aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - SonOfRainbow

Pages: [1]
1
Programming / TFTD research script bug for Magnetic Navigation?
« on: April 08, 2016, 06:24:01 am »
I remember in the original game it was harder to get Transmission Resolver because you had to capture a live Lobster Man Navigator before you can research the Magnetic Navigation.

In my current playthrough (build openxcom_git_master_2016_04_02_1937) I was able to research Magnetic Navigator after the recovery from the 1st crashed USO...

In the rulset the Magnetic Navigation does not seem to have a pre-req?

2
Open Feedback / Re: ZOMBIE TANKS
« on: September 09, 2014, 03:12:00 am »
Think LeBashar is right. From the source code - the tank armor fits the 1x1 criteria (along with the rest) so it becomes a zombie. Maybe there needs a Armor or Unit class rule such a "Biological", "Mechanical", etc.

Code: [Select]
ExplosionBState::explode()
...

if (!_item->getRules()->getZombieUnit().empty()
    && victim
    && victim->getArmor()->getSize() == 1
    && victim->getSpawnUnit().empty()
    && victim->getOriginalFaction() != FACTION_HOSTILE)
    {
        https:// converts the victim to a zombie on death
        victim->setSpecialAbility(SPECAB_RESPAWN);
        victim->setSpawnUnit(_item->getRules()->getZombieUnit());
    }

3
Tools / Re: OXC Ruleset Editor
« on: September 07, 2014, 07:02:19 am »
I'm happy to announce that version 0.5.0 has been released. It should support the entire ruleset as of the openxcom_git_master_2014_09_06_0652 build.
Visit the tool page for download and screenshots.

Still not fully tested in-game so use with caution. Enjoy!

------------------------------
Version 0.5.0
------------------------------
 + Implemented full de-serialization and serialization of Xcom1Ruleset.
    + De-serialization with YamlDotNet; Serialization with custom code.
 + Added summary counts of loaded counts beside TreeView.
 + Removed right-click context for Add/Delete; Use of DataGrids instead.


------------------------------
Instructions
------------------------------
 + Use File menu options to Load/Save/Create New rulesets.
     *** Remember to make backups of your Ruleset and do a text compare once the ruleset is generated. ***
     + Generated ruleset has not been tested extensively in-game.
     + Editor will generate ruleset in the same order as the Xcom1Ruleset. Please refer to it for formatting.
 + Create new entry by clicking on the bottom-most empty row of a data grid.
 + Delete entries by hitting Delete on keyboard.
 + Arrays must be entered in this format: [1, 2, 3, 4, 5]
 + If a loaded ruleset contains an error the Editor will indicate the row number in the Output panel.
 + Save and backup regularly.

------------------------------
Known Issues:
------------------------------
 - Issue with non-English string localization.
 - No field validation.
 - Trying to open a new ruleset while trying to edit a grid entry may free the Editor.


Please report any bugs on the OXC Forum.
Visit: https://www.openxcom.com/mod/oxc-ruleset-editor
Ruleset Reference: https://www.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)

4
Tools / Re: OXC Ruleset Editor
« on: September 05, 2014, 11:08:43 pm »
Yeah, version 0.1 and 0.1.5 were built with .NET 4.5

I'm working on a completely redesigned version, Had to do some major work around since YamlDotNet seems to interpret the YAML nodes in a different way then intended...so the version will jump to 0.5.0.

But the layout has been redesigned and the tool will be much more optimized (XCOM1 ruleset loads in 5 seconds) and supports the serialization/deserialization of 99% of it.
It will be built in .NET 4.0 to increase compatibility but  but that's the lowest framework the application can go since it uses datagrids extensively.

Stay tuned, should be ready very soon.

5
Tools / Re: OXC Ruleset Editor
« on: September 04, 2014, 05:48:24 pm »
What version of Windows do you have? (XP/7/8/8.1) Also 32-bit or 64-bit installation?

6
Tools / Re: OXC Ruleset Editor
« on: September 04, 2014, 01:21:36 am »
Just uploaded Version 0.15 which allows you to Add/Delete a lot of the entries in the ruleset.

Since the data is now presented in a TreeView you can right click on the nodes to Add/Delete rules.

7
Tools / OXC Ruleset Editor
« on: September 03, 2014, 08:15:20 pm »
Hi,

I couldn't really find a ruleset editor (saw some posts) so took a couple days to create one in .NET WPF.
 
It's currently Version 0.1 but it's able to parse through the default ruleset without any errors. If you use the tool make sure to make a backup before making any modifications! Also, it could be a good idea to compare the output with the input (with a tool such a BeyondCompare) before using the generated ruleset.

Tool Link: https://www.openxcom.com/mod/oxc-ruleset-editor

Current Features:
  • Load and edit any ruleset
  • Create a new ruleset
  • Add new Items and Units

Some known issues:
  • Serialization - Missing tilda (~) for nulls (i.e. StatStrings)
  • Serialization - Arrays are messed up after serialization, instead of [a, b, c] it turns into YAML list format
  • Databinding - Some challenge with databinding list/dictionary with the View
  • Add/Remove to any lists are missing (marked with "TODO" labels (Exception is Units and Items)
  • All data are in string format so no validation at all
  • Save prompts twice
  • UI is unintuitive and looks funny

Let me know if you encounter any issues, I'll try to fix them when I have time but will look into cleaning up the source code and sharing it with the community.

Have fun and keep the mods coming!
 ;D

Pages: [1]