OpenXcom Forum
Modding => OpenXcom Extended => OXCE Suggestions DONE => Topic started by: scarf on September 10, 2019, 04:40:49 pm
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In TFTD, projectiles that are fired underwater leaves traces of bubble, or bullet trajectory (couldn't figure out the exact name to call it). I am wondering which part of the ruleset causes it. Also, I'd like to know if the 'trajectory' can be implemented on surface shooting/ xcom 1. I think it would be a great missile smoke trails.
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vaporColor The color offset (0-15) to use for the vapor trail. -1
vaporDensity The vapor cloud density (number of particles) for the vapor trail. 0
vaporProbability The vapor cloud probability (0-100%) for the vapor trail.
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Thanks for your information. Also, would there be a way to implement the vapor into xcom 1?
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would there be a way to implement the vapor into xcom 1?
I've been wondering about that as well.
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I have been experimenting with this at the moment, the game keep crashing.
Okay, here is my research so far, after a few consultation.
The bubble trail will work and replace bulletsprite only at depth greater than zero, so in your terrain rul, you need to have depth greater than zero.
From the TFTD var file you need to copy over the transparencyLUTs to the xcom var file.
I have attempted to implement this on my Sonic weapons, with
vaporColor
vaporDensity
vaporProbability
Unfortunately, there is where the crash starts. Still awaiting consultation from the others. I will post more.. later when I have more replies.
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I have been told that’s its sound issues that’s the cause of the crash, yet my code for my sonic weapon works perfectly on the land. All the firing and hit sounds.
Question is, does the weapon uses a different firing sound underwater? If that is the case, is it in the Var. ruls from TFTD which handles all the sounds? Oh well, I will experiment this tonight.
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Just look at the log file, if it says something about missing sounds, then it is missing sounds.
Most likely however it is missing transparencyLUTs, which are not moddable yet.
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transparencyLUTs are moddable, the problem is he's setting the depth value greater than zero but doesn't have a battle2.cat to pull the audio from (that's my take on it anyway)
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For the sake of testing. I have copy the Sample.cat from TFTD sound folder to UFO Sound folder of and renamed it as Sample4.cat
Here are my var.rul
startingTime:
second: 0
minute: 0
hour: 12
weekday: 6
day: 1
month: 1
year: 1999
costEngineer: 25000
costScientist: 30000
timePersonnel: 72
initialFunding: 6000
disableUnderwaterSounds: true
alienFuel: [STR_ELERIUM_115, 50]
fontName: Font.dat
#soundDefs:
# - type: BATTLE2.CAT
# file: SAMPLE4.CAT
# soundRanges:
# - [0, 47]
# - [99, 117]
# sounds: [48]
#constants: #done
# - doorSound: 47
# - slidingDoorSound: 46
# - slidingDoorClose: -1
# - smallExplosion: 30
# - largeExplosion: 29
# - itemDrop: 44
# - itemThrow: 42
# - itemReload: 45
# - walkOffset: 0
# - flyingSound: 66
# - buttonPress: 0
# - windowPopup: [1, 1, 1]
# - ufoFire: 5
# - ufoHit: 4
# - ufoExplode: 3
# - ufoCrash: 2
# - interceptorHit: 2
# - interceptorExplode: 2
# - explosionOffset: 8
# - smokeOffset: 56
# - underwaterSmokeOffset: 8
# - basescapeCursor: 42
# - graphsCursor: 144
# - goodDebriefingMusic: GMDEBGOO
# - badDebriefingMusic: GMDEBPOR
transparencyLUTs: #done
- colors:
- [ 8, 8, 12, 2 ] # "white"
- [ 16, 8, 0, 2 ] # orange
- [ 0, 12, 12, 2 ] # cyan
- [ 4, 16, 4, 2 ] # green
For my item.rul I have
- type: STR_BLASTA_CANNON
size: 0.3
costBuy: 1
costSell: 171600
weight: 8
bigSprite: 570
floorSprite: 570
handSprite: 381
bulletSprite: 8
hitAnimation: 150
fireSound: 111
hitSound: 112
power: 130
damageType: 0
accuracySnap: 80
accuracyAimed: 120
tuAimed: 70
tuSnap: 50
clipSize: -1
battleType: 1
twoHanded: true
invWidth: 2
invHeight: 3
recoveryPoints: 5
armor: 50
vaporColor: 3
vaporDensity: 30
vaporProbability: 100
extraSounds:
- type: BATTLE.CAT
files:
111: Resources/Sounds/Fire.wav
112: Resources/Sounds/sonichit.wav
- type: BATTLE2.CAT
files:
111: Resources/Sounds/Fire.wav
112: Resources/Sounds/sonichit.wav
It still crash. So, I must be missing something.
The game crash exactly when the bubble was about to be drawn. I can hear the hit sound, but not the fireSound in the underwater map.
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transparencyLUTs are moddable, the problem is he's setting the depth value greater than zero but doesn't have a battle2.cat to pull the audio from (that's my take on it anyway)
As discussed:
1. they are supposed to be moddable, but there's a bug which makes them not moddable... fixed today
2. currently only master mods can mod them... discussion in progress
Also:
3. currently only TFTD-based mods support them... because the LUTs are created only from the LBM palette files... so UFO-based hybrid mods won't have LUTs calculated even if defined
4. (OXCE only) even if point 3 is implemented, there can still be only one LUT per depth... i.e. can't have multiple LUTs for OXCE custom palettes
In other words... it's not working for UFO-based mods... it can be implemented (see screenshot), but it won't support all OXCE palette features.
@wcho035: is this a serious feature you're missing, or are you just playing around and don't really need it?
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Hi Meridian, this is a feature I love to (or must) have with my underwater weapons. Even Luke could not get it to work, if there is a way to get it working. I am sure he and not to mention to me, I would be very grateful.
"2. currently only master mods can mod them... discussion in progress"
"(OXCE only) even if point 3 is implemented, there can still be only one LUT per depth... i.e. can't have multiple LUTs for OXCE custom palettes"
Not 100% what they means, but I am happy to find away to make it happen. I am not picky, just one vaporcolor is good enough for me.
If possible, I would like to keep disableUnderwaterSounds: true and let the vapor trail sound work in the depth. AKA no need for Battlecat2, because if I disableUnderwaterSounds: false, this will bring up other headaches..
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Hi Meridian, this is a feature I love to (or must) have with my underwater weapons. Even Luke could not get it to work, if there is a way to get it working. I am sure he and not to mention to me, I would be very grateful.
Test mod attached as zip.
Test build: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.3-ecaa78032-2019-09-12-win64.7z
EDIT: also see here support for non-hybrid mods: https://openxcom.org/forum/index.php/topic,11060.0.html
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I have tried your mod. It work on the surface for the Plasma rifle and pistol but not the Heavy Plasma. I can see the particle or vapor trail for both! Your mod hasn't got any underwater maps. So I also tried them on mine. Problem still persist unfortunately. It is a great effort and eye popping amazement! Seeing them working on UFO1.
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I have tried your mod. It work on the surface for the Plasma rifle and pistol but not the Heavy Plasma. I can see the particle or vapor trail for both! Your mod hasn't got any underwater maps. So I also tried them on mine. Problem still persist unfortunately. It is a great effort and eye popping amazement! Seeing them working on UFO1.
It doesn't work on surface... surface doesn't have any vapor, ever.
It works only under water.
My mod has underwater maps... two of them... medium scout and large scout.
I have modded only plasma pistol and rifle, not heavy plasma... haven't you seen that in the ruleset?
It's a very simple mod... is it really so hard to read?
PS: I guess your mistake is in metadata.yml... please check it again
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Wow.. it really worked! THANK YOU MERIDIAN! It is the metadata that is messing up in my mod. Also I was not using an Aliendeployment in my mod. Problem Solved!
You are a total legend Meridian! Absolute total legend! I bet Luke would say the same to you!
Sorry about the mistake! Kind of late in the night..