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Messages - ohartenstein23

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Help / Re: SpecialWeapons Question
« on: January 15, 2022, 10:00:59 pm »
"Special Weapons" are just another way to access a weapon that isn't placing a gun in a soldier's hand. To get them to appear, you need:

  • To define the weapon as a specialWeapon on either an armor or on a unit for HWPs
  • To add specialIconSprite or specialUseEmptyHand on the weapon's item definition

Suggestions / Re: hit angle and armor side
« on: November 18, 2021, 02:11:32 pm »
Using a different armor value for explosions is possible using OXCE scripts, but in most conditions the under armor will only be hit when an explosion is centered on a unit or on an adjacent tile, making it a pretty good estimate of "explosion defense".

Tools / Re: World Editor request
« on: October 18, 2021, 04:27:42 pm »
I considered making an editor for globe data, but given how little time I've had to finish the map editor, it's not going to happen anytime soon.

40k / Re: 40k Bug/crashes/problem´s report
« on: August 18, 2021, 02:28:53 am »
Are you keeping the older version of the mod in the same folder? Even the .zip files can mess up the mod if left in the same folder.

40k / Re: 40k Bug/crashes/problem´s report
« on: August 17, 2021, 03:09:32 pm »
You should also remove/sell the STR_TACTICAL_CARE_PACKAGE from your base stores, those were only for getting some initial gear in earlier versions and are now deprecated.

40k / Re: Mind Control?
« on: August 16, 2021, 02:35:00 pm »
Mind control was removed from Librarian powers in favor of other abilities.

40k / Re: 40k Bug/crashes/problem´s report
« on: August 16, 2021, 02:34:08 pm »

Encountered a crash on both saves (same world) on Feb 8th. No clue what's happening, but I can't seem to avoid it.

Try updating to the latest version of the mod, 030.

40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 11, 2021, 12:35:47 am »
Assault bolters, if bulletdesigner made them work like storm bolters, are nearly the mathematical equivalent of firing two standard bolts that hit the exact same spot. We tried other methods of firing two bolts instead of one, but none of them quite satisfied how we wanted them to behave. Just think of them as firing two shots that follow the exact same trajectory for expected damage.

40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 10, 2021, 03:30:50 pm »
There are intentionally few linear weapon upgrades. Most weapons you research are more about opening up more tactical options. What you think is useful is related to your playstyle - I've heard players say they fully switch to plasma as quickly as they can, others love abusing the terrain destruction of meltas, and some throw as many powerfists as possible.

If you found weapons you enjoy and didn't use the same one gun for everyone the entire campaign, then it's working the way we intended.

I do have some .bashrc aliases, but I don't use them much since I do some dev work on the executable. For mods that use the drop-down at the top of the mods menu, e.g. "master" mods like 40k, XCF, and Piratez, they create a separate folder within "user" so you don't have to worry about save file names between them.

I similarly run multiple mods on Ubuntu, I put a single installation under my home folder that also contains OXCE's user/mods and config folders. That is, everything OXCE is all in one directory. Then I just run the program with different command line options:

Code: [Select]
./OpenXcomEx -user "./user" -config "./config" # for UFO
./OpenXcomEx -user "./user" -config "./config_40k" # for WH40k
./OpenXcomEx -user "./user" -config "./config_xcomfiles" # for X-Com Files
# ... etc.

OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: August 03, 2021, 04:50:16 pm »
Well, to me would be good any kind of solution - when changing tile, or even with hitting some button to calculate shades, and in that mode you can't edit the map, just observe it. Could be a new mode together with tile/nodes. Any solution would better than saving map, moving it from save to mod, closing and reopening the game and launching battlescape.

Updating whole map lighting on changing a tile is a slowdown that I don't want to introduce into the editor. I will have an option to better preview the map in the future without needing to load it into a mod.

OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: August 01, 2021, 04:25:09 pm »
You told that there is an issue with drawing light sources and shade like the game does it (including advanced light path algorithms). What is the actual problem, if it still persist?

The problem was that updating lighting for the entire map is computationally expensive, and the editor can call for lighting updates rather quickly. To prevent slowdown from that, I believe I only call for updates in the (x, y) column of tiles when a tile is added or removed. Also, I haven't added any way to check the map with different global shade values.

One of TFTD map results in an crash by unexpected error. Apparently this is a rout-mistake of the developers of the game itself. Is there anything you can do to handle errors like this correctly? Or is it a special case, that does not require intervention? In any case, this is not a problem, as long as there are other map editors that can be used to fix the .RPM file. Just in case, I am attaching files, although in theory this error can be reproduced on any standard ones.


looks like 4ky's issue (above^) is an out-of-bounds node(s). But i just want to note (in case you're unaware of this) that several TFTD route-files have noderanks that are set to an invalid value ... ie. 9 when the limit is 0..8


not sure how ( or if ) you want to handle those

As kevL said, some RMP files in TFTD have invalid node values and positions. The editor doesn't have any extra validation yet, so you'll have to use another tool like MapView or a hex editor to correct those before my code will be able to handle that map. I'll add it to my list to for for my next update.

OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: July 28, 2021, 02:20:25 am »
I wasn't planning on drawing TFTD sprites until I had a full release candidate. However, if you have a standalone mod that gets it working, I'll update the first post with a link to it.

OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: July 27, 2021, 09:19:59 pm »
Don't need the log to tell you what's not working - I only drew sprites for the Map Editor UI for UFO.

If you want to use this in TFTD, then you'll need to add the UI sprites either through a mod or by adding it to the "standard" folder in your installation. This means:

1. Making a copy of the image file located at standard/xcom1/Resources/Extended/UI/mapeditor_icons.png, editing it to the TFTD palette, and placing it either in the standard/xcom2 folder or your own mod.

2. Referencing this new image file in a ruleset file, either in standard/xcom2/extraSprites.rul if you put the image in the standard folder or somewhere in your own mod, containing the following lines:

Code: [Select]
extraSprites: # must be somewhere under the extraSprites header
  - type: MapEditorIcons
    width: 320
    height: 240
    subX: 32
    subY: 40
      0: Resources/Extended/UI/mapeditor_icons.png #this is for putting it in the standard folder, change it to wherever you put the image

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