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Messages - FudgeDragon

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31
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 27, 2015, 07:57:29 am »
Well, I copied the contents of the zip file into OpenXcom, and I get an error about yaml-cpp: error at line 0. column 0: bad file.

Any ideas?

Typicaly a yaml-cpp: error at line 0. column 0: bad file is bad config file that needs to be options.cfg that needs to be deleted because it is out of date/too new. Which zip did you download.

disclaimer: Also please be aware that any build I provide that isn't also on the front page isn't guaranteed to be supported by shoes. But I'll try to help where I can.

I think this mod looks really interesting, but is there any way it would ever be compatible OpenXCom Extended?

As shoes had said this involves a few tweaks to both the code of extended and soldier diaries. Extended needs to be made to compile in visual studio if you use that, and Diaries needs to be updated to account for a change to how damage types are stored.

If you feel up to building it yourself, I currently have a repo here :https://github.com/fudgedragon/OpenXcom/tree/SoldierDiariesExtended which has these changes made

again this code is largely untested and may not be supported by Shoes or Yankes and I make no promices about being able to help myself. But I'll give it my best shot.

I am adding a Martyr Medal, awarded for scoring kills on the same turn as your death, provided you are the cause of your own death. Neato fact: the amount of pins you get is depends on the number of aliens you killed. The picture below means Kamaka scored three kills.

I am also thinking of moving the "best of" medals (these are awarded after death to the best soldiers of a given rank, and best overall) to the end of the month instead of immediately after death. This might be a good way to be reminded of your "good" soldiers. And a good way to not hand out a prestigious medal to every up and commer.

Picture:
Snip!

Sounds good shoes.  I looked at the picture before I read your text though and was wondering how your soldier had died more than once!  :o

Reading your gist I understand you have doubts about where you're trying to do the best of medals, but I admit the end of the month does sound good. If you do work out how to do it after every mission maybe you could have both, switchable in the ruleset?

I was almost thinking about taking a look at this bit myself

- Polish Lost in Service state
-- Stats: rank, score, number of missions, kills/stuns, cause of death? Times hit? Total commendations
-- Commendations
-- Cause of Death

Can you explain a little more about what you might have intended? I have a few ideas myself but wanted to hear what you think before I present them.

EDIT3: I'm ok at C++, but apparently suck at BBCode. How many times can you get a quote wrong Fudge.

32
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 27, 2015, 02:03:46 am »
Best of luck, just took a look at the pull requests and they look fairly clean. If that proves tricky, you may be able to determine the relevant commits and cherry pick them to just get the changes to the files you want.

If you decide you want one of the prebuilt files after all I have uploaded them temporarily to my dropbox at https://www.dropbox.com/sh/103v5r6cet19yv1/AAD6INkoSf30P81z7USjAhKAa?dl=0 (they exceed the maximum attachment size for the forum just a little)

If you're wondering why I'm bothering to build x64 consider it force of habit. Some time ago I managed to get the win7 SDK installed and a static x64 yaml library built. I can't for the life of me remember how I managed it but it means I can build for x64 as easily as everyone else does 32 bit.

33
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 27, 2015, 01:38:27 am »
Yea, at this point I haven't got the commendations ruleset enabled. I'm just using it for the Diaries. At the end of the day a Total Conversion like Piratez really needs its own separate set of rewards to fit the theme. Even the 'Kills' and 'Missions' buttons stand out. When you think about it even TFTD might need some small tweaks (do the navy have different ribbons and stuff irl? probably.)

As I said earlier it's largely untested (I've played about 2 missions) but all the interfaces seem to work. If you want to have a go at building it yourself the branch is at https://github.com/fudgedragon/OpenXcom/tree/SoldierDiariesLegacy20150430. Otherwise I can probably provide my current build here, in either 32 or 64 bit, if you want.

34
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 27, 2015, 01:10:27 am »
Been playing around with building a version on an earlier nightly this evening.





Looking promising so far. No issues other than the Pirate that keeps shotgunning her friend.

35
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 26, 2015, 06:00:34 pm »
Hey FudgeDragon. :)
Is that because their path has changed for the new mod folder structure?

Nope. Simply that other mods may place HWPs in that category, which we've renamed for commendations. Everything'll still work. It'll just look a little odd.

36
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 26, 2015, 05:03:31 pm »
We can't currently work with Piratez currently, It's not an exe mod, but I think we completely skipped the nightly it runs on, we'd need to cherry pick changes onto an old(er) nightly, so as far as I can tell it might be better to wait until Piratez Extended is ready at which point my understanding is it should just run on a merge with extended. Of course at that point someone might want to put together a more piratey ruleset, as conventional ribbons/medals don't make as much sense, not that just having the stats tracking isn't nice.

Extended on the other hand is quite feasible, other than a few tweaks (->ResistType) to your code needed because damage type has been moved into the ruleset. It's largely untested, but I am fairly confident in the merge. It uses a slightly tweaked version of extended to get it to compile on Visual Studio, but it should be equivalent. I pushed it to my github as a branch called SoldierDiariesExtended. You should be a able to pull it/check it out from git@github.com:fudgedragon/OpenXcom.git

EDIT: By my understanding, now that we are updated to the lastest nightly, we should already be compatible with most other (non exe) mods. The only potentially conflicting changes are the ufopedia entries for the medals, and the name changes around that.

37
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 26, 2015, 03:48:31 pm »
Heh, no problem. I prepared a branch this morning, so pull request is up now. I figured the sprite was something like that, but without realizing that you had accidentally cherry picked an existing commit I was looking for minute differences between the files.

I take it you are running git command line? In which case you probably know more about its inner workings than I do. I've been running it through git extensions for windows which is probably a bit lazy, but it just makes everything so easy! I have like 3 'master's sat on the same commit. There's my local master, my remote master and supSuper/master, so it was somewhat puzzling when Shoes01/master appeared on its own ahead of the current master commit.

Oh well, we learn new things every day. I've actually got a merge of this mod and OpenXcom Extended in a local branch in preparation for Piratez Extended, and OpenXcom Extended doesn't even compile in visual studio out of the box. That was a headscratcher! I spent the entire weekend programming OpenXcom when I intended to be playing it.

38
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 26, 2015, 10:14:02 am »
Hey Shoes,

You weren't kidding about doing something strange with the git, the branch I had checked out evaporated overnight. Also I am somewhat headscratching at your SupSuper/master merge into your own master. While that technically works all you really need to do when one is a less up to date version of the other is to checkout localy, then push to your own master. It's uh, somewhat cleaner if things ever get merged back the other way.

I also wanted to ask about your recent 'Added Spite' commit. It's not only in the wrong place for the new mod system (bin\data\Resources\Commendations instead of bin\standard\Resources\Commendations) but a duplicate of an already existing medal. Was this just confusion over the new system or did you have something else in mind?

It would probably be a good idea to merge master in again at some point in the near future. There's nothing gamebreaking in the nightly I picked, but it will give you the text and anim for winning when you lose if I am reading Warboy's recent commits correctly. Now that you are fairly up to date the merge should be painless.

If you'd like I can do another pull request against alpha_release to do another merge for you, but I wanted to find out what was going on with the sprite first.

39
Following on from what SupSuper says, It also probably bears mentioning that depending on which version of yaml-cpp you've download you may need to change the names of the dependencies (in Properties->Configuration Properties->Linker->Input->Additional Dependencies) for your release and debug configurations.

In the new version of yaml-cpp the libraries are called libyaml-cppmd.lib (for release) and libyaml-cppmdd.lib (for debug)

40
Open Feedback / Re: OpenXCom TFTD MT-32 Music Pack?
« on: June 25, 2014, 12:18:16 am »
The last two files are in the cat as
Tune 20 - Music for the floppy outro: win
Tune 21 - Music for the floppy outro: lose
I can only guess that we dont know the original filename because they weren't included with the windows version. If I had to make up a new name based on the floppy intro they'd be something like GMNEWWIN and GMNEWLOS.

I can't recall anywhere GMSIG gets used either. Actually listing to it it just sounds like the first 26 seconds of the floppy intro.

41
Open Feedback / Re: OpenXCom TFTD MT-32 Music Pack?
« on: June 24, 2014, 06:15:17 pm »
That's very helpful, I've got GMBIGMAR, and I should have any Victory slideshow music in a few minutes(ish). Still don't have GMATTBAS though. I'm guessing that's the briefing for Alien Artifact/Colony attack missions. Can you share a Geoscape save from just before you attacked T'Leth?

Hmm, I think I have...
Yes game 2. Here you go.

I hope you didn't get too many of my aquanauts killed. I remember them fondly. It was the first time I finished TFTD!

I'll see if I can fish out GMATTBAS when I get home.

42
Open Feedback / Re: OpenXCom TFTD MT-32 Music Pack?
« on: June 24, 2014, 03:10:07 pm »
Here, dunno if it will help but I've attached my save for my last playthough of TFTD, its a battlescape save in t'leth part 2, end turn to progress to part 3.

I also have a modified OpenXcom codebase at home that lets me extract the midis directly from the .cat files if you are missing anything. I used it to make a custom Gravis Ultrasound .ogg set. I actualy spend a couple of weeks playing OpenXcom with the TFTD GM.cat. Ah the nostalgia.

43
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 22, 2014, 04:23:26 pm »
I assume therefore that it crashes the second you press the new battle button on the main menu?

I'm not seeing an issue, either with my personal git build or with the version in the first post. Lemme have a crack at some sort of installation guide, it might be an installation issue.

  • Download the latest nightly build from https://openxcom.org/git-builds/ and extract the zip to the location of your choice on your pc. (Ideally you would want the version Shoes's fork is built against, but the contained resources shouldn't be so far out of date that it causes problems.)
  • Download the link to the zip from the first page.
  • Extract the OpenXcom.exe from the download over the exe in the folder you created in step 1.
  • Open the DLLs folder and extract them to the same location as OpenXcom.exe. (With the official builds the DLLs are all compiled into the exe, but visual studio used to build soldier diaries doesn't, so we need to provide them separately.)
  • Extract the resources folder into the data folder overwriting any conflicts
  • Install the original game resources to the data folder as explained here: https://www.ufopaedia.org/index.php?title=Installing_%28OpenXcom%29 (Alternately install them to the user folder mentioned on that page to avoid having to install them more than once per user!)

If it still doesn't work after that I will be most confused. Either that or I'm worse at instructions that I thought :)

44
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: May 16, 2014, 08:04:32 am »
Heh, no problem, I'm new to pull requests too. Actually I'm new to git on the whole, its a miracle its working as well as it is.

EDIT: Right, I know that ones good! New PR up on github.

EDIT2: Just got the email notification that you did the merge. We got there in the end! I'll keep playing with the mod and let you know if I run into any further problems.

45
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: May 15, 2014, 08:24:34 pm »
Got carried away and made the missions page stay put after looking at one too. Was fairly simple after I had a look at SoldiersInfo.cpp as I realised that it sould have the same problem and didn't. Turns out you don't have to reset the scroll position straight away. Instead wait a until the list is repopulated, then check if you need to, i.e. outside new bounds.

I submitted a pull request to github with the code for you.

EDIT:
Apologies for spamming your git with pull requests. When I initially did the fixes I had trouble creating the pull request, I didn't realise I could only do pull requests from remote branches. Thinking I could only do it with branches based on my master (which was up to date with SupSupers) I create a branch off of that and merged everything in. Once I realised what was going on I created another branch off of yours this time. Then I created the new pull request and closed the wrong one!

Oh well, Its there now if you want it.

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