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Messages - Admiral Naismith

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OXCE Support / Re: OXCE+ Graphics Transparency Problem
« on: March 02, 2018, 04:30:21 am »
I had the same problem with an added Mod in OXCE+!
The only solution I found was to change the' HandOb' images.
https://openxcom.org/forum/index.php/topic,5982.0.html
The images have a completely broken palette, see attached.

The fact that it works in OXC is either a lucky coincidence, or some additional guesswork that has been either not implemented or removed in OXCE.

Ahh, I see - I didn't know quite enough about image manipulation to recognize that, and messing around in Photoshop trying to convert the original images made it even worse, even though the files looked fine in Photoshop and as Windows thumbnails.

I did actually work out a fix though:
  • Open a PNG file of appropriate size from a different mod that is confirmed to work.
  • Open the corresponding broken GIF file.
  • Select all on the broken file and copy.
  • Select all on the working file and delete, then paste and adjust sprite location to match source.
  • If the background is not transparent, select background with magic wand: point sample, 0 tolerance, no anti-alias; then delete.
  • Save resulting file as a new PNG with the appropriate name.
  • Profit!

I used images from Nord's TWoTS mod as a base, and combined the broken handobs into one image with this tool before fixing them.

I'm thinking I should post the fixed mod, though I'm not entirely sure on the etiquette/procedure for editing someone else's mod or incorporating their work into a larger mod (other than, obviously, giving credit).
Since this would be a fix for an existing mod, I'm thinking I should just increment the version number, but then this might cause confusion if the original author updates their mod in some other way. Should I also change the mod ID then? Or something else?
Any advice on that?

Thanks!

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OXCE Support / [Solved] OXCE+ Graphics Transparency Problem
« on: February 26, 2018, 02:53:26 am »
I found a mod that adds a new weapon and tried loading it in OXCE+. Unfortunately, the transparency did not seem to work correctly, resulting in black boxes around all of the sprites, including handobs. I first assumed that this must be an issue with the images, though the only oddity with those is that they seem to be in gif format rather than png. I then tried loading the mod in vanilla OXC, and found that there it actually worked correctly.

Could it be that I have something misconfigured in OXCE+? Or is this purely a bug?
Does anyone have suggestions for fixing this, other than reformatting the images? I've attached screenshots of what it looks like in both OXC and OXCE+, as well as the mod itself.

Thanks!

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OXCE Support / Re: OXC/OXCE+ Modding Questions
« on: February 14, 2018, 11:46:28 am »
1. just change the refuel item and also the fuel capacity accordingly... not sure what you mean by "varies by speed"... xcom craft always move at maximum speed

2. it is possible to count SWS as soldiers... by making them a soldier type. there is basic support for it in OXC, for full capability you'll need OXCE+

3. it's not true... items can take also 0.01 space if you want

4. it was not a bug... but yes, it was changed in OXC

5. it's not distinguished, but you can make two identical craft, one with a cost and one without to achieve the same effect

6. yes

7. I have removed that warning recently, it won't bother you again... but to edit I think people use MapView? not sure...

Thanks for the reply, that's very helpful!

As for the confusion on the first question - I meant that for conventional fuel, the fuel consumption depends on the craft's speed - so a craft with a higher speed will run out of fuel faster than an otherwise identical, slower craft, though it will have traveled farther in the same amount of time. On the other hand, the fuel system that consumes elerium/zrbite or possibly other items is dependent entirely on airtime, with no consideration of speed. As far as I can tell, there seems to be no method to set conventional fuel to work this way, other than with a dummy item, which would then look strange in storage, unless it can be made infinite and hidden.
Also, there actually is a case of craft travelling slower that their maximum speed, from what I can tell - when set to patrol. This results in slower conventional fuel use but has no effect on item-fueled craft.

Also, for counting small SWSs as soldiers - could it also be possible to just set some SWSs to not count as vehicles, but still have them consume the appropriate amount of space in a craft, just so they do not count toward the vehicle maximum (but not as soldiers)? Or to create a custom "drone" type, for example, that would need a separate limit from "vehicles"?

Just had to chime in here, not because I have valuable feedback, but because I wanted to say, I love the choice of your user name @ Admiral Naismith !  I love the Vorkosigan Saga! Have read it multiple times!
Cheers, Ivan :D

Thanks! I've been using this name for a while, but I think this is the first time someone has mentioned recognizing it :)

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OXCE Support / [Answered] OXC/OXCE+ Modding Questions
« on: February 10, 2018, 11:13:22 am »
I found OpenXcom and its extensions recently and have been getting ready to replay TFTD (My first XCOM game), though I wanted to adjust a few things. In looking at the base rulesets and some existing mods, I've come up with a few questions, applicable to either base OXC or OXCE+:


1. One of the things I want to change is to remove Zrbite consumption as fuel. I've found that setting refuelitem to "" allows this, but then I need to adjust the fuel amounts as it shifts to using the regular fuel consumption system which varies by speed. The only way I can think of to keep the constant fuel consumption while not consuming Zrbite is to create a new item that isn't used for anything else, set it as the refuelitem, then start with something like 999999 (or is there a maximum?) of it and not worry about it - but then it would appear in my storage and look odd - is it possible to make an item not visible in storage and infinite? Or is there some other way to solve this?

2. Looking at some mods, I've found that it is both possible for a soldier's armor to be large and considered a vehicle, and to have small 1-tile vehicles. Unfortunately, it seems 1-tile vehicles count toward the vehicle limit, even though their small size should logically allow for more. Is it possible for those to count as 1/4 of a vehicle? Or count vehicles by number of tiles instead as by individual units? Or to count them as soldiers instead of SWSs?

3. I read somewhere (in a ruleset comment I think) that the minimum amount of space an item can take up is 0.1, unless it is 0 - is that actually the case? Can I set an item to take up 0.01 space for example, like for individual SWS ammo units I will have a lot of?

4. I remember there was an issue in the base game where there was a manufacturing limit of one item per hour, per base, and once that limit is reached, adding more technicians does nothing. Was this fixed in either OXC or OXCE+? Normally it wouldn't be much of an issue, but for something like Gauss cannon rounds it was an annoying problem.

5. As I've seen with some mods, rentable craft can also be made manufacturable. Does the game, either OXC or OXCE+, actually distinguish whether the craft was rented or manufactured when applying the rental cost at the end of the month? It seems it should only happen with rented craft, though the possibility of it also being manufactured is not in the base game so that may have been overlooked.

6. Is it possible to set up manufacturing in reverse? That is, to break down alien weapons into multiple units of Zrbite, for example? Or basically, produce multiple items from a single manufacture?

7. What is a good way to edit RMP route files? I found a mod that I want to use, but the latest version I could find seems to have an error that is shown in OXCE+ when I try using the reskinned Triton from that mod in a battle. It doesn't break the game, but is still annoying. I tried looking around here, but have so far not found the right tool or an updated version of that mod.


Thank you to anyone who can answer some of these.

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