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Messages - kevL

Pages: [1] 2 3 ... 32
1
Tools / Re: LOFTEMPS Viewer 3D
« on: July 18, 2024, 01:05:53 am »
what's your operating system?

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 26, 2024, 11:18:26 pm »
Well, the Reptoids do come out to play with the altered RMP, so that at least has a solution.

oh wow. I wish i had the (mental) fortitude to get into this more ... sounds good so far tho :)

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 26, 2024, 10:55:28 pm »
(I believe what mapview 2 calls 'patrol priority')

for reference ->

in Mv2 (c#)

Code: [Select]
Unit   =       (UnitType)bindata[19];
Rank   =                 bindata[20];
Patrol = (PatrolPriority)bindata[21];
Attack =     (AttackBase)bindata[22];
Spawn  =    (SpawnWeight)bindata[23];

in OXC (c++)

Code: [Select]
int type     = value[19];
int rank     = value[20];
int flags    = value[21];
int reserved = value[22];
int priority = value[23];

so yep.

notes:
- be careful how you read '0' in OXC code -- it could rather mean null/invalid
- 'dummy' nodes are simply nodes that OXC determines are invalid nodes in the RMP file (and hence they get discarded* when the RMP loads) IIRC
- personally id be tempted to create a mini-mapfile with just Solar's kitchen surrounded by blank module-blocks (with a few nodes trying to coax the aliens out) and see what happens, played via the InstantBattle generator

* flagged as dummy-nodes

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 26, 2024, 03:28:16 pm »
Thank you, I'd be very grateful for the help. (And scared of the results... This may well impact the entire game)

heya Solar, sorry but I don't feel quite up to it myself

but if some brave soul wants to ...

https://github.com/OpenXcom/OpenXcom/blob/db2d8275f522d1f7f2f10fe2ca4316924b89a746/src/Savegame/SavedBattleGame.cpp#L1290

[decipher that]

looks identical to the OXC/e code with only a slight refactor concerning unitsize. (if i got the right OXC/e repo... not sure)


I suspect it has something to do with the 'scout' variable ... first thing id do, for any interested, is find out how 'scout' is set ...

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 25, 2024, 08:32:09 pm »
wait ...

dont i remember correctly, that in AlienBases the Commanders and Navigators will (or strongly tend to) stay in the command module?

(perhaps only Comms/Navs that spawn on tiles outside the command module get to move around?)


... just thinking this is something u guys might investigate for this .....

I checked patrol priorities too, and all these nodes are at 0... So I don't understand why they only choose nodes in the room... Maybe because they're all assigned to rank Engineer? But this shouldn't matter for movement, only for spawning, no?

am not so sure about that, but would have to brainstorm the sourcecode to find out

6
Tools / Re: MAPVIEW upgrade
« on: May 31, 2024, 02:26:15 am »
https://github.com/kevL/OpenXCOM.Tools/releases/tag/240530


[edit]
prepping another update
- some minor QoL stuff
- fix an obscure anomaly in blob determination
- more maintenance

any bugs? leme know


[edit 2]
- fixing some holes (exceptions that can hit after a Mapfile is Closed from the Filemenu)

7
Tools / Re: MAPVIEW upgrade
« on: May 07, 2024, 03:31:27 am »
blob tweaks ...

very close, but i see a slight glitch on the mainview screen i want to look into,

8
Tools / Re: MAPVIEW upgrade
« on: May 01, 2024, 03:52:27 pm »
hope it wasn't too much trouble.
it's fine as long as i take my time,

and forgot to mention, a rightclick on the label of a textfield offers to assign its value to other selected records in the MCD


i guess a week till release,

9
Tools / Re: MAPVIEW upgrade
« on: April 30, 2024, 05:47:40 pm »
@mikKoi

gettin there, almost done

re. McdView
- extended BigWall 0..9
- extended TerrainLevel -24..+24

And if the Strict flag is turned off, the entire range of a value-type is allowed (usually unsigned byte, but is a short for scang and a signed byte for terrainlevel).

re. TopView
- draw a small indicator on the tile for each part that has custom LoFT(s). see attached pic
This will assume that any custom LoFTs are merely extensions in the stock loftemps that ships with UFO or TFTD.


I still want to add an option to turn the indicators off, and maybe rework the current blobs a bit ...

10
Tools / Re: LOFTEMPS Viewer 3D
« on: April 14, 2024, 06:53:27 am »
looks like an excellent tool to check lofts and parts placement

11
Tools / Re: LOFTEMPS Viewer 3D
« on: April 13, 2024, 02:58:24 am »
nice :)

12
Tools / Re: LOFTEMPS Viewer 3D
« on: April 11, 2024, 09:36:11 pm »
sweet, nice job. @bulletdesigner was looking for something like this (but i wouldnt/couldnt do it that good in Mv2)

personal curiosity: did you use quaternions for camera movement?

13
Tools / Re: MAPVIEW upgrade
« on: April 06, 2024, 10:38:13 am »
although I can't get the Top view to show symbols from my LoFTs

hm, interesting issue ... the blobs (as i call them) are determined somewhat arbitrarily after examining all parts in a tile ... ill have a look later to see if a default blob is feasible.

14
Tools / Re: MAPVIEW upgrade
« on: April 06, 2024, 02:32:14 am »
ok, looking into it ... It's gona take me days or even weeks to get back into it (the code) ... esp. the idea of "editing multiple ID's bytes at once"

am not in the best of health,

15
Tools / Re: MAPVIEW upgrade
« on: March 02, 2024, 11:13:36 pm »
Thanks, you too.

ps. good luck with the other one (i cant make heads or tails of it)

if u really can't access options, the config files can be edited ... I suspect that the problem is not with Options per se, but with instantiating the propertypanel for user input

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