Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - The Offensive Lemon

Pages: [1]
1
Tools / Re: Ruleset Validator for VSCode v0.9.11
« on: April 29, 2022, 10:48:50 pm »
Of course.
moveCost is not an officially released feature yet.

Oh.  I was not aware of that.

2
Tools / Re: Ruleset Validator for VSCode v0.9.11
« on: April 29, 2022, 07:51:18 pm »
It appears moveCost for armors isn't supported.

3
Tools / Re: HandOb maker
« on: April 25, 2022, 02:10:10 am »
That's got to be a false alarm.
You can build it yourself if you want to be extra careful. The project is in Visual Studio 2019.

Oh, turns out I can just tell Avira it's a false alarm.  I feel like I should have known that.

4
Tools / Re: HandOb maker
« on: April 23, 2022, 10:52:09 pm »
When I try to download the exe from GitHub, Avira warns me of a file "containing the pattern of 'HEUR/AGEN.1221906'."

This didn't happen with UnitSprite Studio.  What gives?

5
Tools / Re: UnitSprite Studio
« on: April 22, 2022, 05:17:37 pm »
I've identified the problem. The xcom.png image has a palette with only 67 colors, because it's saved with optimized palette. The function that tries to identify the palette expects there to be 255 colors, hence the index out of range error. I did not account for this feature of PNG.

I'm not sure if there is a point in fixing this, as the optimized palette sprite will not work in-game anyway. I'll fix it if I see a simple way to do it.

In the meantime, I've attached your spritesheet saved with UFO Battlescape not-optimized palette.

Thanks a lot!  If I may ask, how did you un-optimize the palette?  I can't seem to do that in paint.net.

6
Tools / Re: UnitSprite Studio
« on: April 20, 2022, 02:15:47 am »
I think the image "xcom.png" needs to be reduced to 256 colours.

I figured setting the bit depth to 8 bits would do that... fuck.png has the same bit depth, after all.

EDIT: If I change the bit depth to something other than 8, USS tells me:
Quote
An error has occured during loading of the file: Unsupported image format!

Also, weirdly enough, if I put in the first attachment (gkjkgjkgkjgkjgkhgk.png), which also has bit depth 8, it works.

7
Tools / Re: UnitSprite Studio
« on: April 19, 2022, 05:20:43 am »
I'm trying to load a spritesheet into the program, attached below (xcom.png), but I get this error:

Quote
An error has occured during loading of the file: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index

I'm pretty sure everything checks out, from the size of the image to the exact colors used.  I don't know what I could be doing wrong.

EDIT: In case it helps, the image was saved with paint.net with 8-bit bit depth, Median Cut quantization, dithering level 0, transparency threshold 128, not interlaced.

I also created another image file (fuck.png) with UnitSprite Studio, saved it, and loaded it again without problems.  I did not touch that one with paint.net.

8
A spawner grenade is a battleItem: 4 item that uses spawnUnit
You can also have different other battleItem types to spawn units. Spawner grenades can also be put on terrain with their fuse set to some value
For example (taken from 40k missions_IG.rul)
Spoiler:
  - name: PDF_DEPLOYMENT
    mapDataSets:
      - BLANKS
      - CHIMERAUFO
    mapBlocks:
      - name: CHIMERAPDF
        width: 20
        length: 10
        height: 2
        items:
          STR_GUARDSMAN_FEMALE_SPAWNER:
            - [1, 1, 0]
            - [4, 3, 0]
            - [12, 1, 0]
            - [16, 2, 0]
            - [19, 8, 0]
            - [7, 7, 0]
          STR_GUARDSMAN_MALE_SPAWNER:
            - [3, 3, 0]
            - [6, 1, 0]
            - [15, 2, 0]
            - [18, 1, 0]
            - [12, 8, 0]
            - [0, 9, 0]
        fuseTimers:
          STR_GUARDSMAN_FEMALE_SPAWNER: [0, 0]
          STR_GUARDSMAN_MALE_SPAWNER: [0, 0]

Will create 12 Guardsmen when this map is part of the map generation.

I see.  Interesting.

9
To my knowledge there isn't a way to have multiple player crafts in a battle. In theory you might be able to duplicate your craft by adding multiple 'addCraft' into a mapScript but that doesn't work either.
What you can try is to have a look at the "Chaos outpost" mission in the 40k mod. In this mission you get either Marine Drop Pods or Imperial Guard Chimeras (with no turret though) on the civilian side to reinforce you. You could turn their spawner grenades to spawn on your side as nameless soldiers too if you fancy that. Also there is a reinforcements possibility for alienDeployments. Maybe you can spawn friendly troops with that too.

Ah.  I see.  :(

The stuff you mentioned isn't really what I'm going for, but thank you anyway for mentioning it.  I want extra craft to be player-deployed and player-controlled, but it looks like I can't do that.  Perhaps I could have several vehicles acting as a single craft, or just have additional vehicles be HWPs.

Though now I have to ask... what the hell is a spawner grenade?

10
What the title says: Is it at all possible to make it so that you can have multiple craft in play in a single mission?

I have an idea for a mod where you can, for instance, send a helicopter to provide fire support for soldiers.  I've seen something similar in demo videos for the 40k mod (though I admit I haven't played it myself), but the additional vehicles were either part of a single craft or part of the map.

Is it possible to do this with separate craft?

Pages: [1]