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Topics - Solarius Scorch

Pages: 1 ... 5 6 [7] 8 9 10
91
The X-Com Files / Bugs, crashes, typos & bad taste
« on: November 10, 2016, 03:19:48 pm »
Please report found bugs and fatal crashes caused by X-Com Files here.

Each report is a save, with a description of what to do to get a crash. Ideally something as simple as "press end turn, shooting happens then the game crashes". Try to make a save as close to the crash as possible (i.e. just before pressing end turn) so that testers don't have much to do.

Extra info that is useful:
1 - Screenshot of the offending unit.
2 - Info about the offending unit and how to circumvent the bug.

(And yes, I stole most of this text from Arthanor's opening of a similar topic in X-Piratez. Hey, I'm a modder after all.)

EDIT: Changed the topic to make it look different from the Piratez one, as I was getting confused.


EDIT: Do not enable Aliens Pick Up Weapons, as it is already included with this mod.

92
The X-Com Files / Doggie names!
« on: November 10, 2016, 02:58:43 pm »
Beginning from 0.4.1, X-Com dogs are a type of a soldier, which means they also need names! So if you want to contribute, please submit popular dog names in your country, or otherwise notable.

93
Work In Progress / Help! Dogs kill my game!
« on: November 08, 2016, 10:27:32 pm »
So I'm trying to add a doggie soldier type, so they could have their own names, colours, experience etc. Sadly, the game crashes.

Here's the entry in soldiers_XCOMFILES:

Code: [Select]
  - type: STR_DOGE
    costBuy: 10000
    costSalary: 800
    minStats:
      tu: 60
      stamina: 80
      health: 15
      bravery: 10
      reactions: 50
      firing: 0
      throwing: 0
      strength: 1
      psiStrength: 40
      psiSkill: 0
      melee: 70
    maxStats:
      tu: 70
      stamina: 90
      health: 20
      bravery: 20
      reactions: 60
      firing: 0
      throwing: 0
      strength: 1
      psiStrength: 40
      psiSkill: 0
      melee: 90
    statCaps:
      tu: 100
      stamina: 130
      health: 40
      bravery: 40
      reactions: 90
      firing: 10
      throwing: 10
      strength: 2
      psiStrength: 40
      psiSkill: 0
      melee: 140
    trainingStatCaps:
      tu: 70
      stamina: 90
      health: 20
      bravery: 20
      reactions: 60
      firing: 0
      throwing: 0
      strength: 1
      psiStrength: 40
      psiSkill: 0
      melee: 90
    armor: DOGE_ARMOR
    armorForAvatar: DOGE_ARMOR
    avatarOffsetX: 68
    avatarOffsetY: 48
    soldierNames:
      - delete
      - SoldierName/ZZZ_Doge.nam
    allowPiloting: false
    allowPromotion: false
    standHeight: 12
    kneelHeight: 12
    femaleFrequency: 50
    deathMale: 94
    deathFemale: 94

I'm also attaching the .nam file.

If I remove this part:

Code: [Select]
    soldierNames:
      - delete
      - SoldierName/ZZZ_Doge.nam

AND physically delete the ZZZ_Doge.nam file, the game works as normal - the dogs just don't get any names.

Please tell me what I am doing wrong.

94
Work In Progress / How do MCDPatches work?
« on: October 02, 2016, 02:03:57 pm »
I would like to know more about MCDPatches: what is possible to do with them, what is not, and how to use it.

For now, my problem is that I would like to add Zrbite to UFO: EU, complete with its recovery, engines etc. therefore I need to define a new special property of a specific tile that would yield Zrbite (and not, say, Elerium of Alien Alloys).

95
Suggestions / Psi weapon per soldierType/alien unit
« on: September 24, 2016, 08:31:21 pm »
I would like to request the ability to attach a psi weapon to any soldierType.

Why? To be able to define a built-in psi weapon for your own soldiers, so you could use psi without a Psi Amp if they have psiSkill > 0 (albeit weaker of course). Such a feature would also allow defining different weapons for different soldierTypes.

An additional request: the ability to override the default psi weapon for aliens with a custom psi weapon, set by unit.

96
Work In Progress / Custom Globe markers
« on: September 04, 2016, 03:26:15 pm »
I'm trying to make new globe markers, according to instructions from Hobbes (thanks!). However, this doesn't seem to work for me - Geoscape crashes immediately.

I'm stuck at the sprite declaration part. I did this:

Code: [Select]
#  - type: GlobeMarkers
#    width: 30
#    height: 3
#    subX: 3
#    subY: 3
#    files:
#      0: Resources/TerrainPack/Geoscape/globe_ufo_expanded.png

And of course there's the corrseponding png, exactly the same as the vanilla one, but 3 pixels wider (I'm trying to just add one marker to test) - that's why it has width: 30 instead of width: 27. If I set it to 27 to eliminate the extra marker, the game works normally.

For now I haven't done anything else, only add the extra sprite. What exactly am I doing wrong?

97
Work In Progress / Please help with unexplicably broken terrain
« on: August 13, 2016, 12:23:27 pm »
I'm currently trying to finish a "new" terrain, based on Hobbes' and Robin's tiles. It's a small hidden in the sewers for, say, four colour-coded mutants who know martial arts. Or, you know, just an alien spy.

The problem is, my maps are garbled. They are fine in the MapEdit, but not in the game proper. I do not think I exceeded the max tiles limit. What is wrong with it?

Please help. The terrain is attached. (It's pretty simplistic at this point, but whatever.)

98


This megamod will allow you to grow X-Com from its humbled beginnings, as a two-men team travelling the world in an expensive-looking car to the global the military force we all know and love. It contains many, many additions, like new mission types, enemies, equipment and story arcs (including the entirety of my previous project, the Final Mod Pack). It also places the game a bit more firmly in the 90's conspiracy genre and its clichés.
Defeat the enemies from the outer space, the oceans the underground, but primarily within our own society!

The mod is definitely playable, but some side arcs are still being developed.

GET THE MOD HERE: https://openxcom.mod.io/the-x-com-files

Feel free to check out Ksenni's sound enhancement mod, adding a plethora of specific gun and unit sounds: https://openxcom.org/forum/index.php/topic,8870.0.html




For changelog, go here.

99
Work In Progress / Mission enabling/disabling through research
« on: March 05, 2016, 03:44:45 pm »
I'm having a problem with mission scripting. I've checked it several times and asked Dioxine to check it out too, but neither of us found a bug and so I am out of options, so please help.

In my current WIP, you fight off pro-alien organizations. The general idea is that you get a mission type "cult activity" from the beginning of the game. Once you get some research into it, you get a new type of mission called "cult hideout", which also has a chance to spawn alongside cult activity. Everything works fine up to this point. But then you complete another research that is supposed to terminate cult activity and start another mission called "cult base", and this doesn't seem to work: I'm still getting cult activity missions and I haven't received a single base.

Now this is a bit complex, since there are several independent cult organizations which count separately for this, and it's all repeated 8 times to randomize when they come up during the month, so I'll just post the data for one cult and just once. The cult is called Black Lotus and here's the mission script:

Code: [Select]
missionScripts:
  - type: CultActivityBlackLotus
    firstMonth: 0
    executionOdds: 8
    missionWeights:
      0:
        STR_CULT_INVESTIGATION_BLACK_LOTUS: 100
    regionWeights:
      0:
        REGION_BLACK_LOTUS: 100
    useTable: false
    researchTriggers:
      STR_BLACK_LOTUS_OPERATIONS: false
    startDelay: 1200

  - type: CultHideoutBlackLotus
    firstMonth: 0
    executionOdds: 6
    missionWeights:
      0:
        STR_CULT_HIDEOUT_BLACK_LOTUS: 100
    regionWeights:
      0:
        REGION_BLACK_LOTUS: 100
    useTable: false
    researchTriggers:
      STR_BLACK_LOTUS_NETWORK: true
    startDelay: 800

  - type: CultBaseBlackLotus
    firstMonth: 0
    executionOdds: 4
    missionWeights:
      0:
        STR_CULT_BASE_BLACK_LOTUS: 100
    regionWeights:
      0:
        REGION_BLACK_LOTUS: 100
    useTable: false
    researchTriggers:
      STR_BLACK_LOTUS_OPERATIONS: true
    startDelay: 1200

As you can see, the key research projects are STR_BLACK_LOTUS_NETWORK which enables CultHideoutBlackLotus and STR_BLACK_LOTUS_OPERATIONS, which enables CultBaseBlackLotus and disables CultActivityBlackLotus. The first one works, the other doesn't.

Please help, since I have no idea if I'm doing it wrong or what.

100
Open Feedback / Minor forum bug - blackstorm
« on: February 04, 2016, 01:33:31 pm »
Hello,

I've started using the blackstorm theme and it's great, but there's one little problem: the "online" phrase is in the same place and font as the user's name, so it looks like the person is named "Online XYZ". Please see the picture.

I think the "Online" paret should be smaller or substituted with an icon?

101
There's an old mod made by Jeffrey Alexander for the original X-Com that I've been using successfully for years and would love to see in Openxcom as well, like some other classical mods already in the game.

This mod contains multiple colour schemes for each vanilla armour and automatically matches it to the terrain, so for example if you go to a desert, you get a desert camo.

Naturally this would require additional code, so I'm just leaving it here for talented people who could want to give it a try. (Seriously, it's a cool feature.)

102
Offtopic / Lazer Team movie trailer
« on: February 01, 2016, 06:54:06 pm »
Straight from the Open Apocalypse forums:

https://www.youtube.com/watch?v=TI455Z37o30

I don't expect much, but hey, it's nearly X-Com.

103
Work In Progress / Problem with live recovery
« on: January 31, 2016, 02:11:55 am »
I'm writing this topic after several hours of trial and error, and still no idea what's wrong. The problem is with recovering live captives.

I made dozens of new races and they all work fine, except for live cultists of all sorts which just won't be recovered from the battlefield. The problem is, I can't see what's the difference between them and other critters.

Here's an example:

Items:
Code: [Select]
  - type: STR_DISCIPLE_OF_DAGON_CORPSE
    name: STR_CORPSE
    size: 0.4
    weight: 40
    bigSprite: 263
    floorSprite: 230
    invWidth: 2
    invHeight: 3
    costThrow:
      energy: 20
    battleType: 11
    armor: 30
    recover: false
  - type: STR_DISCIPLE_OF_DAGON
    size: 5
    recover: true
    liveAlien: true
    costSell: 8000
    listOrder: 14998

research:
Code: [Select]
  - name: STR_DISCIPLE_OF_DAGON
    cost: 50
    points: 10
    needItem: true
    unlocks:
      - STR_CULT_OF_DAGON
      - STR_CULTIST_INTERROGATED
    getOneFree:
      - STR_ALIEN_INFILTRATION
    listOrder: 15500

(no corpse research, because it's not recoverable - we don't recover human corpses)

armors:
Code: [Select]
  - type: DISCIPLE_OF_DAGON_ARMOR
    spriteInv: inventory_DISCIPLE_OF_DAGON
    spriteSheet: DISCIPLE_OF_DAGON.PCK
    corpseBattle:
      - STR_DISCIPLE_OF_DAGON_CORPSE
    visibilityAtDark: 9
    frontArmor: 5
    sideArmor: 5
    rearArmor: 5
    underArmor: 5
    meleeDodge:
      reactions: 0.2
    meleeDodgeBackPenalty: 0.5
    recovery:
      morale:
        moraleCurrent: -0.2
        bravery: 0.2
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.4
      - 1.0
    loftempsSet: [ 3 ]

units:
Code: [Select]
  - type: STR_DISCIPLE_OF_DAGON
    race: STR_CULT_OF_DAGON
    rank: STR_LIVE_SOLDIER
    stats:
      tu: 55
      stamina: 60
      health: 35
      bravery: 80
      reactions: 20
      firing: 30
      throwing: 35
      strength: 35
      psiStrength: 35
      psiSkill: 0
      melee: 55
    armor: DISCIPLE_OF_DAGON_ARMOR
    standHeight: 22
    kneelHeight: 14
    value: 28
    deathSound: 41
    energyRecovery: 30
    intelligence: 2
    aggression: 2

Can anyone please explain?

104
I wasn't sure if this should go in Yankes' OXCE thread, or maybe Meriian's improvement thread, so finally I decided to put it here. I hope it will be read by our extremely talented coders. ;)

So, I'm making a mod. I've been rather vocal about this, especially considering how little I've done yet, but I'm totally excited about it and I promise it'll be a completely new experience if I manage to finish a releasable version. Which will probably happen in a few months.

Anyway, there's a feature I badly need, and I feel that it'll be useful to most mods which modify missions, too. So, one of your basic initial actions is a cult investigation mission, where you "investigate" a safehouse used by alien-worshipping cultists (which means go in guns blazing) and "arrest" the perpetrators (which means hoping one of them will not die from your 9mm pistols).
This mission is an alert type (like alien terror). It generates fine, but the problem is that there's no actual house - it just happens on the given terrain with no additional objects. Which kind of ruins the mood.

What do I need to fix it? A simple improvement to the mapScripts command "addUFO", which would allow me to define a specific UFO, like STR_HARVESTER or STR_SMALL_SCOUT, and in this case STR_CULTHOUSE (which wouldn't appear anywhere else).

I think that would be pretty simple to do, though of course I'm not sure. Please let me know if it's possible.

105
Work In Progress / How to make big units
« on: January 19, 2016, 02:02:50 am »
I've made plenty of standard units, but now I would like to try making a 2x2 unit. I already have graphics with good enough resolution. Unfortunately, I have no idea how to start.

What tools can I use to cut/arrange the spritesheet? How to get from a set of pics to a finished spritesheet?

Help would be very much appreciated.

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