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Messages - Kjotleik

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1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 06, 2019, 01:36:28 am »
am I missing something?

Yes.

FMP contains the Terrain Pack (TP) made by Hobbes. After Hobbes decided to deny his TP to be used in other mods, Solarius Scorch has removed access to the download until he can remove the TP from FMP.

After that is done, FMP will be up and downloadable again. It will just take a little bit of time.

2
Released Mods / Re: Terrain Pack considerations
« on: November 28, 2019, 10:57:22 pm »
I seem to have missed all the drama here.

But, there is one thing that seems to have been overlooked in the discussion.

It can be argued that if an original work has been released to the public, and the author has given permission for it to be used in other mods, it should be considered as a work under Public Domain.

I don't know the exact details regarding the release/publishing of the Terrain Pack, but if no other license was mentioned - and it was given the impression that it was free to use - then it is more likely than not that it would fall under Public Domain. I believe a court would take into account the INTENTION on the day of release when deciding if it can come under PD or not, if it ever went to court. But I don't really know. If any of you have a case to show, I'd be interested in reading about it.

And, as a matter of law (this is not an opinion, but a fact) once released under Public Domain, it cannot be removed from Public Domain.

In that light - IF the Terrain Pack can be considered PD -  Hobbes doesn't have the right to deny/restrict its use in other mods. He can ask for it not to be used. But nobody is required to follow that wish.

Of course, as polite members of the modding community, we all credit each other for things we take. But the fact is; that is probably not required by law.


3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 31, 2019, 01:54:10 pm »
 ;D

New version of FMP - Starting a new campaign!   8)

I'll be off saving the earth... or, rather - in my case, having my bases overrun by retaliation-missions...   :o


EDIT:
Attachment added - That's X-Com, baby!
The joys of early game FMP, with nerfed accuracies for rookies.... ::)

4
Playthroughs / Re: New LP: TFTD TWoTS: The world of terrifying silence
« on: October 19, 2018, 01:30:33 am »
I'm already three episodes into the series on YouTube.

Suddenly it sank in. I've not even signed up, yet. What a terrible mistake. Forgetting to sign up for glory once again.   :o

Better late than never.

In-game name: Kjotleik
Role: Anything the commander needs (but I do love me a nice big BOOM on occasion).
Aggressiveness: Kjotleik will always volunteer for the most dangerous missions without hesitation. No guts, no glory.   ;D

5
Help / Re: Segmentation-fault
« on: May 29, 2018, 10:40:29 pm »
You're missing handob size and partitioning definition.

Thank you.

That fixed it.

You just saved me countless hours of thinking, tinkering and testing.

I'm happy!!

 :)

6
Help / Re: Segmentation-fault
« on: May 29, 2018, 08:00:44 pm »
@ohartenstein23

Thanks.

I've now merged the two HANDOB.PCK sections into one.
And I've indexed them ten apart (easier in my head than eight apart - might re-do once I get it working).


Still getting this segmentation-fault, though.

I'll be at it for one more hour, I think.
Then it will have to wait for the weekend.

Maybe a fresh mind will make me see the light...

7
Help / Re: [ITEM] Help creating my first mod?
« on: May 29, 2018, 07:31:45 pm »
Hello, Mechasaurian.

Yes to both of your last two questions.

If you want a mod to compare against (not small, but) you could try looking into the Final Mod Pack 2.0b mod.

Just search the items_FMP.rul, manufacture_FMP.rul, extraStrings_FMP.rul and extraSprites_FMP.rul files. You should find fine examples to learn from.

8
Help / Re: Segmentation-fault
« on: May 29, 2018, 07:18:40 pm »
Thanks.

I got the crash again, so attached is the K's FMP Addon mod and a save-file.

Mods used in save-game:
Nightly 2018-05-10 20:33
FMP 2.0b
K's FMP Addon


The save is on first turn of a mission.
One soldier with Chrys-Ax in hand.
If I turn, I get the segmentation-fault.


I would be grateful for any insights into what causes this.
I'm blank myself at the moment.

9
Help / Segmentation-fault
« on: May 29, 2018, 06:33:57 pm »
Hello.

I'm having a slight issue with a segmentation fault that I seem not to be able to track down.

nightly 2018-05-10 20:33

This item is taken from Dioxine's X-Piratez mod.
I have changed it to use it with FMP 2.0b.

Code: [Select]
  - type: STR_AUTO_AXE
    requires:
      - STR_AUTO_AXE
    size: 0.6
    costSell: 32000
    weight: 16
    bigSprite: 411
    floorSprite: 253
    handSprite: 742
    bulletSprite: 5
    fireSound: 108
    hitSound: 39
    hitAnimation: 0
    power: 120
    damageType: 7
    accuracyAuto: 100
    tuAuto: 16
    flatRate: true
    clipSize: -1
    battleType: 1
    twoHanded: true
    invWidth: 2
    invHeight: 3
    armor: 30
    maxRange: 1
    bulletSpeed: 50
    autoShots: 4
    attraction: 6
    listOrder: 1909


Spoiler details:
WHAT I DO

Start up OpenXCom, with mods.
Go into NEW BATTLE, equip my soldiers and start the battle.


WHAT HAPPENS


I have the item in my hand. Everything is fine.
I move one tile forward (down on the ramp). Everything is fine.
I try to turn. I get a segmentation fault.

The game tells me something is missing from a mod.
Unfortunately, the openxcom.log file is unable to tell me more. It just states the above sentence, and that is all.

I also try to throw a primed smoke grenade. As long as the soldier doesn't turn, all is well.
But when I try to throw the smoke inside the craft (and the soldier needs to turn) I get the segmentation fault.


WHAT I DID NEXT
First: Removed every mod and added them back - one by one, starting with FMP 2.0b - and chose NEW BATTLE with an auto-cannon and smoke grenades.
All mods loaded fine, and NEW BATTLE gave no crashes.

Checked extraSprites for BIGOB, FLOOROB and HANDOB. Numbers for bigSprite, floorSprite and handSprite are all correct. And graphics files are in place.
Checked ExtraSounds for soundfile. Number for fireSound is correct. Wav-file in place in correct folder.
Checked FMP-files for used hitSound and hitAnimation values. Changed them to same as Machete/Knife.

Tried to include a "costBuy: 0" line. Removed it again. It should not matter. And it didn't.
Tried damageType: 1 and battleType: 3. Changed back to 7 and 1 after confirming it didn't help.

Everything is ok when loading the game. This new "Chrys-Ax" of mine (Auto-Ax in X-Piratez) has a nice UFOPaedia article. I can research and manufacture it (if I have the necessary prerequisites to do so).


Would be nice if someone could tell me where I should look next.
I'm sure (well, as sure as one can be messing around in rul-files) that it is only this item that is causing the problem.
But why?
What is missing?
 :(


10
Work In Progress / Re: Large Workshop 2.0 in progress
« on: April 28, 2018, 10:05:37 pm »
Somoebody can help me?

Code: [Select]
ufopedia:

Insert missing "a" to read "ufopaedia:"

Thank you!

Should do the trick, I presume.
I know. It is very easy to overlook.
Done it myself in the past.
 ;)

11
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 23, 2018, 03:14:13 pm »
Hello, Solarius (and the rest of you amazing people here on this forum)


I don't know if there will be any soonishly released bug-fix versions of FMP 1.9.8.
In case there will not, here are a few changes I have made to two rul-files.

The first change, in particular, should be implemented if you are currently playing FMP 1.9.8, as I'm almost 100% certain it is an oversight.


PS!
I have not changed the files themselves, of course.
I have made my own little FMP Addon mod in which I change stuff.

PS2!
If any of these changes are indeed on purpose, I'd like for you to mention just that.
I can easily change back to what it is supposed to be, if I made any hastily and wrong assumptions.


Spoiler: My changes to units_FMP.rul and armors_FMP.rul:
units_FMP.rul
line 1397
armor: GAZER_ARMOR1
corrected to [armor: GAZER_ARMOR2]
Explanation: Commanders use ARMOR2 in other races. ARMOR2 currently in-game, but unused, for Gazers.

line 1407
corrected to [rank: STR_LIVE_TERRORIST]
Explanation: insert new line 1407 to give unit its missing rank.

line 1575
corrected to [rank: STR_LIVE_TERRORIST]
Explanation: insert new line 1575 to give unit its missing rank.


armors_FMP.rul
line 374
- 1.0
corrected to [- 0.0]
Explanation: MIB_PSI_OPS_ARMOR is the only MIB officer armor that can go down due to smoke inhalation. An oversight, for sure?

line 709
- 1.0
corrected to [- 0.0]
Explanation: Floater Leader armour. Either Floater minnions should be susceptible to smoke, or the Leader should certainly not either.

line 733
- 1.0
corrected to [- 0.0]
Explanation: Floater Commander armour. Either Floater minnions should be susceptible to smoke, or the Commander should certainly not either.

line 1278
- 1.0
corrected to [- 0.0]
Explanation: MIB officers are invulnerable to smoke. I think regular troops should be as well. But I may be wrong in this case.

lines 1280 through 1321
MIB_ARMOR1(Navigator/Engineer) and MIB_ARMOR2(Medic) have identical stats.
Have not changed, but wondering. Would be logical to have a difference. Could've used ARMOR1 on Medic as well if no change.

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 18, 2018, 10:27:19 pm »
Given to a soldier who has just save comrade to imminent death

And that is the Angel Cross 8)

In other words... "given to a soldier who returned a fellow soldier from the brink of death."

If you only write "from the brink," the question is: From the brink of what?
That is what makes the sentence awkward.

Good job looking into the texts. Some of them are a bit odd.

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 15, 2018, 11:48:09 pm »
Wait, does the Tank Terrorist have a different stat splat? I was under the impression it was identical to the X-Com Tanks.

Armour is identical (Front: 90, Side: 75, Rear & Under: 60), but Health is increased from 90 (our Tanks) to 150 (MiB Tanks). AP rounds do 100% damage, while HE does 75%.

Maximum damage from ONE High Explosive is therefore 110 x 1.5 x 0.75 = 123. This gives a total Health-reduction of (123 - 60) x 4 = 252. Instant death. If the HE is thrown exactly on the Tank, that is. If it lands two tiles in front of the Tank (Front Armour) it does 123 - (2 tiles x 10 damage reduction = 20) = 103 damage, giving a Health reduction of (103 - 90 (front)) x 4 = 52. Tank survives with 150 - 52 = 98 Health left.

However, an average damage-roll is 110 x 1.0 x 0.75 = 82. This gives a total Health-reduction of (82 - 60) x 4 = 88. The Tank survives with 150 - 88 = 62 Health left. Since you can assume half of the time that the HE does lower damage than average, it may take a few HE's/Large Rockets to take the thing down.

PS!
I think the math is correct. Should I've messed up, or made a wrong assumption, please let me know. Few things are worse than being wrong without anybody actually bothering to tell me.

14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 14, 2018, 06:02:46 pm »
but things being completely immune to all your AP weaponry simply did not exist in the vanilla game until long after you were expected to have ditched it all.

Looking at the starting weapons in FMP I find the following able to penetrate the armours of the MiB Terrorist Tank:
[% are for breaching Rear/Side/Front armours, respectively]
A. Magnum (yes, a pistol!), 21% - 1% - 0%
B. Sniper Rifle, 14% - 0% -0%
C. Shotgun (AP, 40 dmg), 25% - 6% - 0%
D. LMG, 9% - 0% - 0%
E. HMG, 45% - 32% - 18%
F. Minigun, 14% - 0% - 0%

This is BEFORE you get Alloy Ammunition. A HMG with Alloy rounds will have a [57% - 46% - 36%] chance to breach. So get your soldiers' strength up ASAP!

You have plenty of opportunities with AP alone. If you know where to hit the Tank where it hurts the most.
Of course, it's high health (150) makes it very likely it will shoot back during the several turns it takes to kill it. But it is possible with AP alone.

By the way, a High Explosive will have a 77% chance of breaching its under armour when thrown onto it. It won't kill it, but take down its health. And reduce its under armour so that it is eventually possible to kill it off with regular grenades. Eventually.

But, you are right. It is a VERY tough enemy to be up against early game. It will probably survive multiple turns before you can take it out. Unless you're in position with plenty of Incendiary/High Explosives/Large Rockets.

PS!
Edited due to me forgetting the HE damage modifier for the Tank. 77% after modifier.

15
Released Mods / Re: [FONT] Moar Zer0
« on: February 13, 2018, 08:42:45 pm »
Works perfectly with latest nightly.

I didn't know I needed this, but I like it.
Using this from now on.

Good job (again)!

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