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Messages - ohartenstein23

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1
The second line of the log file you posted is telling you exactly what is wrong - the game is looking for an extra sprite entry called "inventory_REPTOID.SPK" and what you have is called "inventory_REPTOID". That ".SPK" is appended for soldiers' armors to handle the different look variants and original game files. It's a naming convention that you wouldn't have known until you ran into it. Fortunately the fix is just adding the image and extraSprites entry for it into your mod.

As a point of preference, I'd make a separate armor entry for your new soldiers as alien armor entries often lack parameters like limiting the armor to your new soldier type or possibly using items in your stores.

2
Help / Re: Need help with soldier transformation into playable aliens.
« on: August 19, 2019, 05:19:01 pm »
Segfault errors usually mean that you're either missing something that should've been defined or have a typo that means you're referencing something that isn't defined. From the stack trace, it shows we error looking for the minStats of a soldier type ruleset - have you defined your STR_REPTOID soldier type in a soldiers ruleset? You can't transform a soldier from one type to another that doesn't exist. Try starting by making a copy of STR_SOLDIER and renaming it STR_REPTOID and seeing if that fixes this specific crash.

Your transformations ruleset looks good, but you should comment out the "requiredItems:" line if you're going to comment out everything it contains. Leaving an empty key like that will make a YAML error. You can also write it as "requiredItems: []" instead.

If you just want to hire alien soldiers, you just need the entry in the soldiers ruleset and either give them a hiring cost or use a manufacturing project to turn captured live aliens into a soldier of that type. Both the Piratez and 40k mods have examples of multiple soldier types and manufacturing them if you want to see some ways that this is done.

3
OpenXcom Extended / Re: [QUESTION] Facilities only as upgrades
« on: August 12, 2019, 06:22:38 pm »
No, it's not possible to have a facility only available as an upgrade. I also think this isn't a useful addition to base-building, as you have the option of doing either an upgrade or the upgraded facility from scratch, this second case saving you the step of building the non-upgraded form and then building the upgrade.

4
You misunderstand the use of the "blockBothHand: true" parameter on an item - it's only for making that weapon unusable when carrying something in the other hand. It does not effect the item in the other hand whatsoever. I won't make that change as the current behavior is intended.

5
Help / Re: Getting over low fences
« on: August 01, 2019, 11:53:28 pm »
I use MCDEdit on Linux (Ubuntu), it should just work with Wine, no real configuration needed.

6
40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 01, 2019, 08:40:46 pm »
It's also not that you're stuck with that single strategy - you can unlock all the different armor types with any strategy, but the initial pick you get much easier. If you pick Scout, you can still unlock Tactical, Devastator, and Assault armors, just not as easy as when you pick those strategies.

7
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: July 19, 2019, 04:25:37 pm »
Yes, it is the same kind of crash. I haven't posted a fix for it yet, so I'll attach my updated ruleset file here - replace the corresponding file in 40k/Ruleset with these ones. You're also going to need to edit your save or you'll get the same crash again.

Open up your geoscape save in a text editor, and find the line that starts with "alienMissions:" Underneath that, look for and entry with type "STR_SUPPORT_PDF_ASSAULT", it should also have "region: M5_SITES" as that's what the log file is telling us. Change the region entry to any one of STR_NORTH_AMERICA, STR_ARCTIC, STR_ANTARCTICA, STR_SOUTH_AMERICA, STR_EUROPE, STR_NORTH_AFRICA, STR_SOUTHERN_AFRICA, STR_CENTRAL_ASIA, STR_SOUTH_EAST_ASIA, STR_SIBERIA, or STR_AUSTRALASIA. Also find the line in that entry that says "missionSiteZone: <some number>" and change it to "missionSiteZone: 0". If that doesn't fix the crash, post the save here and I'll do the editing.

8
40k / Re: 40k Imperial Guard Operations
« on: July 18, 2019, 06:04:40 am »
I don't have access to the exact stats right now, but I think it's 60 bravery, 55 reactions, 80 firing, plus a fair amount of HP, TUs, stamina, and melee accuracy. The stats that my soldiers are usually lacking and need to be specifically trained in are bravery and reactions.

9
OpenXcom Extended / Re: [Suggestion] Mana pool
« on: July 17, 2019, 04:29:12 pm »
Huzzah, been looking forward to this!

10
40k / Re: 40k future plans and Work in progress / Suggestions
« on: July 07, 2019, 08:08:06 pm »
I would be the administrator for the 40k translations since I handle the releases. I'll check with you when I'm back from vacation so we can get this set up.

11
40k / Re: [Addon] IG Crewed Weapons Testing
« on: July 07, 2019, 08:05:02 pm »
Glad you like the mod and are willing to try this one out. I haven't updated this aux mod in a while, still need to fix it. To work around not being able to push the unit, you have to 0 out its TUs as that's one of the checks the script uses. There's a button to the left of the HP/TU/energy/morale bars in the battlescape UI you can right-click to 0 TUs quickly.

12
40k / Re: 40k future plans and Work in progress / Suggestions
« on: July 05, 2019, 08:42:03 pm »
Ah. Adding side doors requires significant Sprite rework, and for certain craft that are not meant as primary transports we make the concession to look more like bulletdesigner's models rather than re-spriting for finely-tuned deployment. Still, it may be worth taking a look at.

For full translations the OpenXcom project has a transifex account that many mods use - we'll see about getting 40k on there as that would be the preferred method for new translations.

13
40k / Re: 40k future plans and Work in progress / Suggestions
« on: July 05, 2019, 07:26:48 pm »
Glad you've been with us for so long!

The translation file is a full language file, not too long ago we stopped using extraStrings since that's harder to get more translations going. You can find the file in 40k/Language/en-US.yml. If you want to propose some changes or edits, send us an edited copy or just the STRs you want to change and we'll take a look at them.

The female Commissars and Space Marines can be turned off by setting the femaleFrequency entry in solders_IG.rul to 0 for STR_COMMISSAR and in soldiers_40k.rul for STR_SOLDIER. We leave it in because we find it fun to have some inconsequential lore inconsistencies.

Telling us it's broken and needs to be fixed doesn't help much. Personally I like the Stormraven for smaller missions because the assault cannon can grab enemy attention while your trained marines quickly eliminate them. I haven't used the Stormeagle much, but I see it primarily as an interceptor rather than a transport. What would you like to see differently for these craft for deployments?

14
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: July 05, 2019, 07:13:02 pm »
For the 021 release, OXCE 5.5 is sufficient, the message you may be getting on start-up or activating the 40k mod for not having 5.5.1 can be ignored if you have the latest release of OXCE.

If you want the message to go away, edit the file 40k/metadata.yml to say the required version is 5.5 instead.

15
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: July 05, 2019, 06:21:44 pm »
This mod is exactly what I was looking for!!! Too bad it doesn't use OXCE as a base, I stopped using Nightlyes loooong ago.

You can use it with OXCE (might need some tweaks for the stricter ruleset validation) and it should run fine, just won't make use of the more advanced engine features.

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