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Messages - Buscher

Pages: [1] 2 3 4
1
40k / Re: 40k Bug/crashes/problem´s report
« on: May 04, 2021, 09:36:37 am »
I'm having the same issue as the post above, and I've attached my saves and the openxcom log. The autosave for the geoscape has a few in-game hours before the crash while the manual saves have the error occur a few seconds later.

Try putting the alienMissions_40k.rul in mods/40k/Ruleset.

2
Tools / Re: UnitSprite Studio
« on: April 24, 2021, 09:15:48 pm »
Would it be possible to do a debugging session? I am trying to get your studio to run in Linux. The handobmaker starts with wine-6.6 (Staging) + dotnet45 but I haven't got this to run yet.

The most important part in the log seems to be
Code: [Select]
wine: Call from 7BC2BF20 to unimplemented function MSVCR100_CLR0400.dll._initterm_e, aborting
which is printed till the stack overflows.

If you want I can open an issue on your github or perhaps we can talk in discord?

3
40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: April 03, 2021, 07:31:51 pm »
I have already pushed a fix on Git. Also the research file attached in the previous post already contains the fix. When you are available I can show you everything in detail.

But in general what you want to achieve is what you see in the attachments. This also matches with your chain.

The dependencies in your code block are just for show. They are the most restrictive requirements. Think of the dependency list like a boolean AND. Think of the unlock like a  boolean OR. For the unlock the acting entry is not STR_ADEPTAS_ARMORS_DEP1. This research entry can do whatever, it doesn't matter. The acting party in my example is STR_FLOATER_MEDIC or _SOLDIER or _whatever. The medic/soldier/whatever research is the subject which unlocks the object STR_ADEPTAS_ARMORS_DEP1. So this means you have to modify your nine individual entries, each unlocking STR_ADEPTAS_ARMORS_DEP1 upon being researched. For reference I have dropped DEP2 and DEP3 as DEP1 being unlocked by any Raptor (FLOATER), Warptalon or Stormboy is enough.

4
Tools / Re: OpenXCom Modding Tools
« on: April 03, 2021, 05:11:36 pm »
Another request:
The hwpbuild could support drawingRoutine 22
and you could also implement the interfaces for my Python code for a hwpmerger so it runs on your page.

5
Tools / Re: Merge 2x2 Spritesheet Tool
« on: April 03, 2021, 05:06:01 pm »
Updated the 2x2 merger to support drawingRoutine 22

Changelog:
Spoiler:
###
1.0
###

Prototype Initial Release
Only drawingRoutine 5 and 20 were available

###
1.1
###

Added all relevant drawingRoutines to be compatible with the hwpbuilder
(https://falkooxc2.pythonanywhere.com/hwpbuild)

###
1.2
###

Added drawingRoutine 22

6
40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: April 03, 2021, 05:00:07 pm »
That's not how it works. Either the research topic (f. ex STR_ADEPTAS_ARMORS_DEP1) lists which dependencies it needs, of which all have to be met.

Or one research topic (f. ex STR_FLOATER_SOLDIER) unlocks a different research topic (f. ex STR_ADEPTAS_ARMORS_DEP1). The dependencies of your topic don't matter if you got a different one unlocking yours. Then dependencies aren't being checked on unlock (unlike requires)

Spoiler:
research:
  - name: STR_ADEPTAS_ARMORS
    cost: 180
    points: 20
    dependencies:
      - STR_ADEPTAS_ARMORS_DEP1
      - STR_ADEPTAS_ARMOR

  - name: STR_ADEPTAS_ARMORS_DEP1
    requires: # is checked for unlock
      - STR_ADEPTAS
    dependencies: # are not checked for unlock
      - STR_FLOATER_SOLDIER
      - STR_FLOATER_MEDIC
      - STR_FLOATER_NAVIGATOR 
      - STR_FLOATER_ENGINEER
      - STR_FLOATER_LEADER
      - STR_FLOATER_COMMANDER

  - name: STR_FLOATER_MEDIC
    cost: 75
    points: 50
    needItem: true
    unlocks:
      - STR_ADEPTAS_ARMORS_DEP1 # will unlock topic
      - STR_INTERROGATION_COMPLETED

You can try the attached rul file.

7
Help / Re: change the world
« on: April 02, 2021, 10:57:55 am »
For some reason there seems to be an offset of 1520.

8
Help / Re: change the world
« on: April 02, 2021, 10:01:57 am »
Aren't the coordinates for the globe in Polar coordinate system? So essentially longitude, latitude and fixed radius? Longitude has a range of 360 with an accuracy of 1/8 (0-2879) and Latitude has a range of -90° to 90° with an accuracy of 1/8 (0-719 and 0x10000-0x2D0). No idea how it is projected on a 2D map though.


I wrote a python scritp to extract the coordinates from world.dat and put them into a rul file.
I don't understand why, all the X coordinates are wrong while all the Ys are correct.

Example, First polygon -
my script:
Code: [Select]
[2799, -416, 2804, -411, 2828, -418, 2818, -425]world.dat:
Code: [Select]
0: 1279,-416
1: 1284,-411
2: 1308,-418
3: 1298,-425

Both coordinates should be short integers made up by 2 bytes, according to https://www.ufopaedia.org/index.php/WORLD.DAT

I am confused by your X numbers of the world.dat. The first polygon of UFO/GEODATA/WORLD.DAT for me is
2796, -418
2804, -411
2828, -418
2806, -426

Spoiler:
UFO/GEODATA $ cat WORLD.DAT | hexdump -C | head
00000000  ec 0a 5e fe f4 0a 65 fe  0c 0b 5e fe f6 0a 56 fe  |..^...e...^...V.|
00000010  01 00 00 00 0c 0b 5e fe  0e 0b 51 fe fa 0a 4e fe  |......^...Q...N.|

(Little Endian)

ec 0a           2796                349,5°
5e fe           65118 (-418)    - 52,25°
f4 0a            2804                350,5°
65 fe           -411                  - 51,375°
0c 0b           2828                 353,5°
5e fe           -418                  - 52,25°
f6 0a            2806                 350,75°
56 fe           -426                  - 53,25°
01 00 00 00


9
Help / Re: change the world
« on: March 30, 2021, 10:17:14 pm »
Like in the attachment?

You don't have to mess with the parameters. You just have to make sure your picture has the correct map projection. Frankly I don't know what the numbers do either. But you can look up the used API and its parameters.

In your case it's quite simple as you only have to resize your picture to the size of robin's map (1280x714). That's exactly what I did to your map. Perhaps using this size you can also put it into Volutar's.

The arctic and antarctic are messed up because of the not correct map projection for this application.
No idea about how to add new terrain layers though.

10
Help / Re: change the world
« on: March 30, 2021, 07:53:47 pm »
It works with Firefox (just had a small problem with copy and paste that's why I switched to Vivaldi) and it should work for Chrome. Vivaldi is a Chromium, so it's nearly identical for this purpose.

What's possible is that when you copy from the spoiler that you will end up with 3 lines instead of 2.

This is the first command
Code: [Select]
var myImage = new OpenLayers.Layer.Image('myImage', 'https://openxcom.org/forum/index.php?action=dlattach;topic=9554.0;attach=53436;image', new OpenLayers.Bounds(-180, -88.759, 180, 88.759), new OpenLayers.Size(288, 144),);
The link to the openxcom forum is the link to the image.

and this is the second
Code: [Select]
map.addLayer(myImage);

Note: I have changed the name from marsterra to myImage.

11
Help / Re: change the world
« on: March 28, 2021, 10:15:12 pm »
Hmm, interesting. I got HTTPS Everywhere running for Firefox and it will lead to an error page if the volutar page is accessed via HTTPS. Accessing it with HTTP-only will result in the download.

12
Help / Re: change the world
« on: March 28, 2021, 06:34:01 pm »
That's strange. I had an issue with a png, but two other jpg images loaded fine.
Maybe your images had the wrong resolution? As far as I understand, the width should be twice the height.

Is there a working link? The download on the ufopaedia doesn't exist anymore.

13
Considering the alternate movement methods as well as mods (such as 40k) that use energy for special actions, it would be great if the path preview arrows could also display remaining energy next to TU. This should prevent that a player has to calculate and/or save/load to get the unit as far as possible while also having sufficient energy left to do a special action.

Attached is a small mockup how it could look. For reference bottom is Index 48 (a2e386) for remaining TUs and index 16 (ffd300) for remaining Energy. Of course any other color works too.

14
Help / Re: change the world
« on: March 28, 2021, 01:22:36 pm »
Now I spent my morning to figure out how to do that what you can see in the attachment. The code is running in your browser so it should be possible and I even found a (hacky) way.

It works in Vivaldi. So what you gotta do is to open the world editor. Hit F12 to get to the web developer tools. Go to the console.
Paste the following and press enter

Spoiler:
      marsterra = new OpenLayers.Layer.Image('marsterra', 'https://openxcom.org/forum/index.php?action=dlattach;topic=9554.0;attach=53436;image', new OpenLayers.Bounds(-180, -88.759, 180, 88.759), new OpenLayers.Size(288, 144),
                {wrapDateLine: true, attribution: "<a href='http://quanto.deviantart.com/art/Terraformed-Mars-53595798'>Provided by Quanto</a>"});
   map.addLayer(marsterra);

On the right side of the map there is a white plus with a dark blue background. Click on that and select marsterra. And now you should be able to trace your map with the world builder.

15
Help / Re: change the world
« on: March 28, 2021, 12:36:12 am »
Did you try the World Editor/Change the World on Falko's yet?

When using this drop list "I want to edit" on the left side you can go down to import/export. There you can export the code for a rul file so you don't have to deal with the world.dat. When you go to the dropbox again you can click on terrain. In the middile it will say "no edit". Click on that. Now when you click inside one of the polygons you get the polygon points which you can drag around with left-click.

You can select which terrain you want to "draw with" with the dropbox in the middle when edit mode is on. Once you chose a "color" (f. ex. "Terrain - 9") you can click inside the polygons to change the terrain. To get a better idea what the terrain indices mean you can check the "textures:" section inside openxcom/standard/xcom1/globe.rul. I think that the ids are the same. For the urban texture you probably only need to change the name of one of the ids inside the "textures:" section to URBAN (see terrains.rul for details).

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