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Messages - robin

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1
Tools / Re: Image editors for modding
« on: January 23, 2020, 12:43:36 am »
Yes, it works just fine on Win10. Proof attached :)

Well, on 3200x1800 resolution it looks stupidly small, because back then UI scaling wasn't a thing... but I got used to that, and it's the same on Win7 anyway.
Thanks for the info.

2
Tools / Re: Image editors for modding
« on: January 21, 2020, 11:32:55 pm »
I'm using CS2
Are you on win10? I have the CS4 Suite and I need to understand what to do next, since I can't stay on win7 forever. I read once it is incompatible with win10. Definitely won't buy Photoshop again, it costs way too much money and I hate the monthly fee type of deal they offer now.

The difference is that OpenXcom only fully supports PNG.
GIF doesn't work on MacOS version of OpenXcom for example.
Guess my mod is incompatible with MacOs...

3
Open Feedback / Re: Shooting Accuracy
« on: January 14, 2020, 10:41:17 pm »
Thanks for the clarification and the commitment.

4
Open Feedback / Re: Shooting Accuracy
« on: January 13, 2020, 11:20:50 pm »
There was this thing discussed hundreds years ago about a difference between vanilla and OXC targeting:

[...]
Vanilla got only 3x4 grid - just 12 target points, so in most of cases the target voxel was at least 1 voxel away from the obstacle, and AIM was hitting the target. In OpenXcom we have a grid 3x10, with really precise vertical, which OFTEN choses the voxel at the edge of obstacle, which instantly lessen chances by 50% for AIM.
Dunno if it was ever changed.

5
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: January 10, 2020, 09:43:38 pm »
FYI that yellow firefighter is actually from my "From the Apocalypse" mod (it is actually not a firefighter but a "cargo guy"; I guess it can look like a firefighter of sorts too!).

6
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.3
« on: January 01, 2020, 03:46:52 pm »
new version up, 0.9.3
bug fixed.

7
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
« on: January 01, 2020, 11:51:03 am »
What I needed was a 'blank' (not a firearm, not a grenade, not anything else) battlescape item.
I checked the vanilla Elerium item and the solution was obvious: not defining any battleType.
I honestly thought it was required. Feel turbo dumb now. Still haven't tested but it should work.

8
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
« on: December 31, 2019, 12:38:20 pm »
Thanks.
What battleType to use then? The item is a corpse, in the sense that it is the corpse of the creature dead from natural causes.

Also I used the same BT for items linked to MCDs:

  - type: STR_CHRYSALIS_CORPSE
    size: 0.4
    costSell: 20000
    weight: 40
    bigSprite: 140
    floorSprite: 140
    invWidth: 2
    invHeight: 3
    recoveryPoints: 5
    battleType: 11  <-----------------
    specialType: 31   <----------------
    armor: 26

Unlike the bugged item, these items are also used as effective corpses for the units (liked to armor that is).
However, when placed as MCDs, these corpses can exist without begin generated by the death of a corresponding unit. AFAIK from my testing, at the time, this did work and didn't crash the game. Some time passed I have to test again I guess...

9
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
« on: December 30, 2019, 11:08:53 pm »
alright i managed to reproduce it.
it seems to be related to the STR_BRAINSUCKER_HYBERNATED item.
maybe is it because it uses "battleType: 11" while not being an actual corpse linked to an armor? I'm going to need some help to solve this.
anyway tomorrow i won't be able to, next year!

10
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
« on: December 30, 2019, 12:06:07 pm »
Sorry but I have the same problem with the latest version 0.92!  :-[
Log + quick save in attachments :  ;)
Tks !
I get the crash too with your savegame. Are you sure you don't have other mods active? Because it says the savegame uses other mods.
I played the same type of mission (aircar in the desert vs Liskoid + spitters, using the Robo medi-kit) and I didn't get any crash. The ruleset for the stuff involved in the mission seems ok.
Will keep looking into it.

11
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
« on: December 29, 2019, 11:26:40 am »
For the old version the bug was particular !
In a mission I had:
- an active robot using a "vehicle" seat on board
Yes, there was a "recover: true" that enabled you to load the craft with the already-active robot as a vehicle, but only in Quick Battle. I set "recover: false" and -hopefully- fixed this bug.
In my little testing I didn't get a CTD related to the robot, but I surely won't deny the possibility of it happening.

12
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
« on: December 29, 2019, 12:00:23 am »
new version up, 0.9.2
I'm going to need an exorcist to fix research and manufacture.

@BlackStaff
tested a little and couldn't find any particular bug. Tell me if something is still wrong.

13
Help / Re: standHeight vs floatHeight
« on: December 24, 2019, 05:29:56 pm »
upd2: Alien Drone in FMP with standHeight: 11 and a floatHeight: 12 looks normal and no problem with the arrow... maybe if you make standHeight: X and a floatHeight: X+1 - everything will be fine?
For me it still looks wrong with those values.
Will be fixed.
Thanks.

14
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.0
« on: December 24, 2019, 05:19:38 pm »
I haven't tested it yet, but I think there's a little bug...  ;)
0.9.1 up, fixed.
Thanks.

15
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.0
« on: December 24, 2019, 11:34:02 am »
new version up, 0.9.0
Always wanted to add a small HWP medic unit. Thanks to the features added by OXCE I could devise it in a much more advanced way than its original concept.
Was burning midnight oil to finish this before the Christmas deluge of food, friends and parents. Will fix the bugs when I'll resurface from all that.

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