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Messages - kaiser_bill

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1
Work In Progress / Re: Adding New Image Files
« on: July 05, 2013, 10:50:05 pm »
Works a treat.  Thanks once again!

2
Work In Progress / Adding New Image Files
« on: July 05, 2013, 08:54:03 pm »
Sorry to bother with yet another question.  This time about new images.

I've been trying to add a new sprite sheet.  I unpacked the XCOM_1 pck file (the Personal Armour one) using Bomb Bloke's pck2gif program.  After making the alterations to the sprites I wanted to, I packed them as a pck file and then unpacked them back to gifs (otherwise I've ended up with palette issues which this seems to solve).

By the end, I have a two hundred orso gifs for the sprites, which I place in a folder in the OpenXcom data folder.  In my ruleset file, I tried using code borrowed from elsewhere and adjusted to fit:

extraSprites:
  - type: XCOM_3.PCK
    width: 32
    height: 40
    files:
      0: Resources/WillsModImages/ShieldedArmour/XCOM_3/

The armour I've added is set to use the XCOM_3.pck spite sheet which (should have been) created in-game.

When doing this, however, upon loading the game I get an error saying that the files are not a compatible type and the game will not load.  I've had the same issue when attempting to load pre-existing mods which use image files.  I tried to use the Combat Armour mod as a test, using the mod exactly as is and removing my own, and the same thing happened.

I also had the same problem with the Combat Knife mod.  However, I was able to manually input the load for each file individually with the Combat Knife mod and this made it work.  So, I tried this with my own sprite sheet, ending up with something like:

extraSprites:
  - type: XCOM_3.PCK
    width: 32
    height: 40
    files:
      0: Resources/WillsModImages/ShieldedArmour/XCOM_3/xcom_03_000_0.gif
      1: Resources/WillsModImages/ShieldedArmour/XCOM_3/xcom_03_001_0.gif
      2: Resources/WillsModImages/ShieldedArmour/XCOM_3/xcom_03_002_0.gif
      ... all the way down to ...
     274: Resources/WillsModImages/ShieldedArmour/XCOM_3/xcom_03_274_0.gif

Doing this has the positive effect of making the game load.  However, when I attempt to load a battle with a soldier equipped in the armour, the game immediately crashes.  I thought this might have been caused by the numbers being marked wrong, but I've checked it at least three times now and they're all correct.

Any thoughts on what the issue might be?  I'm using the most up-to-date build (as of yesterday, anyway!).  I've also been successful in adding other images into the game.  I note, however, that all the others use existing sprite sheets rather than creating a new one.  So, this seems to be the problem, but I don't understand why when other mods (apparently) create new sheets unproblematically.  Any help would be - again - appreciated.

3
Work In Progress / Re: Alien Tech Level
« on: July 05, 2013, 10:30:32 am »
That was my guess.  Thanks for clarifying.

4
Work In Progress / Alien Tech Level
« on: July 04, 2013, 11:22:48 pm »
Sorry, another question.

I note the following table at the end of the ruleset document:

alienItemLevels:
  - [0, 0, 0, 0, 0, 0, 0, 1, 1, 2]
  - [0, 0, 0, 0, 0, 1, 1, 1, 2, 2]
  - [0, 0, 0, 1, 1, 1, 1, 2, 2, 2]
  - [0, 0, 1, 1, 1, 1, 2, 2, 2, 2]
  - [0, 0, 1, 1, 1, 2, 2, 2, 2, 2]
  - [0, 1, 1, 1, 2, 2, 2, 2, 2, 2]
  - [1, 1, 1, 2, 2, 2, 2, 2, 2, 2]
  - [1, 1, 1, 2, 2, 2, 2, 2, 2, 2]
  - [1, 1, 2, 2, 2, 2, 2, 2, 2, 2]
  - [2, 2, 2, 2, 2, 2, 2, 2, 2, 2]

I am assuming this links into the alien equipment loadouts specified under the UFO crew loadout section.  But, how exactly does the table work?  I assume the numbers in the arrays refer to the tech level for any given alien (or the whole crew?), specifying which item set the alien is equipped with.  But what do the axes refer to?

As a follow on, is it possible to add in further tech levels (i.e., if some of the cells were set to "3" would that create a fourth tech-level that could be assigned to alien craft?)?

Thanks, Will.

5
Work In Progress / Re: Help with Strings
« on: July 04, 2013, 11:09:28 pm »
I'd spotted that from a mod install readme.  But thanks anyway - I would totally have spent hours messing with it otherwise.

6
Work In Progress / Re: Help with Strings
« on: July 04, 2013, 10:37:02 am »
I wondered if it was that - I even read through the update log on the main page for it as far as I could to see if I could spot it in the updates!  Thanks.

7
Work In Progress / Help with Strings
« on: July 03, 2013, 07:17:00 pm »
Hello all,

Was hoping someone might be able to help me out.  I'm in the middle of modding and I'm trying to set new strings for various things I've added.  But, for the life of me, I can't make them work.

I tried adding things to the language files first.  No effect (although, I can edit existing ones).

I then tried adding strings via the extraStrings function.  Again, no effect, even when I copy/pasted code from other mods to see if I could get it to work.  By way of example, I have in the Xcom1Ruleset file:

extraStrings:
  - type: English
    strings:
      STR_SHOTGUN: Shotgun
      STR_BATTLERIFLE: Battle Rifle
  - type: EnglishUk
    strings:
      STR_SHOTGUN: Shotgun
      STR_BATTLERIFLE: Battle Rifle

But the game still displayed STR_SHOTGUN or whatever.  The string names are definitely right, so that's not causing the problem.

So, is there some secret trick, or have I missed something massively obvious?

Thanks, Will.

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