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Messages - robin

Pages: [1] 2 3 ... 75
1
Help / Re: custom reserve TUs icons
« on: September 22, 2021, 10:55:40 pm »
Actually the sprite and ruleset for the reserve icons is also available in the vanilla resources/ruleset.
I'm sure I had checked the vanilla extraSprites.rul file... I don't know HOW I missed that...

2
Help / Re: custom reserve TUs icons
« on: September 22, 2021, 10:48:01 pm »
Thank you very much.

3
Help / Re: custom reserve TUs icons
« on: September 22, 2021, 09:52:05 pm »
Where did you find the `ReserveTUs` and `ReserveTUsPressed` sprite names?

I am not aware of any such sprites' existence.
I made them up :P
I wanted to know the correct ones.

I found this on the 40K mod and it works:
Code: [Select]
  - type: TFTDReserve
    width: 59
    height: 24
    singleImage: true
    files:
      0: Resources/apoc/UI/reserve_TUs.png
But it only defines the not-pressed version.
The pressed state is simulated by changing the palette or something. See screen attached.
If this is my only option I guess I have to come up with a slightly different design for these icons.



4
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

5
Help / Re: empty missionZone
« on: September 22, 2021, 12:55:31 am »
In OXC, it's always the same region as where the alien base is.

In OXCE, it can be:
1. target a random xcom base region
2. target one of the defined (weighted) regions
3. target the region of the alien base (vanilla default)
Thanks. I want default so no need to change anything I guess.

6
Help / Re: empty missionZone
« on: September 17, 2021, 12:54:12 am »
Kind of related question.
You can generate missions form an alien base site with genMission defined in the alienDeployment.
I wonder: what region is targeted by genMission? Same region hosting the alien base site that generated it?
Because if it's a random region, it could be a region without the proper zone for UFO trajectory.

7
Help / Re: empty missionZone
« on: September 14, 2021, 11:31:52 pm »
In vanilla xcom1, none of the UFO trajectories use mission zone 3 (see ufoTrajectories.rul)... so the game wouldn't crash even if they were empty; they are just not used for UFO trajectories.
oh right, I didn't  think about that.
Thanks

8
Help / Re: empty missionZone
« on: September 14, 2021, 10:32:47 pm »
the game will just crash when such trajectory will be used

I have another question, I notice that both ARCTIC and ANTARCTIC have a missioneZone 3, i guess because of the ufoTrajectories issue.
But.. they're not cities, they are square areas like other zones, and also you never get a terror mission there...
How that works?

9
Help / Re: empty missionZone
« on: September 13, 2021, 10:42:04 pm »
I see thanks. I guess I have to take a different approach.
Man this globe editing is neverending.

10
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?

11
Help / Re: world.dat editor, terrain colors
« on: September 12, 2021, 11:19:14 pm »
i'll make an attempt. thank you.

12
Help / Re: world.dat editor, terrain colors
« on: September 06, 2021, 11:03:51 pm »
thanks, i'll try to look into it but i confess it seems complicated  :-[

13
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

14
nice! 8)

15
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
« on: July 01, 2021, 11:32:37 pm »
In my soldiers' logbook I see that the values of several constants are missing!  ;)
STR_LIVE_SQUAD_LEADER
STR_LIVE_TECHNICIAN
STR_LIVE_SCIENTIST
STR_SWARMIDS_SMALL
Damn it.
Thanks for letting me know.

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