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Messages - robin

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1
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 19, 2019, 09:18:13 pm »
- Draw dogfight icons also for craft equipment
Yay!

2
I don't have a geoscape save, it's from the New Battle mode.

3
OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: May 19, 2019, 07:34:52 pm »
Can you upload an example of this? Items should be placed correctly even with vertical levels. Does the log file after you get the crash say anything about the height of the map?

Edit: I was able to reproduce the crash by uncommenting the spawners on the Transporter and using it on the Alien Gate Assault mission. It looks like the height offset of the craft is getting added to the z-position of the items twice, placing your turrets off the top of the map. I'm working on refactoring the verticalLevels code and this is already fixed in my WIP version of OXCE. In the meantime, if you increase the height of the deployment to 11 and leave the height of the verticalLevels at 9, the turrets will be spawned without a crash. They'll also look a little weird since they'll fall from the top of the map to their intended positions.
I see thanks.
Does this also mean I can make brainsuckers rain onto the map?

4
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.1
« on: May 19, 2019, 07:28:47 pm »
Uploaded 0.5.1 with some fixing. Still quite a mess though.

5
Yes, the U_DIMENSION script.
Here's a save, the block affected is in the top right corner of the map. It is still 2x2 but for once it is not the flat lava block.
I uploaded a new version of the mod with some fixes, the save is made with this version: https://mega.nz/#!YnJBhASL!WZeLvFMXjzLJus6rDgL1j2Lx0cDo9h2frEMuyDuUGwI

6
OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: May 19, 2019, 06:23:54 pm »
Yes! We use this in the 40k mod to give ground vehicles turrets.
Then... I think I found a bug with the vertical terrains: the item-units are spawned normally when the craft is on a normal terrain but I get Segmentation Fault error when starting the mission on a terrain that uses vertical levels. Maybe the Z coordinate of the item-unit defined for the craft map goes crazy.
But of course there is also a large probability that the issue is in my terrain/script.

7
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.0
« on: May 19, 2019, 06:12:24 pm »
New version up.. but beware it is extremely broken. But well some new content is there:
 - new shiny terrain
 - craft non-weapon equipment
 - new icons for facilities

9
OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: May 19, 2019, 05:54:28 pm »
Can I spawn item-units into a X-Com craft map block?
Like this:

Code: [Select]
crafts:
  - type: STR_TRANSP
    [...]
    battlescapeTerrainData:
      name: TRANSP
      mapDataSets: *mapDataSetsXcomCraft
      mapBlocks:
        - name: TRANSP
          width: 10
          length: 20
          items:
            STR_ROBOTURRET_XCOM_PLASMA_SPAWNER:
              - [2, 9, 0]  # x, y ,z Position of the item in the map block
              - [7, 9, 0]
          fuseTimers:
            STR_ROBOTURRET_XCOM_PLASMA_SPAWNER: [0, 0]  # Set all fuses on these items to 0

10
Hey ohartenstein23 I might *potentially* have found a bug (I say "potentially" because it could very well be my fault).
Sometimes a layer from a 2x2 map block is placed over another 2x2 map block. It only seems to happen happen for that specific 2x2 lava map block you can seen in the screens (maybe because it is the only flat 2x2 map block? Its height is still 4 like the rest but unlike them only the fist layer contains tiles). Quite strange.

11
Help / Re: Large (2x2) X-Com facility.. Segmentation Error..
« on: May 19, 2019, 12:14:08 am »
I thought it automatically used the Hangar's box, when defining "size: 2".
Anyway it works now, thank you.

12
Help / Re: Large (2x2) X-Com facility.. Segmentation Error..
« on: May 18, 2019, 11:54:24 pm »
What should I put in the other 4? The selection box for large buildings? (Solarius is doing that in his mod, but it seems pointless because that sprite already exists at position 13, 14, 15, 16).

13
Help / Re: Large (2x2) X-Com facility.. Segmentation Error..
« on: May 18, 2019, 11:45:21 pm »
So I finally made a 2x2 X-Com facility... and it doesn't work, I get Segmentation Fault as soon as I try to place it.

Code: [Select]
facilities:
  - type: STR_WORKSHOP_ADVANCED
    requires:
      - STR_WORKSHOP_ADVANCED
    spriteShape: 209
    spriteFacility: 209
    size: 2
    buildCost: 516000
    buildTime: 18
    monthlyCost: 36500
    workshops: 50
    mapName: XBASEN_22
   

Code: [Select]
extraSprites:
  - type: BASEBITS.PCK
    files:
      209: Resources/apoc/basebits/facility_WORKSHOP_ADVANCED_1.gif
      210: Resources/apoc/basebits/facility_WORKSHOP_ADVANCED_2.gif
      211: Resources/apoc/basebits/facility_WORKSHOP_ADVANCED_3.gif
      212: Resources/apoc/basebits/facility_WORKSHOP_ADVANCED_4.gif
   

Icons do exist at the correct place (see attached screen). I checked what other modders where doing and I don't seem to be missing anything.

Help

14
Help / Re: MYFILE.MCD limits?
« on: May 10, 2019, 12:14:25 am »
OXCE gives several workarounds for this limit, please talk to Ohartenstein on Discord, I'm almost sure there is a solution to whatever issue you're trying to solve.
It's alright. I added what I wanted to add and I'm still quite under the limits.
Also thanks, because lately I couldn't remember the "workaround" word and I was incorrectly using "turnaround" or "roundabout".

15
Help / Re: MYFILE.MCD limits?
« on: May 08, 2019, 11:23:00 pm »
Damn, I'm already at 55 KB.

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