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Topics - KingMob4313

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OpenXcom Extended / requires: STR_ALIENS_ONLY causing an issue
« on: December 11, 2018, 08:00:40 pm »
People are trying to use Openxcom extended with my Equal Terms 2.0++ mod and getting errors with

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I am unable to do full investigation using the openxcom extended mod (I am posting between meetings at work lol) but what is the issue with the  STR_ALIENS_ONLY tag, since that was the easy way to disable items in your ruleset?

This is a monstrously stupid question.

but what does this mean exactly:

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      #each bonus can be written as: `s: x`, `s: [x]`, `s: [x, y]` or `s: [x, y, z]`.
      #where each value represents coefficient of polynomial `x * s + y * s^2 + z * s^3`.

What does s, x, y, z all mean and how would you write in in the rul file?

Programming / Please ignore all commits from me.
« on: October 19, 2015, 02:43:24 am »
My git was acting stupid and it may have attempted a checkin against master. It was supposed to be against my local repository, but....

Please keep me out of there.

Tools / Batch palette conversion
« on: August 19, 2015, 12:02:00 am »
Does anyone know of a tool that does this? I have a palette than I need to apply to around 4000 files in order to fix some armor graphics problems.

If there's not a tool for it, would anyone have any use if I coded one up?

Just realized that my mod (most likely) has turned my crew of multicultural soldiers into a bunch of blondes.

How can I go about fixing this so that everyone can be who they be?  A little unclear from what I am seeing inside the base files and so on.

Edit: Just confirmed, if I use the ST_NONE_UC armor or other base armors, the heads and such appear just fine.

Work In Progress / Hardware Hacking [Omnitool] mod.
« on: July 13, 2015, 05:15:39 am »
Like many people, I detest using mind control in my games because it simply makes the game too easy. Dealing with Aliens using it is fine, but once the human side gets the game, it gets to the point where you don't even need to leave the Skyranger.

So I was working a concept to allow for hardware hacking instead of psionics.  Yes, this would require massive code changes in order to do it, but that's not outside of what I can handle (most likely)

So, once the right research is done, and a hacking tool is equipped, a soldier could do the following: (in no particular order)

1) Panic fire a weapon with extremely low accuracy
2) Set an enemy weapon's current ammo load to 0.
3) Open UFO doors from a distance
4) Render Mechanical AI enemies 'stunned' (Cyberdisks, Sectopods, etc)
5) Explode Navigation consoles or UFO Power Units

Some of these options may be completely impossible even in code, but this is just a conceptual run for now.

Anyone interested in this? I'd be more than willing to offer the code up to OpenXComEx.

Work In Progress / Modding Tools-of-the-trade
« on: July 09, 2015, 05:38:58 am »
I was just talking with a friend about the tools I use for modding. Spreadsheets, spreadsheets, spreadsheets.

What does everyone use for their mods as far as organization, content generation and so on?

Ever since I started modding back-forever-ago, I would make giant spreadsheets with computed values so I could attempt some sort of balance, or at least sort values and get a larger overview of things.  Final Fantasy, Ultima V, Final Fantasy Tactics, Jagged Alliance, Vampire: Bloodlines, BBS door games, NES editing, Snes save game hacking, Wasteland 1 and 2, XCom (2012), Xenonauts and some others I can't recall now:  All my mods start from a spreadsheet.

Right now I'm using:

Notepad++ for text editing.  I used to use something else, but I can no longer recall what it was.  I have a textfile for soldier editing that goes back to 1998 and most of my text is typed up on base text editors.  Not much to brag about because I'm sure there's someone who uses VI on here to text edit (there's always one), but just more an observation.

Aseprite for sprite editing: I finally listened to everyone on here. It handles gif palettes without crapping all over everything, which is amazing.  I still do a little work in GIMP from time to time as needed, but everything gets final processing in Aseprite.

Visual Studio 2013 for coding with resharper, codemaid and github. I use vs2013 with tfs at work daily so using a IDE that's familiar to me is handy. Better than struggling to get ECLIPSE up and working and coaxing Cmake to do what you want to do, which can be a massive pain in the ass.  I wish I was better at C++ instead of using easy mode C++ called C# all day (AKA: C++++).

WindHex32 I do a lot of hex editing (but none so far for OpenXcom) for most games, especially ones that aren't supposed to be modded. I used to use 'Thingy' and a few other programs, but WindHex32 is the only one I can get to work reliably.

Google Docs (spreadsheets) for mod planning. This used to be/still-sometimes-is Excel, depending on what I am working on, but it all gets imported to google now so I can access it anywhere. Here's where I do all my sorting of values, comparing, contrasting and generating 'computed' values so i can attempt to give some sort of balance to my mods.

Wikipedia and google via firefox for generalize research.

I'd love to hear what everyone else uses.

Work In Progress / [Nightly Build] HWP Issues
« on: July 06, 2015, 05:46:26 am »
Right now I'm working on porting my (unreleased) Equal Terms 2.0 mod over to the new nightly and I've encountered some full on weirdness.

All of the sudden when I start a mission, I can equip the tank as if it's a soldier. This, of course, jacks up the built in weapons and all the rest.

This yaml code worked just fine previously, anyone have any idea what could have changed?  Getting the two weapons working on a tank always was a semi hack, it seemed, so it might be involving that.

Programming / Yaml libs again. Can anyone HBO?
« on: July 03, 2015, 06:09:25 am »
I just had my repo get hosed on git and in trying to fix it, I lost all my work and my deps folder and my repo on the git server. Whooo hooo!

I've spent the last 2 days kicking at boost + yaml + cmake to no avail.  I had it working before but I remember I had to struggle with it for a while to pull it off.

I do have version 1.5.1 to avoid the issues with things changing in 1.5.2 but it still won't go.

Does anyone have a prebuilt yaml-cpp.lib and a yaml-cppd.lib file for 64 bit windows that they could share? I'm at my wits end.

I'm on the very latest nightly and I've tried putting ogg files into the sound folder and... getting nothing but the basic midi music.

I even tried changing the basic 'music.rul' file to get it to work and I'm still having issues.

Any ideas? Is the music engine still pointing to data/sound? (too lazy to go do an actual build and debug myself, sorry).

Released Mods / [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: June 04, 2015, 06:05:42 am »
 --= 313 Equal Terms 2.0 Modification for Open-X-Com =--
 By KingMob4313 and Ickschuss. Created for X-Com: Ufo Defense May 2000.
 Last updated Nov 2015.

Link to Github here:

Check the ET_Install_1.0v.pdf for version 1.0 procedure.
Check ET_Install_Nightly.pdf for the nightly install procedure.
 There are now four rulesets included in each package:
 1-3) Three for the main mods, containing modded info for all three tiers
   4) A miscellaneous ruleset
     a) this contains small changes to related to the mod
     b) adjusts the accuracy of aliens to make up for the changed accuracies of plasma weapons
    c) adds an item to the alien base map
 == Required 'Advanced'/'Mods' settings ==
 'UFO Extender accuracy' - Range Based Accuracy is an ABSOLUTE NECESSITY for proper balance.
 -- Suggested Settings --
 Explosion Height 3
 TFTD Damage Formula
 Aliens Pickup Weapons
 -- Other mods I like added --
 Terrain Pack by Hobbes
 HWPs are only partially tested.
 The mod has three portions:
 -= Wolfram Lance =-
 Named after the German name for tungsten, since the gunpowder weapons all use tungsten-carbide as penetrators.  Gunpowder weapons lack damage potential compared to later weapon technologies, but still have the highest cyclic rates in the game; firing more rounds per time-unit than other weapon classes.
 -= Coherency =-
 Laser weapons, while more potent and much more accurate in autofire modes than gunpowder weapons, are inferior in aimed accuracy to other weapon classes and lack the lethality of plasma weapons.
 -= Fourth State =-
 Plasma is the fourth state of matter, and the Plasma weapons inflict incomparable damage, while lacking some of the accuracy or rate of fire compared to the other weapon types
 Overall, weapons have a certain amount of utility throughout the game, while still making upgrading technology levels worthwhile.  Because of this, researching the weapon technology trees now takes longer, to afford more utility to the earlier tiers.
 The tier-list
 0: Gunpower
 0.5: Alloy
 1: Laser
 2: Plasma
 3: In next DLC

Tools / OpenXCom soldier generator
« on: October 04, 2014, 05:55:46 pm »
Hello all,

I'm big into 'Starring as'...

It's a term I've used for a long time for something I always find myself doing since I started playing video games: placing my friends in the video games I play. It didn't matter what it was, Final Fantasy, X-Com, Football games, Baseball games... Whatever. It didn't matter. If it had a cast of characters that I could somewhat relate to my friends, they'd get named after them.

Now, many a time I wouldn't be given the option to name the characters or players. So, ever since I was about 15, I started using hex editing tools to change the names, change the dialogue and make the statistics and attributes and such of the characters match the person they represent.

In fact, I've taken it so far as to edit some old games to make a whole side large storyline in the game involve my friends, and reference a story my friend wrote back in high school.

I think it's just because I dig my friends and if I'm having some epic adventure, saving the human race from Sectoids, Scrapping our way to the superbowl, or anything else... Who else would you want along with you, but your friends?

...So in order to facilitate this in OpenXcom, I put together a little yaml generator for creating soldiers.  It comes with a xlsx spreadsheet to use with it. Just enter your soldier's values into the sheet, feed the sheet to the generator, then copy the generated YAML into your save file and your soldiers will be in the game next time you load the game.

Not sure if it will be handy to anyone else, but I thought I'd push it out there.


Okay, Trying to get this very small ruleset to work and it's refusing to go.

Can anyone see what might be causing the issue?

I've tried shifting things around and nothing seems to fix it.

Work In Progress / Two weapon HWP
« on: September 25, 2014, 04:36:20 pm »
Everyone is talking about how this is possible, but I still haven't figured out how it is done.

Can someone please point me in the right direction?

Work In Progress / Request: graphic template for craft weapons.
« on: September 18, 2014, 01:43:18 am »
I've been digging around in my original Xcom, but can't seem to find it.

Anyone have the craft weapon background that the text goes over?  I know I'll have to add the bit for the actual weapon, but I can't find the graphic anywhere!

Can anyone HBO?

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