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Messages - gix

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1
OpenXcom Extended (OXCE) / Re: OpenXcom Extended (OXCE) main thread
« on: November 24, 2018, 10:58:48 pm »
I've seen this in OXC and I need to have a closer look at it... but most likely I will take it into OXCE.

And after a bit of testing, it will probably be merged to OXC as well.
Adapted already for OXCE (I hope ;))... PR 20...

2
OpenXcom Extended (OXCE) / Re: OpenXcom Extended (OXCE) main thread
« on: November 24, 2018, 03:02:15 pm »
Since I didn't see any post mentioning a bug-dedicated thread, I'll put this here.
I noticed a weird bug (using latest GIT commits) => when selecting an item in the inventory screen, it's BIGOBS sprite doesn't follow the mouse cursor, but is stuck at (0,0) coordinates.
Changing Inventory.cpp blit:
Old
Code: [Select]
_selection->blitNShade(this, 0,0);
New
Code: [Select]
_selection->blitNShade(this, _selection->getX(), _selection->getY());
Seem to solve the issue.
Awaiting to confirm this in order to PR an OXCE-updated inventory per armor feature (see OXC PR1210)...

3
Released Mods / Re: New Mod Portal!
« on: November 17, 2018, 06:54:34 am »
Hi, SupSuper
The Mods link on the openxcom.org leads to this forum(https://openxcom.org/forum/index.php/board,16.0.html), not on the (new) mod portal. Is it on  purpose?

4
OXCE Suggestions Abandoned / Re: [Suggestion] Inventory slots per armor
« on: November 11, 2018, 12:39:42 pm »
OK, thanks. We'll see what Meridian says.
If I understood correctly, this modifies the inventory per armour, with no fixed "blank" objects involved? If it's true, then it sounds pretty awesome.
Yep, that's correct - see attached changed standard armors (left on pupose the "deleted" backpack label, the others are just changed in case)
And the armor modification ruleset:
Code: [Select]
armors:
  - type: STR_NONE_UC
    inventorySlots:
      - STR_GROUND
      - STR_RIGHT_HAND
      - STR_LEFT_HAND
      - STR_SMALL_BELT
      - STR_SMALL_RIGHT_LEG
      - STR_SMALL_LEFT_LEG
      - STR_RIGHT_SHOULDER
      - STR_LEFT_SHOULDER
      - STR_SMALL_BACK_PACK
    defaultInventoriesMap:
      STR_BELT: STR_SMALL_BELT
      STR_RIGHT_LEG: STR_SMALL_RIGHT_LEG
      STR_LEFT_LEG: STR_SMALL_LEFT_LEG
      STR_BACK_PACK: STR_SMALL_BACK_PACK
  - type: STR_PERSONAL_ARMOR_UC
    inventorySlots:
      - STR_GROUND
      - STR_RIGHT_HAND
      - STR_LEFT_HAND
      - STR_BELT
      - STR_SMALL_RIGHT_LEG
      - STR_SMALL_LEFT_LEG
      - STR_RIGHT_SHOULDER
      - STR_LEFT_SHOULDER
      - STR_SMALL_BACK_PACK
    defaultInventoriesMap:
      STR_RIGHT_LEG: STR_SMALL_RIGHT_LEG
      STR_LEFT_LEG: STR_SMALL_LEFT_LEG
      STR_BACK_PACK: STR_SMALL_BACK_PACK
  - type: STR_POWER_SUIT_UC
    inventorySlots:
      - STR_GROUND
      - STR_RIGHT_HAND
      - STR_LEFT_HAND
      - STR_BELT
      - STR_RIGHT_LEG
      - STR_LEFT_LEG
      - STR_RIGHT_SHOULDER
      - STR_LEFT_SHOULDER
      - STR_SMALL_BACK_PACK
    defaultInventoriesMap:
      STR_BACK_PACK: STR_SMALL_BACK_PACK
Oooh - and just by thinking - we could by a further small change mod also the hand inventory size by armor, so particular units can pick only small objects... Need to think further if maybe make even possible to have a non-rectangular shape (allowing to pick either a 1*3 or a 2*2 object, but not a 3*2)...

5
OXCE Suggestions Abandoned / [ABANDONED] Inventory slots per armor
« on: November 11, 2018, 08:55:16 am »
Abandon reason: a solution was implemented, but it was too difficult to use

Hi, Solarius
Just posted a PR into OXC (https://github.com/SupSuper/OpenXcom/pull/1210) which allows to link specific inventory rules to armors.
So no more hidden builtin weapons and so on => you just define as many overlapped inventory rules as you want, and then in the armor.rul you say for your armors (I think self-explanatory):
Code: [Select]
    inventorySlots:
      - STR_GROUND
      - STR_RIGHT_HAND
      - STR_LEFT_HAND
      - STR_SMALL_BELT
      - STR_SMALL_RIGHT_LEG
      - STR_SMALL_LEFT_LEG
      - STR_RIGHT_SHOULDER
      - STR_LEFT_SHOULDER
      - STR_SMALL_BACK_PACK
    defaultInventoriesMap:
      STR_BELT: STR_SMALL_BELT
      STR_RIGHT_LEG: STR_SMALL_RIGHT_LEG
      STR_LEFT_LEG: STR_SMALL_LEFT_LEG
      STR_BACK_PACK: STR_SMALL_BACK_PACK
And (well, along with the corresponding language strings) done - you have a small belt and so on...
You can even define inventories with no slots and empty (" ") text  ;)...

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 04, 2018, 05:04:26 pm »
Hi, Solarius
In armor_XCOMFILES.rul (0.9.6. b and c) you have twice the STR_XCOM_CYBERDISC_ARMOR (for both laser and plasma variants). The latter shouldn't be there as is fulfilled by STR_XCOM_CYBERDISC_ARMOR_ORANGE, right?
As well, the STR_NONE_UC and STR_NONE_H_UC have 2 builtInWeapons sections...

7
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 03, 2018, 08:23:36 am »
Hi, Solarius

My apologies if those questions were asked before. Just switched off from OXC to OXCE, so the questions may be dumb ones...
I have my own OXCE build(synced on latest commits) that I wanna use to play the mod (added basically a large change that allows free 3d movement for flying units).
Is there somewhere a distribution of this mod alone (i.e. without OXCE, included)?
And if so, is it more difficult to install than a regular OXC mod on top of OXC?
Thanks.

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 09, 2018, 10:41:19 am »
Final Mod Pack ver. 2.0b is online.
It's just a fix of corpse double recovery, plus an update of Italian language.
Hi, Solarius
The en-GB Language lacks the 'en-GB:' section (as opposite to en-US)...
The same applies to several others: ru, pl, de, etc... While fr, cs, etc... have their corresponding headers.
Wouldn't be nice to 'standardize' it? One way or another?

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 22, 2016, 10:32:38 am »
Hi Kjotleik
First I tried indent, but I got another error-message. Not same as before. So I deleted the line. And now it works.
To see how indent works, see e.g. items_FMP.rul in FMP... And also the white-spaces(no mixing white-spaces and tabs) count as well, the dash, everything...
The message made perfect sense when you read the rul. The YAML parser thought that you inserted a main category called delete, but the OXC doesn't had it, so it couldn't understand your key presence there...

10
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 22, 2016, 07:11:01 am »

I always get an error starting up the game. In line 8, column 9. It says "illegal map value."
Ln 8, Col 9 is, by the way, the colon (!).


The real error is just ABOVE. The 'delete' key shall be indented like the 'type' key on the reported line (including the preceding dash).

11
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 18, 2016, 05:18:02 pm »
Hi BTAxis
It's the commit from 16/10. It says
SupSuper, Sun Oct 16 20:50:38 2016
Add error messages for missing mod content, this should hopefully make it easier for modders to catch typos.

Please report if you get "not found" errors incorrectly.

The STR_WEAPON_UNKNOWN is not from FMP, but vanilla, I think it dates from some time, having something to do with the diaries part - hard to follow due to directory reorganization...

I think you can safely post a bug...

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 15, 2016, 11:48:45 am »
Not an offf-topic at all, this is actually very relevant.

Though I still don't know what to do. :) I'll just try to fill any holes, that's all.
Hi, Solarius
You could (but is a hell of a work) keep the commons in one and put in the other only the differences...

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 16, 2016, 06:55:40 am »
EDIT: I moved all posts regarding GitHub to a new topic. It will be way easier to continue there.
Hi, Solarius
Would be useful to mention the GIT repo in your first post, and state maybe also the date of your last FMP package upload there (I mean the dropbox or whatever link). Thanks.

14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 10, 2016, 11:38:14 am »
Hi, Solarius
A suggestion - since both Firestorm and Avenger require 1 Alien Electronics to build, shouldn't also the Tormentor, maybe also the Lightning require the same?

15
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 08, 2016, 01:27:36 pm »
I just assumed that if the inv pic is not there, must be something I never had the sprite for. :P
This is the case for some ufopaedia images (I think) - Cerebreal, cerebreal larva (TFTD biodrone, maybe?), reptoid autopsy - think you can reuse here the former/older TFTD tasoth autopsy(I mean an autopsied corpse doesn't need clothing ;))

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