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Messages - kevL

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31
Help / Re: Trying to add new alien craft.
« on: April 15, 2023, 08:15:07 am »
I think I've got MapView2 working how do I load a new map into it?

I tried dropping UFO_GT0006.RMP & UFO_GT0006.MAP into the /TFTD/ROUTES/ & /TFTD/MAP/ folders but they don't seem to be appearing in the "tftdShips -> USO" file tree on the "Map Editor" window.

rightclick in the MapTree brings up a menu. (select the node you want to adjust, before choosing an action)

The thing to get used to is that there are 3 levels (of nodes) in the MapTree

GROUP -> CATEGORY -> TILESET (or Map)

so at Group-level you can add a Category, and at Category-level a Map/Tileset can be added ...

Add Tileset brings up the Tileset editor -- that's where your custom stuff gets added (take your time and feel free to ask Solarius questions ;)


iirc, Solarius likes to edit MapTilesets.yml in the /settings folder manually ... but the TilesetEditor ought work ok as well ...


btw, in TopView i notice you're getting blacked quadrants. Could try turning on UseMono in MainView's Options,

32
Help / Re: Trying to add new alien craft.
« on: April 14, 2023, 10:07:27 am »
@The Martian

you could also try Automated builds for Mono only: https://lxnt.wtf/oxem/#/MapView by Stoddard.

sort by Time column to find the latest:
MapView-4bceb665-2022-10-11-mono.7z 10/10/22 6:50 PM 494 Kib

https://github.com/kevL/OpenXCOM.Tools/tree/master/Distribution

Stoddard set up automated builds against my repo ... but see notes at the Distribution link above.

33
OXCE Bugs FIXED / Re: Triton wall bug
« on: February 12, 2023, 01:24:58 am »
Just a small heads up: I've been playing all day with the change I proposed and didn't see any negative side-effect.

just an aside: beware diagonal bigwalls (eg. some UFO hull-tiles) because that step<2 *might* be there to prevent blast propagation through them.

eg. with your change, try hitting one with an incendiary ... see if the fire spreads inside the UFO

34
Help / Re: Issues with adding custom mapblocks to the game
« on: December 29, 2022, 04:12:57 am »
Now only a new "model" i created can't be seen with some other pieces from another terrain file i've found online, they appear black like if it's missing the texture somehow.

i assume that those black images are referenced in a .PCK file? (i haven't modded OxC for quite a while..)

if so, try opening its terrain .PCK in PckView it might give a clue idk

35
Open Feedback / Re: Cool loophole if your general stores are full
« on: October 26, 2022, 09:30:20 pm »
And again, and again, and again...

also dock them $50 .. $1000 bucks each time, that'll get their goats

;)

36
Open Feedback / Re: Cool loophole if your general stores are full
« on: October 26, 2022, 11:51:23 am »
my take (in my build, am aware what a mindf it is to dicker with 'storage' everywhere)

So I just do a check each (uh, forget exactly what the time-period is, but short like 5min) and pop a notice that "Stores are full @ baseX" -- it's extremely irritating while playing. But it works, i do whatever has to be done to reduce storage to legal limits.


much easier to implement than checking and dealing with loading and unloading craft, manufacturing, removing buildings etc

to each his/her own though, just putting it out there ...

37
Offtopic / Re: XCOM Inspired Fantasy Game
« on: October 19, 2022, 06:37:02 am »
pilot wave theory!

(ok ill shutup now -- i heard it has problems)

38
Tools / Re: MAPVIEW upgrade
« on: October 11, 2022, 03:11:03 am »
MapView 4.4.4.0

- enhancement to RouteView's noderank highlights: depressing [Ctrl] when
  clicking items in the Highlights menu or on the noderank color-panels will add
  or subtract the rank without affecting the current state of other ranks.


https://github.com/kevL/OpenXCOM.Tools/releases/tag/221011

39
Tools / Re: MAPVIEW upgrade
« on: October 05, 2022, 10:31:26 pm »
RouteView gets Highlights menu

https://github.com/kevL/OpenXCOM.Tools/releases/tag/221005

+ minor fixes and tweaks

40
Tools / Re: MAPVIEW upgrade
« on: August 24, 2022, 11:27:20 pm »
nice. I wish i had more time to put it through its paces ...

41
Tools / Re: MAPVIEW upgrade
« on: August 24, 2022, 11:05:16 pm »
cool cool :^)


ps. when I stress backup, backup settings/MapTilesets.yml (also)

note that the MV_Backup folders that appear here and there are ONE SHOT only. That is, when MapView2 writes pretty much any file it makes a back up in MV_Backup -- but those files get overwritten the very next time another write happens. So the folder is for users who notice immediately that something bad may have happened: don't go pressing savesavesave why isn't this working? Because that defeats automated Mv2 backups ...

42
Tools / Re: MAPVIEW upgrade
« on: August 24, 2022, 02:43:44 pm »
2022 aug 24

MapView.exe 4.4.0.0
XCom.dll 4.1.3.0
DSShared.dll 4.2.1.0


IMPORTANT: The MapTree has been overhauled. Navigating away from a treenode
(whether by leftclick or keyboard) for which a tileset is currently loaded shall
close that tileset (a save confirmation should appear if the tileset has been
changed). Further, when navigating the tree by keyboard arrows, a selected
tileset node will appear with a border only; pressing [Enter] (or clicking on
the node) will fill the border with color if the tileset loads successfully.
Also, the MapTree's context menu (rightclick or spacebar) is disabled when the
treenode of an invalid tileset is currently selected.

The changes are intended to resolve any ambiguity that could result from the
fact that a selected treenode did not necessarily correspond to a loaded
tileset.

WARNING: That involved many technical changes and a partial rethink of the way
that the MapTree functions. So BACKUP YOUR STUFF before taking this version of
Mapview2 out for a spin ... if you aren't comfortable using beta software then
it's best to wait a couple weeks for possible bugs/glitches to be found and get
fixed.

Please report bugs/glitches ASAP. Tks. And ... Pls BACKUP yer STUFF


- fix: do not attempt to draw blobs for crippled tileparts (in TopView and
  RouteView). Crippled parts have ids beyond the currently allocated terrainset
  and have no records, hence no blobs.
- fix: deter enabled state of levelup/down arrows in MainView and TopView when
  using the Go/Og buttons or when raising/lowering a routenode in RouteView.
- fix: do not show infinite SaveAlerts when deleting a Changed tileset from the
  MapTree (just close it - no confirmation is given).
- fix: deleting a tileset in the Maptree closes the tileset

- add File|Close (closes a currently loaded tileset)
- refactor and tweak the Maptree's context routines
- show highest invalid setId in TilepartSubstitution dialog (if a placed
  tilepart id is greater than the current Max terrainset id)
- Options dialogs: when minimized, clicking a dialog's respective Option-button
  [Ctrl+o] shall restore instead of close the dialog

- add lots of Color choices to each viewer's Options (allows user to reduce
  gravitational x-rays emitted by his/her monitor and could lead to watching
  Neil Breen movies). Requested by thusky


https://github.com/kevL/OpenXCOM.Tools/releases/tag/220824

43
Tools / Re: MAPVIEW upgrade
« on: August 18, 2022, 07:32:18 pm »
everytime i think hm, Presets: Save/Load/Reset

I shuffle outside and water the tomato plants.

44
Tools / Re: MAPVIEW upgrade
« on: August 17, 2022, 11:50:17 pm »
color schemes ... surprisingly nontrivial

but gettin there

45
Tools / Re: MAPVIEW upgrade
« on: August 12, 2022, 06:52:24 am »
@thusky so far so good ...

[edit] oh its beginning to look lovely (screenshot2)

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