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Topics - robin

Pages: [1] 2 3 ... 9
1
Open Feedback / wrong position for personal armor arms?
« on: August 28, 2022, 08:18:53 pm »
Purple is vanilla personal armor, red is vanilla coveralls (recolored).
The arms for the south walking animation (weaponless) seems inverted.
I checked the power armor and it matches the coveralls position, so the personal armor is the outlier.

If frames are layered on each other to draw the whole unit, the arms (presumably of the personal armor) might be rendered in the wrong order (layer order). Because the draw routine is the same.

Unless my personal armor sheet is wrong...

2
Help / unit without corpse (and more)
« on: August 05, 2022, 02:45:12 pm »
I want to create a unit that leaves no corpse behind when killed.
I could make the corpse unrecoverable + use an invisible (AKA empty) floor sprite, that is not a problem.
But, is there a more straightforward way?

Bonus question: how to make a firearm with "flat" accuracy? I want to create a weapon with X% of accuracy regardless of the unit accuracy.

Thanks.

3
Help / Soldier stats menu in base glitch [SOLVED]
« on: July 23, 2022, 10:57:44 am »
Made a new menu (uses the Base palette, which seems the correct one).
Bet ingame I get some visual glitches.

  - type: BACK06.SCR
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/apoc/BACK_SCR/BACK06_SCR.png

Any idea why?

4
Troubleshooting / No Audio
« on: February 27, 2022, 04:50:43 pm »
So.. suddenly I get no audio whatsoever.
I get normal audio everywhere else, only OXCE is completely silent.

I was modding and launching the OXCE several times, and I had audio.
Then I used audacity to make a new sound, and I also downloaded audio from youtube using a firefox plugin..
..and boom, no more sound.

-restarted PC.
-wiped OXCE folder and user folder.
-installed latest OXCE version (I was running an old one).
nothing.

Is my computer possessed?

Edit: I also cannot enter debug mode using CTRL+D, what is going on aaahhh


5
OpenXcom Extended / spawnUnit VS overkill
« on: February 15, 2022, 12:20:04 am »
For my swarm alien I wanted to give the impression that you're thinning it out as you damage it.
So I used the spawnUnit function to create 3 "stages" (actual units) for the alien.
At the same time I want you to be able to obliterate it in one hit with fire/explosive.

I thought that overkill allowed to disintegrate units preventing them to spawn the children units.. but it doesn't seem to work: I set fire/explosive damage to 999 and the children unit is still there.

(I guess I can use just 2 stages but the 3 stages don't seem to be the issue).

So at this point I'm doubting that overkill has that prevention function at all. Does it?
Thanks

6
Help / Double mission site on same coord
« on: October 06, 2021, 11:46:46 pm »
I'm somehow getting double mission sites (on the same coordinates).

Could it be because I set "objective:true" to the escort too? (STR_CRAFT_AIRTRANS is the actual objective-doer of the mission)?
I thought it was correct to do so, but I'm starting to doubt it.

In this example the mission sites last long enough to exist the same time. For other missions (with similar waves setup) the sites happens one after another in rapid succession.

Any idea why this happens?
Thanks.

7
Help / custom reserve TUs icons
« on: September 22, 2021, 01:01:21 am »
I don't understand how to customize these icons.
Changed the UI but vanilla icons show up.
Code: [Select]
  - type: ReserveTUs  # ?
    width: 59
    height: 24
    singleImage: true
    files:
      0: Resources/apoc/UI/reserve_TUs.png
     
  - type: ReserveTUsPressed  # ?
    width: 59
    height: 24
    singleImage: true
    files:
      0: Resources/apoc/UI/reserve_TUs_pressed.png
Thanks

8
Help / empty missionZone
« on: September 12, 2021, 11:25:22 pm »
how to leave an empty missionZone in a region:

regions:
...
    missionZones:
      -
        - [7...]
      -
        - [2...]
      -
        - []  <-- I tried this but I get an error
      -
        - [2...]
      -
        - [2...]
      -
        - [1...]

if i leave a zone empty (provided it can be done), what will happen with UFO trajectories passing there?

9
Help / world.dat editor, terrain colors
« on: September 05, 2021, 12:58:55 pm »
I wanted to change/expand the colors in the editor (to match the changed/expanded textures on my globe).
It pretty simple, you just have to add extra
Code: [Select]
terrain #RRGGBB lines for the extra textures, or change the code in the existing lines to change the color for existing textures.
The problem is that in the editor the custom colors are rendered darker or plain wrong.
Does the editor use special colors/palette?
(It does not seem to be the geoscape palette...).
Thanks

10
Help / change the world
« on: March 27, 2021, 02:48:12 pm »
I have three goals:
- modify the landmass so it matches a 70m sea level rise (see picture attached).
- add an urban texture (replacing a forest texture I guess, since there is an overabundance of them and I don't have a forest terrain); it is going to be used in small polygons representing mega-cities.
- adding some minimal improvements to make it look less blocky.

I'm not sure about the proper way to proceed.

I started tinkering with World Edit (by volutar), editing the included world.dat... is it how it's done?
There is a ruleset file with polylines: does it mean I have to change one by one these values, to match the modified polygons of my world.dat?

I tired to search the forum and I read some topics about globe editing, but the discussion was in general too advanced, I need a more "for dummies" introduction about this.

Any modder did this and wants to share the general steps?

Thanks

11
Help / bypass terrain "height" from alienDeployment ?
« on: January 31, 2021, 12:21:45 am »
Is there a way to tell the deployment to "use the selected terrain height", instead of using the fixed height?

The problem with the fixed height is that it needs to work for all the terrains, but the terrains can be very different to each other.
So you use the highest height to make it work, but then you get a problem with indoor terrains: you need to manually add levels filled with dirt to match the max height, otherwise they get automatically padded with "air" and any flying unit would be able to fly above them.

I'm okay with padding with dirt. But I was wondering if there was a workaround that I don't know of.

edit: I guess there's no workaround. I already padded all my maps.

12
Help / [OXCE] HIT.PCK/SMOKE.PCK and meleeAnimation/hitAnimation
« on: December 26, 2020, 03:17:53 pm »
According to the documentation, melee weapons should use meleeAnimation stored in HIT.PCK, instead of hitAnimation stored in SMOKE.PCK.
1. - does it mean that the stun rod anim has been moved to HIT.PCK? Because AFAIK the stun hit anim is inside SMOKE.PCK; the default HIT.PCK should only hold the default melee hit (https://www.ufopaedia.org/index.php/HIT.PCK).
2. -  is the maximum number of frames supported for HIT.PCK animations = 4? The anim below is 8 frames, but it seems not fully rendered ingame.
2.1 - the stun rod animation has 9 frames, so IF it has been moved to HIT.PCK, does it mean that not all the frames are rendered?
3. - what about the max frames for animations in SMOKE.PCK? The default smoke animation is 12 frames, so all my custom animations use 12 frames.. but I'm suspecting that the limit is actually 10...
 

13
Help / "glue" weapon ?
« on: December 09, 2020, 09:44:22 pm »
The idea is that this alien hunts by spitting a sticky slime/whatever that hinders the movement of the prey, making it easier to reach and bite/sting.
How would you guys think it's best to implement such idea (if possible)?

I know that I can use damageAlter to damage TUs and Energy, but last time I checked the damage (or penalty) didn't carry over to the next turn; so for example if an alien hit a soldier with such weapon, on the next player turn the penalty would have gone (am I wrong? AFAIK TUs would completely restore; on the other hand Energy would restore partially... I'm almost tempted to give every action an Energy cost...)

14
Help / WestWall MCD placed as Object
« on: December 05, 2020, 03:31:27 pm »
Usually wall corners are type: WestWall
But this is problematic when there is a fence adjacent: the fence itself, being too WestWall, prevents the placement of the wall corner.
Visually the missing corner looks bad and AFAIK might cause line of sight problems (i.e. can see behind the wall). See attached image.
So the question is:
is there a problem if, in those cases, I place the corner MCD in the Object slot (since the West slot is used by the fence)? See other attached image.
Thanks.

15
Help / mapscripts, "addLine" and "size: 2" maps
« on: November 13, 2020, 10:24:39 pm »
is it possible to make roads with large (20x20 tiles) map blocks?
anyone tried?
thanks

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