mod will have ID = 11, second will have ID = 12 etc.
Each mod can define it too, this will push next one ID further.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian on September 20, 2016, 07:19:14 pm
6. Define "size" of mod. One mod can eat up next mods "ids", e.g.
if master define size = 10 then first mod will have ID = 11, second will have ID = 12 etc.
Each mod can define it too, this will push next one ID further.

Yeah, that's a generalization of 4... I'd probably come to the same conclusion after some thinking  ::)

Btw. Yankes, this change would be better suited for OXCE (or OXC of course) than OXCE+... wouldn't you be interested in implementing it?
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Yankes on September 20, 2016, 08:06:27 pm
Yes, even if you did it I would grab it to my branch.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Dioxine on September 20, 2016, 08:16:16 pm
1. use all numbers, don't skip numbers just for convenience.
2. split your mod into more parts (master + 1-2 small additions; ideally master being the "real master", not "fake master")

Sir I like 1990's, but must we return to the Middle Ages? :)
Maybe the code could check the max sprite number used in the mod and offset according to that number, by a proper number of 1000's? Or allow the ruleset to define the offset the mod needs (in 1000's) manually, by the modder? IMO clean, simple, maximum memory save.

Frankly, I don't know who even came up with the "fake master mods" idea, that makes no sense to me. It combines just the disadvantages of real masters and real mods, there's no advantage to it really.

I think it has to do with the dependency on OG's resources.

Why orderly? Just take next free number, ordering is done via listOrder (where applicable), not via IDs.

Listorders are more PITA than they're of any real use (in a total conversion, at least). You could simply pile-up stuff one above other for about the same utility. I was more about things, like corpse having the same floorob and bigob number, so you can't make a mistake when referencing sprites.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian on September 20, 2016, 08:33:33 pm
Sir I like 1990's, but must we return to the Middle Ages? :)

I get the message... one part of me even agrees with you, the other is confused.

Yes, even if you did it I would grab it to my branch.

Not sure if that means "yes" or "maybe", but I will not be working on this change anytime soon (at least 2 months), so feel free to do it.
If not done in 2 months, we can talk about it again.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Arthanor on September 20, 2016, 09:41:32 pm
How about before defining sprites, a mod defines how many it has? So each mod would define its own length and the next mod is offset by that. It's easier than the game having to count the resources, and more efficient than predefining offsets.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Yankes on September 21, 2016, 01:17:57 am
I get the message... one part of me even agrees with you, the other is confused.

Not sure if that means "yes" or "maybe", but I will not be working on this change anytime soon (at least 2 months), so feel free to do it.
If not done in 2 months, we can talk about it again.
This probably will be simply and I will try do it in this week.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian on September 21, 2016, 10:20:06 am
This probably will be simply and I will try do it in this week.

Thanks, yeah I also think it should not be very complicated.

The reason I can't do it now, is because most of the functions used are optimized by the compiler (thus not available in Release mode) and I am able to run/develop OXC only in Release mode (since I couldn't bring yaml-cpp to work on VS2015 in debug mode). Ashamed to admit that, but I will try to fix/workaround this somehow or switch to a completely different development environment in November/December.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian on September 21, 2016, 02:25:17 pm
Also. New code. 2 images. 8 lines. *dies*

OK, 3 images and 13 lines  :P

Code: [Select]
extraSprites:
  - type: BigStunIndicator
    singleImage: true
    files:
      0: Resources/UI/bigob-zzz.png
  - type: FloorStunIndicator
    singleImage: true
    files:
      0: Resources/UI/floorob-zzz.png
  - type: FloorWoundIndicator
    singleImage: true
    files:
      0: Resources/UI/floorob-wound.png

Some examples attached.
I'm no pixel artist, so they look ugly.
The inventory overlay is actually animated (similar to primed grenade indicator), although you can't see it on the picture obviously.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Solarius Scorch on September 21, 2016, 03:19:37 pm
I'm no pixel artist, so they look ugly.

Hey, I like those zzz's of yours :)
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Dioxine on September 21, 2016, 04:45:44 pm
Maybe bad pixel artist, but a very good thief - these look expertly stolen and of quality good enough to use them straight away! However I think I prefer Ivan's floating crosses for the floorob indicator :)

Speaking of which, Ivan, since it's that easy now, I'll add these 3 indicators to my mod. But we still want to have your alternate bigobs, so please remove the indicators once this is in, but keep turned corpses - they're a great feature!
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian on September 21, 2016, 04:57:49 pm
Maybe bad pixel artist, but a very good thief - these look expertly stolen and of quality good enough to use them straight away! However I think I prefer Ivan's floating crosses for the floorob indicator :)

ZZZ is public domain: https://commons.wikimedia.org/wiki/File:Zzz_sleep.svg
Red cross flag is free to use (even for commercial use): https://www.softicons.com/web-icons/vista-flags-icons-by-icons-land/international-red-cross-flag-3-icon

Speaking of which, Ivan, since it's that easy now, I'll add these 3 indicators to my mod. But we still want to have your alternate bigobs, so please remove the indicators once this is in, but keep turned corpses - they're a great feature!

If you add all 3, why do you still need the original files?
The bigobs (in the inventory) already show both stun and wound indicators... is there some other feature I've missed?

Also, maybe add as optional mod?
I'm not sure if I want these shown by default.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Dioxine on September 21, 2016, 05:05:29 pm
In Ivan's mod, each corpse has 2 bigob versions: stunned and killed, the latter bloodied and mirrored as compared to the first.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Meridian 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
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Arthanor 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.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: ivandogovich 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. 
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: xaphias on October 01, 2016, 05:55:52 pm
Game crashes when a Gal dies wearing Revenant Armor
screenshot and save provided
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Ridаn 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.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: ivandogovich 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.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: xaphias 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 :)
Title: [Piratez] Alt-Corpse Mod 0.2.99C.1 Patch
Post by: ivandogovich 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.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
Post by: Dioxine on October 12, 2016, 07:14:33 am
The Tough Girl spawns the corpse of Guild Rep.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
Post by: ivandogovich 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!
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
Post by: Dioxine 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
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
Post by: Meridian 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
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
Post by: Solarius Scorch 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.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
Post by: Meridian 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.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
Post by: Solarius Scorch 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.
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
Post by: Dioxine on November 05, 2016, 03:17:19 pm
I can remove the number in the bottom right tho, if people ask for it.

NOOOO :)
Title: Future of the Mod?? Retire or Continue?
Post by: ivandogovich on November 07, 2016, 05:48:31 pm
Developments to the in-game functionality provided in the latest .exes by Meridian have for the most part made this mod obsolete as far as I can tell. 

The only advantage of using this mod is slightly more distinguished graphics in the Inventory screen to allow for more rapid ID of stunned/wounded bodies vs. dead corpses.

With such being the case, I can go forward with providing compatibility with .99.d and onward for only corpse BigObs if there is an interest.   However, if the community is not interested, I'll just retire the mod.

I'll make my final determination on feedback provided here in this thread. :)

Future of the Mod??  Retire or Continue?
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
Post by: ohartenstein23 on November 07, 2016, 06:05:19 pm
I'd say retire the mod and go on to bigger and better things with your spriting skills, Ivan.  :) Perhaps provide your zzz's and the medical crosses as a mod to the new in-game functionality?
Title: Re: Future of the Mod?? Retire or Continue?
Post by: The Reaver of Darkness on February 13, 2017, 05:32:52 am
Future of the Mod??  Retire or Continue?
I don't understand. What changes? Why is this mod obsolete?

Is it possible to do something like this in regular openxcom? If not, maybe you rnext project could be to convince WarBoy to add it? :D

I want to see a lite version with no 'z's or crosses, or flipped textures, only lack of blood for unconscious units.

"When you do things right, people won't be sure you've done anything at all."
          -God (Futurama, s3e20)
Title: Re: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)
Post by: legionof1 on February 13, 2017, 08:36:09 am
Ivan is talking about merdian having integrated similar functions into 0XCE+. Only the flipped bodies function is still unique.

As for my opinion i would retire it. 
Title: Re: Future of the Mod?? Retire or Continue?
Post by: ivandogovich on February 13, 2017, 03:30:20 pm
I don't understand. What changes? Why is this mod obsolete?

Is it possible to do something like this in regular openxcom?

This mod is only possible with OpenXcom Extended and OXCE+.  Yanke wrote the original code that allows swapping graphics.  Warboy is not interested in pulling this into vanilla(as far as I know) and is happy to retain these capabilities in sub branches like OXCE.

Yeah, the assets I mentioned in this mod probably have ++s and Zzzs as that was the easiest way to indicate they were wounded or stunned.  They at least don't have the same amount of blood on them as the vanilla images though.

And yes, as far as I'm concerned this mod is retired due to the improvements in the OXCE+ plus branch that passes the information automatically.