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Messages - Nikita1221

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1
Of course coords matter, they need to be on Earth.

Longitude goes from 0 to 2*PI, latitude goes from -PI/2 to +PI/2.

Invalid coords.
Thanks,  making longitude positive did solve issue.
I was confused, because there's no mentioning of this in ruleset reference.

2
Also, if you define name: for base, when spawning mission with targetBaseOdds:100 in mission script, game seems to think your base is in Antarctic, no matter where it actually is. If you also define coordinates, you'll get segmentation fault.

3
I tested it in 7.13, but since it wasn't mentioned in Bugs fixed, i figured it could still be the case.
I define starting base coordinates. I send craft to random point. I command craft to return. It flies to base, but seem to fail to land, even after fuel runs out.
Not sure if the exact coords matter, but i used lon: -1.79 and lat: -0.66.
Also, not sure if it's intended or not, but if you also define name:, it will only work if coordinates also defined, otherwise it asking to enter name.

4
XPiratez / WTF is "Capture Aurora" mission?
« on: July 09, 2023, 05:11:03 pm »
So. After some time in the game, you can get topic "Capture Aurora". Why would you try to assault head of state? Plot actively discourages you to attack governments (they hate aliens, they pay you money, thanks to their help you turned from bunch of savages into world feared pirates and without their support you quickly degrade back to savages). But whatever.
After several months mission appears. I mount best force I could and attack.
First phase is fine. Of course, there's lots of enemies and lots of field guns, but at that point you should be able to defeat this (I certainly was).
Second phase. Oh, the second phase. It's a mansion map, and I HATE THIS MAP! It's gigantic, it's full of walls, and it has four floors (or more, I didn't count). The alien/faction bases have two, the second barely count since map blocks joined only through lower level, and have long corridors flowing through them. The fact that it's mansion is enough to make it insufferable. How to make it even worse? Of course, add few enemies in power armour, making usual for mansion strategy "send one gal in every direction of the map" irrelevant (or you have to give each gal antitank rocket). How to make it even worse? Add unsurrendering enemies, of course! Good luck searching that last robo-maid in this gigantic, unobservable mansion!
After 3 hours of trying to beat this (the fact that after first phase I had only 6 gals, one of which was in tank, might have contributed to that) I broke down and edited save to make everyone surrender.
Third phase. First one was much labyrinth like, but this... Well, at least it's meant to be labyrinth and thus is relatively small. Tip: if you still decided to go through all of this, equip all of your gals with Vibro blade or similar weapon with cutting damage. You will need it for third phase. And remember, it must be on gals all the time - only equipment that carries through phases is equipment on gals.
And after all of this pain, what do you get? You get -2000 rating (because of course, what else you expected after killing company worth of government soldiers without any good reason?), all of your equipment from the ship is gone (either it's a bug or I've been unlucky and all of it was destroyed with field gun blast) and, worst of all,
Spoiler:
Your princess is in another castle, Mario! Wait for next update!
@&#*@& %#&@*!
I know, Xpiratez is not for faintest souls, but shouldn't this mission be tweaked a little bit? Or removed completely, since it doesn't make any sense story-wise.

5
Help / How to turn an image of HWP into spritesheet for HWP?
« on: November 05, 2022, 03:21:27 pm »
So. Let's say i have ripped some vehicle from old game i like, and i would like to add said vehicle into the game. For armour i use drawing routine 2 (HWP).
But there is a problem. I have an image, while engine takes four spites.
From what i gathered, xcom puts 4 sprites as shown in the attachment (with different colored rectangles being different sprites) and crops everything bellow green line.
So, my question — to what size should i transform original image, so i could chop it in sprites? With other words — what the positions of sprites relative to each others?

6
Help / Re: Problem with converting spritesheet to PCK
« on: May 09, 2022, 09:10:50 am »
The attached image is not in the Battlescape palette, it is in the Basescape palette.
Big difference.
Yup, that was the problem. Somehow, i kept reading "Basescape" as "Battlescape". Thank you for answer.

2nd, the spritesheet didn't preserve transparency for palette id #0 -- and we like our 0 ids to be transparent :)
Didn't know that. It seems that InfranView didn't either. Thank you for hint — i'd probably wouldn't even notice that until i've seen black squares in MapView.

7
Help / Problem with converting spritesheet to PCK
« on: May 08, 2022, 07:11:45 pm »
For some reason, when i'm opening spritesheet (attachement 1) with PckView, some random pixels turning into blue (attachment 2).
I used InfranView convert all colours to battlescape palette, which comes with openxcom.
What may cause this problem?

8
Help / Re: Error with MissionWeights After deleting missions
« on: November 07, 2021, 04:34:57 pm »
Thank you, redefining helped.

9
Help / Re: Error with MissionWeights After deleting missions
« on: November 07, 2021, 09:49:58 am »
I deleted it by using delete command in ruleset, like this:
alienMissions:
  - delete: STR_ALIEN_RESEARCH
  - delete: STR_ALIEN_HARVEST
  - delete: STR_ALIEN_ABDUCTION
  - delete: STR_ALIEN_INFILTRATION
  - delete: STR_ALIEN_BASE
  - delete: STR_ALIEN_TERROR
  - delete: STR_ALIEN_RETALIATION
  - delete: STR_ALIEN_SUPPLYs
missionScripts:
  - delete: gameStart
  - delete: recon
  - delete: invasion
  - delete: researchRetaliation
  - delete: beginnerRetaliation
  - delete: experiencedRetaliation
  - delete: veteranRetaliation
  - delete: geniusRetaliation
  - delete: superhumanRetaliation
  - delete: recurringTerror
  - delete: alienBase

10
Help / Error with MissionWeights After deleting missions
« on: November 07, 2021, 08:08:44 am »
I tried to delete Vanilla aliens missions. I deleted them in AlienMissions and MissionScript, but i get following error:
Error with MissionWeights: Region: STR_ANTARCTICA: alien mission type: STR_ALIEN_BASE not defined, do not incite the judgement of Amaunator.
I downloaded clear region ruleset using Flako's world redactor, which contains no Mission Weights, but i still get this error.
How do i fix this?

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