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Topics - KingMob4313

Pages: 1 [2] 3
16
Tools / OpenXCom soldier generator
« on: October 04, 2014, 05:55:46 pm »
Hello all,

I'm big into 'Starring as'...

Spoiler:
It's a term I've used for a long time for something I always find myself doing since I started playing video games: placing my friends in the video games I play. It didn't matter what it was, Final Fantasy, X-Com, Football games, Baseball games... Whatever. It didn't matter. If it had a cast of characters that I could somewhat relate to my friends, they'd get named after them.

Now, many a time I wouldn't be given the option to name the characters or players. So, ever since I was about 15, I started using hex editing tools to change the names, change the dialogue and make the statistics and attributes and such of the characters match the person they represent.

In fact, I've taken it so far as to edit some old games to make a whole side large storyline in the game involve my friends, and reference a story my friend wrote back in high school.

I think it's just because I dig my friends and if I'm having some epic adventure, saving the human race from Sectoids, Scrapping our way to the superbowl, or anything else... Who else would you want along with you, but your friends?

...So in order to facilitate this in OpenXcom, I put together a little yaml generator for creating soldiers.  It comes with a xlsx spreadsheet to use with it. Just enter your soldier's values into the sheet, feed the sheet to the generator, then copy the generated YAML into your save file and your soldiers will be in the game next time you load the game.

Not sure if it will be handy to anyone else, but I thought I'd push it out there.


LINK SPOILED

17
Okay, Trying to get this very small ruleset to work and it's refusing to go.

Can anyone see what might be causing the issue?

I've tried shifting things around and nothing seems to fix it.


18
Work In Progress / Two weapon HWP
« on: September 25, 2014, 04:36:20 pm »
Everyone is talking about how this is possible, but I still haven't figured out how it is done.

Can someone please point me in the right direction?

19
Work In Progress / Request: graphic template for craft weapons.
« on: September 18, 2014, 01:43:18 am »
I've been digging around in my original Xcom, but can't seem to find it.

Anyone have the craft weapon background that the text goes over?  I know I'll have to add the bit for the actual weapon, but I can't find the graphic anywhere!

Can anyone HBO?

20
Work In Progress / Hyperwave decoder complications and questions.
« on: September 02, 2014, 05:30:23 pm »
As part of the work on my Equal Terms mod, I am trying to introduce logical flows to research trees to try to slow the massive jumps in technology that can put a game into end-game mode in less than 2 months.  I've already introduced some bottlenecks by inverting the laser weapon technology research path (starts with laser cannons) and requiring a capture and interrogation of an Alien Engineer and the research of a base alien weapon in order to even start to research how to use plasma weapons.

The next portion I am looking to address is the hyperwave decoder.  I was looking at adding a complication that requires taking down an alien base before the Hyperwave decoder can be researched.  The concept behind this change is while the individual UFOs have communicators on them, they all have what amounts to a 'One Time Pad' form of encryption ( https://en.wikipedia.org/wiki/One-time_pad ) so that getting the technology off a UFO is near useless.  In order to get the base code, a base will have to be raided.

I can think of a few ways of handling this:

1) Link it to the Alien commander
Pros: Would require a trivial change in YAML to implement
Cons: Would overlap Martial Solution research.  I hate two-for-ones

2) Link it to an existing tile that's only found in an alien base
Pros: Would require little work to implement, just finding an appropriate tile. Also would require player to carefully approach the base, instead of just resorting to 'haunted rubble' theory.
Cons: Finding an appropriate tile that is not on a base game UFO would be difficult and would probably be illogical (it would end up being something weird like a rock or something). Additionally, even if a proper tile is selected, many tiles are re-used in mods like Luke's awesome UFO mod or map mods.

3) Create a new tile, in a modified map zone, linked to an geoscape item and a research item
Pros: Would be the best method. Place the tile in an appropriate place in the commander's room, and it would make that final storming that much more difficult.
Cons: I have no idea where to start with this.  Also, it may require an actual code change.

This would also allow me to add a research item for improved radar once alien alloys are researched (knowing the radar characteristics of the ufos would improve detection). They would have to be new radars. The perfect alternative would be to have a 1 tile facility that improves all radar, either increasing the detection rate, or shortening the time between radar 'pings'.  I think both would require code changes, but both would be within reach of my coding skills.

Anyone have any suggestions on how to tackle this?

21
Released Mods / [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: September 02, 2014, 05:21:34 am »
Working of the basis of my Equal Terms 1.0 mod, I've now expanded the mod out to all 3 tech levels. There are now full fire-team weapons for gunpowder (with alloy ammo), laser and plasma. 

The fire-team weapons are: Pistol, Magnum, SMG, Assault Rifle, Designated Marksman's Rifle, Sniper Rifle, Light Machine Gun/Saw.

Right now the mod has been divided up into three sections

Wolfram Lance: Tier 0 (base human) and 0.5 (alloy ammo) weapons
Coherency: Tier 1 Laser weapons
Fourth State: Plasma Weapons

Here's a sneak peek:



UPDATE:

Latest version here:
Latest Beta: 1.9991

Warnings: The listorders are a complete mess, but will be fixed before final.

This version contains all the conventional, laser, and plasma tanks.

Let me know what you guys think:

https://dl.dropboxusercontent.com/u/1502368/EqualTerms1.9991Beta.zip

Version 1.9991
 - Added Laser Tanks
  - Laser GMG + Improved 40mm Grenade
  - Laser Cannon + Improved 40mm Grenade
  - Improved Heavy Rocket + Laser SMG
  - Improved Light Rocket + Laser SMG
- Added Plasma Tanks
  - Laser GMG + 40mm Alien Grenade
  - Laser Cannon + 40mm Alien Grenade
  - (missing blaster tank, sorry!)

  - fixed missing sawammo.gif

22
Work In Progress / Handobs weirdness.
« on: September 01, 2014, 08:40:22 pm »
Always with the troubles, I know.

I got something weird going on with my handobs. 

Code: [Select]
  - type: HANDOB.PCK
    width: 256
    height: 40
    subX: 32
    subY: 40
    files:
      370: Resources/FourthState/PlasmaRifle/Alien/PlasmaRifleh.gif
      371: Resources/FourthState/PlasmaRifle/Human/HumanPlasmaRifleh.gif
      470: Resources/FourthState/PlasmaDMR/Human/HumanPlasmaDMRh.gif
      570: Resources/FourthState/PlasmaSMG/Human/HumanPlasmaSMGh.gif
      670: Resources/FourthState/SniperPlasma/Human/HumanSniperPlasmah.gif
      770: Resources/FourthState/PlasmaMagnum/Human/HumanPlasmaMagnumh.gif
      870: Resources/FourthState/HeavyPlasma/Alien/HeavyPlasmah.gif
      871: Resources/FourthState/HeavyPlasma/Human/HumanHeavyPlasmah.gif
      872: Resources/FourthState/PlasmaLMG/Human/HumanPlasmaLMGh.gif
      970: Resources/FourthState/PlasmaPistol/Alien/PlasmaPistolh.gif
      971: Resources/FourthState/PlasmaPistol/Human/HumanPlasmaPistolh.gif

So all are using the 256 x 40 template with 32x40 subunits.  All of them are working just fine, except for my Human Heavy Plasma.

See below:

All the two handers are arranged per standard, but only one is screwed up.

I have this problem with my other mods too.

23
Work In Progress / Problems with new complex ruleset [WIP]
« on: August 29, 2014, 06:17:00 am »
Okay, I'm just running through some of the more complicated portions of my ruleset, and now I need to capture an engineer.

Anyone have a bit of copy pasta for my save file that can put that in there?  I've already used save file editing to fake prerequisites for things, but going through the mess of capturing just for testing sucks.

24
Programming / Adding new ::options:: to code base.
« on: August 18, 2014, 06:13:26 pm »
Disclaimer: I am no where near a check-in or a legit branch to do a check-in

I've been scrambling through the code lately, making a number of changes for my own benefit and fun (immortal mod and so on) but there is still one point that's escaping me:

I'd like to make new base options that can be selected at the advanced options menu that can enable or disable some of these mods, but I'm a bit lost on how it reads and enumerates those options.  Anyone have an idea of where I can go looking in the code base?


25
Fan-Stuff / Into the Maw [Story]
« on: August 18, 2014, 04:46:13 am »
This was the quiet time before a mission. The pilots never gave us an ETA, operating procedure I guess.  There was some rumbling that this would be our own operation soon, but right now, we were all just following sealed orders.

Nerves caused even the more boisterous of the squad like Bachman or Ventimiglia to fall silent, their words like a held breath. Some had their helmets on, coordinating the RSDSA systems between each others' systems. A few re-situated their packs, or checked their gear. Others had their heads bent, lost in thought or maybe prayer. Only Meloche dozed, slung in his straps, head lolling to the side.

Me, I wrenched myself around in my straps to stare out the small window next to me. The re-engineered Antonov An-72 'Skyranger' skimmed over the deep blue of the Atlantic, below the massing clouds that raced above us. They streamed westward towards the smoldering setting sun, the flagging sunlight cast a string broken glass across the waves over the Gulf of Guinea. Searching the darkening sky at the fore of the plane, the airspace was clear; no signs of the NATO fighter escort or the Nigeria Airforce or even the coastline yet.

Next to me, Fazzalari kicked at the stock of his weapon that was held vertical between his knees. It was one of the new chemical laser rifles the rest of the techs and I put together just days before. Built on top of one of the Assault rifle lowers, it was a near-prototype and looked the part.

'It's way above my pay-grade...' Fazzalari chipped in, flashing a knowing glance to the big Sicilian Ventimiglia across from him. '...But didn't the egg heads pick up this thing? I mean, it would be nice if we could actually aim without the mask getting in the way.' I looked to my own laser rifle held in the rack above me. The fuel cell placement making up the stock was one of the compromises I fought against.

Bachman barked from his place near the front of the plane before they could laugh. "Hey! We fucking tried to make it more compact, Fazzalari. You, Bell and `Brozy bitched that the alpha rifle didn't have burst fire. So we gave you burst fire."

Ambrozy, he was still recovering from the last mission: retrieval of a downed craft. Both he and Bell were at the front of the entry-stack. Bell, if his suit's Trauma-Management-System didn't ice him, the team would have had to drag him back to base in two buckets.  The instant tissue cloning and knitting technology recovered before the start of the X-com project allowed the medical techs to work miracles on the squad. I was one of the few that was allowed in the rebuild rooms before my injured teammates were put out into general convalescence. I always wished I wasn't after.

Wetting my lips, I pushed a retort, rising up over the din of the engine noise. "If it was that bad, wouldn't you think us 'eggheads'..." Letting the word sizzle on my tongue with a hiss. "...would still be using the Type-8 rifles? Wait until one of those lizards drops from two shots, instead of half a clip like before."

"Hey, Bean, it's cool! It looked nice at the range, we'll see if it falls apart like it's made of Lego-bricks if you drop it." Lipke offered, laughing. "If it does, have fun with the little pop-gun." He gestured to the machine pistol on my hip. Again, my research colleagues back at North-Comm complained about me taking the PDW with me, that it didn't 'show confidence in the technology' to have a backup.

But they were back at the base. Only three of us from the tech team were on this jet heading for the capital of Nigeria, in the heart of the blackout. Those complaining about the PDW were not about to walk out the back of a troop carrier, to fight God-knows-what, using weapon technology that has never seen combat.

I checked out the window again. It was maybe an hour before sunset, and I could see it now. The dying daylight light gleamed off the two mile high translucent deflective screen the Xenos established. It kept the local governments from moving in their troops, armor and air support into the area. They generally struck whatever military or significant police force was in the area before they landed. Why the screens were up sometimes and down during other incursions could only be guessed at, but only our jet was equipped with technology that could bypass the screen.

However, this was much different than the retrieval or interception of landed or downed crafts. This was why only three of the half-dozen combat-trained techs were sent in. This was another Auckland. Another horror-show.

"Twenty seconds until we hit the field, generators are powering up." The navigator crackled in over the loud speaker, voice echoing in our helmets. I reached up to the lifted faceplate of the RSDSA mask to power it off, and then my weapon. It was just a precaution but I saw everyone else did the same. My fellow scientist Dr. Robert nudged the sleeping SAS man.

Meloche roused at the prodding with an audible grump. "What now?"  Robert lifted his chin to indicate to the humming generator situated above our heads, filling hold with the smell of diesel and ozone.  Meloche shrugged and tapped his mask, indicating that it was already off. 

Again, the Anatov grew quiet, then  shuddered as it pieced the alien energy field. As it did, the windows flashed as flares blossomed around the Anatov, and a half dozen interdiction packages launched from the wings, soaring out over the besieged city.

"Drones and decoys are away, we see their main troop carrier on the east side of the city."  The navigator strained over the loudspeaker as the floor canted, the heterodyning frequencies of the field generator squealing over his words.  There was a slight pause, everyone was standing now, either to finish loading their gear, or locking up their armor.  "The LZ is hot."

"Looks like all of Lagos is hot.  Touchdown in thirty seconds." DeVooght countered gruffly as he leaned to look out the window, squinting to see past all the smoke as his SAW machine gun danged from it's assault sling.  "Looks real bad."  The Marine just shook his head, and lowered the black armored faceplate down and locked it in.

Before I could turn to look out the window again, a spatter of metal flew past my face, slapping against the side walls of the vehicle.  Glancing back, I could still see the seared glow of where a heavy plasma shot had slammed into the undercarrage of the Anatov a handful of feet away from the larger of the Hauschulz brothers, his eyes wide and he leaned away from the still smoldering perforation. I hastened to get my faceplate down, self-preservation overpowering the animal-panic of claustrophobia that always hit me before the displays and filtration kicked in on the helmet, filling my nostrils with cool air.

"We're taking some fire." The speaker kicked in, in case we didn't notice.  I could see everyone was looking towards the back of the Antonov as it leaned, the image processors and passive sonic area scanners indicating where the squad's attentions were focused as they swept over the rear door and the CROWS mini-tank at the back of the Skyranger.  I gripped the railing above my head, as I was almost pulled off my feet by the sudden change of direction and drop as the Anatov's wings shifted to VTOL mode.

The descent slowed and the navigator came in over the comm.  "I've put us down behind a gas station and near a three floor apartment.  Dropping the doors in three-two-one..."

26
Troubleshooting / Weird issue with Medikits.
« on: August 16, 2014, 07:20:30 pm »
I'm playing a modded game I just encountered and issue.

There are no mods affecting inventory boxes or the medikits themselves.

But if I try to go to a UFO site with medi-kits in the backpacks before landing, I get an error at  around line 291 in Game.ccp

Code: [Select]
while(i != _states.begin() && !(*i)->isScreen());

for (; i != _states.end(); ++i)
{
(*i)->blit();
}
_fpsCounter->blit(_screen->getSurface());
_cursor->blit(_screen->getSurface());
_screen->flip();

If I pull the medikits out of people's backpacks before landing the issue goes away.

EDIT: Further investigation has to do with something about the handobj.  I've not changed it so...

Any idea what could be causing this?

27
Work In Progress / Research, Ufopedia and popups
« on: August 09, 2014, 04:38:22 am »
I've been reading through other mods, but the method has escaped me:

Is there a way to get the 'info' screen to pop up when you complete research and before manufacturing?  There's a number of things I'd like to try to relate in the game without forcing the player to go back in after and read the ufopedia, but I also need that capability.

28
Work In Progress / Items, Research, and Requirements.
« on: August 04, 2014, 05:34:03 pm »
Okay, having a little issue.

I added a new research spot called 'Alloy Manufacturing'.  Once that is researched, you can produce a number of things, including alloy ammunition.

Code: [Select]
  - name: STR_ALLOY_MANUFACTURING
    cost: 200
    points: 20
    needItem: false
    dependencies:
      - STR_ALIEN_ALLOYS

So I added

Code: [Select]
    requires:
      - STR_ALLOY_MANUFACTURING

To my items.  However, it seems that it's being ignored, because I can see all the items that require it right from the start.

What am I missing?


29
Released Mods / [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« on: July 24, 2014, 05:59:51 am »
--= Equal Terms (1.0) Modification for Open-X-Com =--
By KingMob4313 and Ickschuss. Created for X-Com: Ufo Defense May 2000.
Last updated October 2015.


Please See Version 2.0 for expanded gameplay that applies the Equal Terms concept over all 3 tiers of weaponry!


Current Version: 1.03 [FINAL]

Link to Github files for the mod: https://github.com/KingMob4313/Equal-Terms-Mods/tree/master/v1.0

Installation: unzip the package to your OpenXcom directory and answer yes to the overwrites (if needed).

NOTE: THIS MOD SUPPRESSES THE NORMAL HUMAN WEAPONS FROM BEING AVAILABLE AND ADDS THE NEW VERSIONS TO THE GAME.

Concept:

The purpose of this modification is give players starting weapons with real life equivalents, ie: weapons UN forces would be using against these UFO attacks.  The starting human weapons have been replaced with the following: a 5.7mm machine pistol, a 6.8mm Assault Rifle, a Squad Automatic Weapon, and a .50 calibre Anti-Materiel Sniper rifle. There are also new additions of a pump combat shogun, a 9mm submachine gun, a .454 magnum revolver, a 7.62x51mm designated marksman's rifle, a single shot rocket launcher and an incendiary grenade that can be purchased, like all the human weapons and an alloy shogun to be researched later.

There are also two different armors that can be purchased, based on current armor technology.

This patch also increases some explosive damages and tweaks the other weapon damages, accuracies and fire rates for the other weapons to create some sort of game balance. In general, autofire will be much less accurate than before, making aimed and snap shots much more favourable.

This mod requires the range based accuracy mod from UFOextender enabled for proper balance.

-= Change Summary =-
1) Role Based Weaponry: Weapons now favor the roles they are used in combat. For doing entries on a UFO or building, shoguns, SMG and pistols are much more capable weapons than assault and sniper rifles.  In fact, some weapons are inherently more inaccurate at close ranges than medium ranges. At the same time, many weapons suitable for use in entries lack long range capabilities.

2) Weapon Types: Powder weapons fire the most shots in auto and most snap shots of all the weapon damage types.  Lasers have the best accuracy in autofire, at expense of their accuracy in aimed shots. Plasma weapons do the most damage.

3) Autofire is much less accurate than in the base game.  Each weapon firing mode has it's advantages depending on the weapon's role and type. Making single aimed shots with the SAW or snap shots with the Sniper Rifle are not as efficient as using those weapons as they are intended.

Changelog:
-= Current Version =-

Version 1.03
 - Fixed *nix compatibility issue with file pathing case sensitivity

Contributions:
French translation by Infini

Machine Pistol, Magnum, SMG, Assault Rifle, Small Rocket, Incendiary Grenade, APFSDS Rocket
Yaml Code, Sprites and Sounds: KingMob4313

Shotgun
Sprites: Ryskeliini & Warboy1982
Yaml Code: Ryskeliini, Warboy1982 & KingMob4313

Sniper Rifle
Sprites: Toshiaki2115, Warboy1982 & KingMob4313
Yaml Code: Warboy1982 & KingMob4313
Sounds: KingMob4313

Designated Marksman's Rifle (Marksmans Rifle)
Sprites: Chiko & KingMob4313
Yaml Code & Sounds: KingMob4313

SSRL
Sprites: Ryskeliini & KingMob4313
Yaml Code & Sounds: KingMob4313

Armor:
Sprites: Warboy1982 & Fox105iwsp & KingMob4313
Yaml Code: KingMob4313 & Fox105iwsp

Yaml reorganization: yrizoud (version 0.86)

30
Programming / Option for autofire recoil
« on: July 11, 2014, 02:53:50 am »
I'm about 25% the way into making changes to the code I pulled down to utilize a new field under weapons called 'recoil'.  This would be the penalty (or bonus for negative values) that each further shot in an auto-fire string takes.

I was figuring on making it account for strength, using the following equation: Recoil Adjustment = (sqr(Str * 1.5)) - (5 + Weapon Recoil Stat) with minimum of 1. This would be deducted on every shot past the first. So soldier with a 35% chance to hit with a burst will have 35 for the first shot, then 35 - Recoil Adjustment, then 35 - (2* Recoil Adjustment) and so on.

NEW FORMULA: Recoil Adjustment = Recoil - ((sqr(Str * 1.5)) - 5)

Depending on logistics, I could also see about having it show the 'average' hit rate for the burst, instead of the first shot's percentage.

This would be a further option with default values of zero and only be exposed for modders and have no effect if the option is turned off, like the range based accuracy.

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