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Messages - spoidex

Pages: [1] 2
1
I did several searches on Troubleshooting with even generic "Monitor" and didn't see anyone else with any multi-monitor issues as mine.

Are there any settings or code that I can set to force OpenXcom onto the center monitor on a 3-monitor PC setup?

It defaults to the current Primary which is far left Monitor and I would like it to launch on Center which is also center of desk - I can't change Windows Monitor Settings, this is Daughter's work-from-home PC (when I house sit) and she has Icons all over three screens that I can't afford to corrupt locations when you change Monitor setup.

I can change to Windowed and move the window but as soon as I then change to Full-screen it will fly back to Primary Monitor.

Thanks

2
Sorry, tried to search for this and didn't find anything specific.

I am editing a save game to have a master start that I always replay from.

There is a block that contains several ids: with a number that I "think" is used to match the totals loaded, but I'm not sure.

From a brand new start this is what they are:
 

Code: [Select]
globeLon: 5.2636201629309118
globeLat: -1.153305660959618
globeZoom: 0
ids:
  ALIEN_MISSIONS: 3
  STR_INTERCEPTOR: 3
  STR_SKYRAIDER: 2
  STR_SOLDIER: 9

Do they represent the current totals? I only have 8 soldiers but it says 9 and I only have one Skyraider and 2 Interceptors.

If I am adding craft to other bases, does that first ID block have to match numerically?  In fully played games those numbers have been very large, especially after buying and sacking large numbers of soldiers.

Is there a Save Game element/line reference anywhere? I can figure out most items but there are some lines/portions that aren't as literal.

3
My apologies, I felt this was an error of my own making and I didn't expect anyone to want to dig through my save.

Quote
is missing the "uniqueID" attribute

I was hoping for no more than what you provided which is just the pointer I need to dig through and look for it.

I have been using the wiki and forum search to learn for myself so I don't make extra work for the forum and again I'm sorry if I did anyway.


Here is the save that gets made even though the error throws and can be ignored to continue playing.  It also throws the error at load and can again be ignored to continue:

http://pages.suddenlink.net/gamesparkz/FILES/INTERCEPT.txt


UPDATE: I may have found my own errors.  I made a new start as a template and re-pasted my modified later save.  Looking at the ID of several soldiers and especially crafts I found some duplicates.  I put all those back into numerical sequence as if they have been purchased/constructed and so far am not popping any errors after several intercepts and crashes.

I also left this set of starting game IDs as is whereas the first attempt I changed them to reflect what my last save game was at.  I haven't researched where those are generated and whether they increment.


http://pages.suddenlink.net/gamesparkz/FILES/newstarttemplate.txt

warned: false
globeLon: 5.1080755448200517
globeLat: -0.78002493547713814
globeZoom: 5
ids:
  ALIEN_MISSIONS: 3
  STR_DROPSHIP: 2
  STR_INTERCEPTOR: 3
  STR_SOLDIER: 9

4
Hello all,

I have just starting getting the same Assertion Error.  My save is heavily edited and I am not on the most current nightly so I am not asking for anyone to fully help but was wondering if anyone can just tell me what is/are some of the most common sources for this error.

I never had this error before until I attempted to splice a current save into a new start.  I copied existing bases, soldiers, items but left all the starting code below last base the same as new start.

The error only happens when I try to save a game upon a UFO detection. 

I can ignore it and continue playing fine and will only get the error if I try to save before the UFO is downed or destroyed.  I ran 2 more interception sequences and didn't get the error.  Now I have another and it is also firing if I try to save within a battle.

The error is always the exact same line of AlienMission.cpp. Line 623.

Here's the error:



Again this could simply be my own editing error so it is not worthy of a bug report but if anyone can just give me a nudge I would be thankful.

5
Released Mods / Re: [WEAPON] Dart Rifle
« on: March 30, 2019, 01:37:59 am »
Thanks,

I guess I'll rush some research on the stun bombs then.

6
Thanks,

I'm not actually asking to change it, but just to know whether they are actually usable on humanoids.  My first MiB mission so far feels like they aren't.

I'll edit the title.

7
I was going to reply in the Dart Rifle mod release thread but got the Necro notice so didn't know if i should.

No problem. Merged it for you - Solarius Scorch

And sorry to be asking about something so old but I don't know where else to ask. 

Q. Is there any code that makes the Darts ineffective against Humans?

I just was able to crash an MiB transport without killing it and wanted to collect some MiB for interrogation.  I had been using Dart B so far for everything else and loaded up several.

The Dart Rifle Ufopedia says "any life form" but should I take that as Alien only?  I can drop Anthropods with enough shots but can't seem to drop plainclothes MiB doing the same? Just the luck engine or is there actually a block for humanoids?

8
I have a current modded game just for combat with basically world wide radar coverage.  I am allowing most UFO missions to land vs intercept/crash unless it is a designated terror with large craft.

I searched the forum and wikis plus from years of play and know about interception near bases and from the forum the UFO route maps for base placement (never knew about that before).

Is there any data on how successful landed missions compare for base discovery or retaliation?  Is there code that runs against both types separately?  I have had some that are fairly close to some bases.

Also are successful landed missions still a loss for XCOM activity ratings since I may allow the craft to fly for several minutes across territory before it lands? Or does only mission outcome get rated as long as the UFO doesn't escape destruction or successful mission.


9
Well I have completed basic code that will display full 2-digit stats up to 99.  I have given up on going past 99 for any of the mods that allow for more than 99 because it will simply not allow more than a few 3-digit stats on any display because of display limits.

The code is just a bunch of manual typing of blocks for each desired stat, with the limit being roughly 7 stats if using more than a few capital letters for readability.  You might get one or two more if you use all small letters for the stat ID.

This is strictly for my own use as I don't have a need for Soldier Names, and I mourn the loss of T54B55s40F60r52P50p as much as Joe Miller.

You can change which stats you use just by mass-replace a block with the proper stat string letter(s).

I don't think this is worth publishing for a few reasons:

1.  At some point depending on the number of stats, it will truncate the entire line on most screens, not allowing any Soldier Names or other text ID in that location.

2.  I don't know how to or if there is code function that would allow an interface to allow for a GUI selection for which stats to place into the mod, which means anyone wishing different stats would always have to manually block replace the text, with the chance of editing errors depending on the editor used.  Even with NP++ and Yaml settings it was very easy to make a mistake in a single space or character.

So I leave the code here if there is any desire to incorporate it for personal use or any other mods that might be able to use it.

Thanks for all the help from the real coders here, eventually I'll learn enough to really make a contribution.

Code: [Select]
# TIME UNITS 10's 
  - string: "T"
    tu: [0, ~]
  - string: "1"
    tu: [10, 19]
  - string: "2"
    tu: [20, 29]
  - string: "3"
    tu: [30, 39]
  - string: "4"
    tu: [40, 49]
  - string: "5"
    tu: [50, 59]
  - string: "6"
    tu: [60, 69]
  - string: "7"
    tu: [70, 79]
  - string: "8"
    tu: [80, 89]
  - string: "9"
    tu: [90, 99]
   
# TIME UNITS Ones

  - string: "0"
    tu: [10, 10]
  - string: "1"
    tu: [11, 11]
  - string: "2"
    tu: [12, 12]
  - string: "3"
    tu: [13, 13]
  - string: "4"
    tu: [14, 14]
  - string: "5"
    tu: [15, 15]
  - string: "6"
    tu: [16, 16]
  - string: "7"
    tu: [17, 17]
  - string: "8"
    tu: [18, 18]
  - string: "9"
    tu: [19, 19]
   
  - string: "0"
    tu: [20, 20]
  - string: "1"
    tu: [21, 21]
  - string: "2"
    tu: [22, 22]
  - string: "3"
    tu: [23, 23]
  - string: "4"
    tu: [24, 24]
  - string: "5"
    tu: [25, 25]
  - string: "6"
    tu: [26, 26]
  - string: "7"
    tu: [27, 27]
  - string: "8"
    tu: [28, 28]
  - string: "9"
    tu: [29, 29]
   
  - string: "0"
    tu: [30, 30]
  - string: "1"
    tu: [31, 31]
  - string: "2"
    tu: [32, 32]
  - string: "3"
    tu: [33, 33]
  - string: "4"
    tu: [34, 34]
  - string: "5"
    tu: [35, 35]
  - string: "6"
    tu: [36, 36]
  - string: "7"
    tu: [37, 37]
  - string: "8"
    tu: [38, 38]
  - string: "9"
    tu: [39, 39]

  - string: "0"
    tu: [40, 40]
  - string: "1"
    tu: [41, 41]
  - string: "2"
    tu: [42, 42]
  - string: "3"
    tu: [43, 43]
  - string: "4"
    tu: [44, 44]
  - string: "5"
    tu: [45, 45]
  - string: "6"
    tu: [46, 46]
  - string: "7"
    tu: [47, 47]
  - string: "8"
    tu: [48, 48]
  - string: "9"
    tu: [49, 49]

  - string: "0"
    tu: [50, 50]
  - string: "1"
    tu: [51, 51]
  - string: "2"
    tu: [52, 52]
  - string: "3"
    tu: [53, 53]
  - string: "4"
    tu: [54, 54]
  - string: "5"
    tu: [55, 55]
  - string: "6"
    tu: [56, 56]
  - string: "7"
    tu: [57, 57]
  - string: "8"
    tu: [58, 58]
  - string: "9"
    tu: [59, 59]
   
  - string: "0"
    tu: [60, 60]
  - string: "1"
    tu: [61, 61]
  - string: "2"
    tu: [62, 62]
  - string: "3"
    tu: [63, 63]
  - string: "4"
    tu: [64, 64]
  - string: "5"
    tu: [65, 65]
  - string: "6"
    tu: [66, 66]
  - string: "7"
    tu: [67, 67]
  - string: "8"
    tu: [68, 68]
  - string: "9"
    tu: [69, 69]
   
  - string: "0"
    tu: [70, 70]
  - string: "1"
    tu: [71, 71]
  - string: "2"
    tu: [72, 72]
  - string: "3"
    tu: [73, 73]
  - string: "4"
    tu: [74, 74]
  - string: "5"
    tu: [75, 75]
  - string: "6"
    tu: [76, 76]
  - string: "7"
    tu: [77, 77]
  - string: "8"
    tu: [78, 78]
  - string: "9"
    tu: [79, 79]

  - string: "0"
    tu: [80, 80]
  - string: "1"
    tu: [81, 81]
  - string: "2"
    tu: [82, 82]
  - string: "3"
    tu: [83, 83]
  - string: "4"
    tu: [84, 84]
  - string: "5"
    tu: [85, 85]
  - string: "6"
    tu: [86, 86]
  - string: "7"
    tu: [87, 87]
  - string: "8"
    tu: [88, 88]
  - string: "9"
    tu: [89, 89]

  - string: "0"
    tu: [90, 90]
  - string: "1"
    tu: [91, 91]
  - string: "2"
    tu: [92, 92]
  - string: "3"
    tu: [93, 93]
  - string: "4"
    tu: [94, 94]
  - string: "5"
    tu: [95, 95]
  - string: "6"
    tu: [96, 96]
  - string: "7"
    tu: [97, 97]
  - string: "8"
    tu: [98, 98]
  - string: "9"
    tu: [99, 99]

10
Okay, I'm on Veteran but I'm only playing for the Combat and not any other achievements (heavily tweaked game in radar resources and bases/interceptors) to allow Alien contact at all times, but staying on FMP rulesets and research trees).  Thanks to OpenXcom I can enjoy my very first ever PC game again, that hooked me forever during Operation Desert Storm I.

I'm also using the Osprey Mod so my egress at start is a long tube w/o the ability to get any soldiers out or to throw some smoke or other defense in front of my HWP egress.

So I decided to down my next Terror Craft instead of just letting it land for a normal Terror Mission.

With the craft blown open, the Cyberdiscs have managed to already have the door of the Osprey in crossfire from positions that are so far away that I can't even get out the door or they can already sap my HWP.  The Fog of War tiles are at least 10-15 away and up a hill on that side of the craft plus the Cyberdiscs are on level 2.

I guess that could happen just as well in a normal Terror Mission, but with normal Terror maps there is usually not enough space between the Xcom craft and the nearest buildings to have more than one or two enemies directly in front of the egress.

So is it better to just take standard Terror missions than blow a terror ship cadre all over the starting map turn with the chance to already be surrounded.

And one more thing that I just don't remember happening with the Skyranger, I have had several kill shots through the front windows of the Osprey on the nearest trooper, the ones stuck in the back of that 2 wide tube.  Is that a function of the Osprey mod or would it also happen in an FMP Skyranger?  If that's the case I may have to decrease my troop load just to stay forward of the windows.

11
So the installer doesn't actually have a function that evaluates the system, it just pastes a set of pre-sets?

12
Thanks,

I went with the nuke of the config and that worked.

I didn't try a new clean install but I might just to see what the installer uses for initial settings.

13
I was about to travel and decided to just copy my working install from my PC (win7 4790K 4Ghz GTX970) to my Laptop (win7 Amd Turion 2.2Ghz Geforce Go 6150).

But on the Laptop, the game is a slide slow.

Will a new full install capture the Laptops capabilities and set the config appropriately to run properly?

Or are there minimum performance requirements that I missed that must be met even with this project to run properly?

14
Thanks,

It looks like I will have two separate mods.  One with full stat values that I play myself, where I delete the Soldier Names at start because they will crop almost all names beyond 5-6 characters.

And a second I will give to my grandson's install, using only 4 letter names, first and last, and only using single number for range of stats (10-19. 20-29 etc).

I still am working on getting full values for 100's to use with the extra soldier stat mods, lots of trial and error.

And I have now trained myself not to forget that the Common/Standard files may also exist in other mods that I need to check before I pull hair out wondering why I'm still not seeing my mod changes. Is there any Mod Overwrite order system? Is that the purpose of the move up/down switches in Mod selection tab?

15
And I just came across one more data point that I can't find.

I'm modding part of this to see if my Grandson will get hooked on like I did.

I know he will like the Soldier Names as much or more as the statstings.

Does anyone know the maximum allowed Soldier Name length in the various screens?

In order to use my custom statstrings and keep full names (no shortening) I am going to edit the name lists to only allow names short enough to fit along with my statstrings.

Thanks

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