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Messages - GeneTheBean

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Help / Re: Remove Weight Encumbrance (edit: and Item Destruction/Removal)
« on: February 02, 2020, 08:27:00 am »
OK but overkill seems to be for letting items/people/aliens get destroyed from explosions immediately, while alive, foregoing the "make a corpse" stage, which is the opposite of removing item destruction, so that's not helpful (except for solving the "muton's champagne glass" issue) and I don't see where overkill goes exactly in OXCE either. Also both OXCE and not have almost the same exact same rulesets with the armor of items handled the same way basically

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Help / Re: Remove Weight Encumbrance (edit: and Item Destruction/Removal)
« on: February 01, 2020, 11:09:48 pm »
Exactly Solarius Scorch  ;D :o Yankes knows what I'm talking about :P

However I don't see where the overkill mechanic goes. https://www.ufopaedia.org/index.php/Explosions#Object_Destruction This says every item has an armor value that needs to be matched(?)/exceeded to destroy the item, but I went to items.rul and didn't see such a field so I went to https://www.ufopaedia.org/index.php/OBDATA.DAT and hacked every item armor to 255 but it didn't work. I even discovered the game doesn't use that file at all because you can delete it and openXcom still runs (so why does openXcom make a copy of it in its own directories?) So I would think I'd need to make a reinstall with the new OBDATA but took a closer look at items.rul and indeed it has armor entries  :-\ but only for uncommon items  ??? so it assumes (where?) that armor:20 unless overwritten  ::)

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Ha, I fell into the exact same trap.

I didn't want anything that changed the game's mechanics. So I installed only what I thought were basic mods. Extra explosions, vanilla UFO variants, expanded Ubase reworked, terrain pack. I thought I was mostly just getting more variety in Battlescape layouts. But that last one put an Antarctica base into ocean water, and bugged the bases' location string in the base screen. I thought oh well, whatever, but eventually UFOs sometimes crashed the game with segmentation fault when they got shot down. And then the game would crash upon reaching June 1, also with segmentation fault like OP.

Interestingly, stripping all mods EXCEPT the terrain pack and/or dismantling the Antarctica base also crashed the game, but with a better message: "Error processing mission script named: recon, region named: STR_PACIFIC is not defined".

Stripping the terrain pack as well lets the game continue between months but crashes at random but replicable points such as seconds after June 7 23:02 with yet another error message:

Code: [Select]
[25-01-2020_15-01-10] [FATAL] A fatal error has occurred: vector::_M_range_check: __n (which is 3) >= this->size() (which is 2)
[25-01-2020_15-01-11] [FATAL] 0x645ab0 OpenXcom::CrossPlatform::stackTrace(void*)
[25-01-2020_15-01-11] [FATAL] 0x649380 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[25-01-2020_15-01-11] [FATAL] 0x401580 exceptionLogger()
[25-01-2020_15-01-11] [FATAL] 0xa38dd8 MPEGaction::MPEGaction()
[25-01-2020_15-01-11] [FATAL] 0x7ee360 OpenXcom::AlienMission::getWaypoint(OpenXcom::UfoTrajectory const&, unsigned int, OpenXcom::Globe const&, OpenXcom::RuleRegion const&)
[25-01-2020_15-01-11] [FATAL] 0x7f3930 OpenXcom::AlienMission::ufoReachedWaypoint(OpenXcom::Ufo&, OpenXcom::Game&, OpenXcom::Globe const&)
[25-01-2020_15-01-11] [FATAL] 0x43f0d0 OpenXcom::GeoscapeState::time5Seconds()
[25-01-2020_15-01-11] [FATAL] 0x452080 OpenXcom::GeoscapeState::timeAdvance()
[25-01-2020_15-01-11] [FATAL] 0x642d30 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[25-01-2020_15-01-11] [FATAL] 0x452cb0 OpenXcom::GeoscapeState::think()
[25-01-2020_15-01-11] [FATAL] 0x64c3d0 OpenXcom::Game::run()
[25-01-2020_15-01-11] [FATAL] 0x401820 SDL_main
[25-01-2020_15-01-11] [FATAL] 0x87df00 console_main
[25-01-2020_15-01-11] [FATAL] ??
[25-01-2020_15-01-11] [FATAL] 0x767b0400 BaseThreadInitThunk
[25-01-2020_15-01-11] [FATAL] 0x77126540 RtlGetAppContainerNamedObjectPath
[25-01-2020_15-01-11] [FATAL] 0x77126540 RtlGetAppContainerNamedObjectPath

So as it happens I can keep the game running by turning the mod on at some points and off at some other points, in time. Not that I care about this save file, I was gonna start another game anyway. But yah, lesson learned. Don't underestimate a mod's ability to conflict with the base game or other mods!

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Help / Re: Remove Weight Encumbrance
« on: January 24, 2020, 11:58:51 pm »
Even better, this line can be added just once to soldiers.rul instead of to every armor type. If you have the open for showing stats in your inventory, the weight shows up as "0/strength" when the weight is negative.

But yeah new question - how to remove item destruction? I don't like that explosions "remove" bodies and corpses and items. I think it's bad for gameplay and doesn't make much sense in context. What happens to unconscious bodies can go either way, whether it's the OXC/original model or the OXCE+ model, I think both are acceptable. And terrain destruction is great of course  ;D

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Help / Re: Remove Weight Encumbrance
« on: January 21, 2020, 04:26:20 am »
Awesome! This line doesn't exist by default so it wouldn't have been obvious to someone like me that this would work.

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Help / Remove Weight Encumbrance (edit: and Item Destruction/Removal)
« on: January 21, 2020, 01:47:12 am »
Just want a way to prevent soldiers from getting encumbered. If there's a mod for this already just point it out, thanks!

Could of course make soldiers super strong and/or use find-and-replace to set item weights to a low value like 0 or 1, which is trivial, but I think this would upset throwing mechanics.

I just want to stop micromanaging my soldiers and give everyone a standard inventory full of everything, for what amounts to a tiny buff in practice. Kind of common sense; I would expect such a mod to have existed back in XcomUtil or UFO extender.

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