Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ohartenstein23

Pages: 1 2 [3] 4 5 ... 129
31
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.

@ohartenstein23

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

/iirc

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.

32
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.

33
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
    files:
      0: Resources/Extended/UI/mapeditor_icons.png #this is for putting it in the standard folder, change it to wherever you put the image

34
40k / Re: 40k
« on: July 25, 2021, 05:35:54 pm »
New version of the mod is up - you can now play as Primaris Space Marines and deck them out in Salamanders Chapter livery. Download is on our mod.io page!

35
Help / Re: Damage type in Ufopedia
« on: July 22, 2021, 03:27:34 am »
No, an explosion will still occur, it just won't do "Explosive" damage, it will do "Piercing" damage. Think of it like this: damageType will set the default values for damageAlter (including setting ResistType = damageType), then ResistType changes which modifier on the armor is used for the calculations.

36
OXCE Builds & Ports / Re: Mods not showing on OXCE 7 android
« on: July 22, 2021, 03:25:03 am »
More recent versions of OXCE require that mods have a metadata.yml file. They purposefully won't recognize mods without them.

37
Help / Re: Damage type in Ufopedia
« on: July 21, 2021, 02:39:10 pm »
If the arrow uses piercing resistance, it does not do burn damage. It may ignite the target, but that still isn't the damage type it's doing. See the same type of item in Piratez - the article just says the weapon has a chance of igniting the target in the text, it doesn't say the arrow does fire damage.

38
Help / Re: Damage type in Ufopedia
« on: July 21, 2021, 04:49:52 am »
Why do you need it to display damageType instead? ResistType effectively overrides damageType and determines which modifier is used on an armor hit by that weapon. I'd worry that putting damageType there instead would mislead players about what the weapon actually does.

I'd recommend switching how you handle the damageAlter for that item instead so that the ResistType is the one you want displayed.

39
OXCE Support Y-scripts / Re: [Request] key pressed script hook.
« on: July 20, 2021, 07:12:56 pm »
There are some ways that you can do this with existing scripts, assuming you only have one script tag on the BattleUnit to describe the current shield HP. Create an item that is built in to the unit's armor (maybe give it to every player unit in a special inventory slot made for the purpose?). You can then either:

  • Update the ammo quantity value on the item every turn/when the unit is hit to be equal to the shield HP value.
  • Draw a colored bar on the item that gets recolored/reshaded to represent the shield HP value.

It still requires opening the inventory to see the shield HP, but it doesn't require new engine code to function.

You could also create a "weapon" that only costs 1 TU to fire (maybe refund it on hitting something?), does no damage, and on hitting a unit flashes a message with the unit's shield HP.

40
Help / Re: Single stage terror mission
« on: July 12, 2021, 02:35:19 am »
There are two ways you could approach it - in your own mod delete the deployment then copy the standard TFTD deployment without the nextStage part:

Code: [Select]
alienDeployments:
  - delete: STR_CARGO_SHIP_P1

  - type: STR_CARGO_SHIP_P1
    # copy everything from standard/xcom2 ruleset
    # but either leave out or comment out nextStage

Or you can use the empty nextStage like this:

Code: [Select]
alienDeployments:
  - type: STR_CARGO_SHIP_P1
    nextStage: "" # when something in the ruleset asks for a single string ID, empty quotation marks is the proper syntax for not defined

41
OXCE Support / Re: OXCE + Cheat Engine: soldier values pointers?
« on: June 17, 2021, 09:09:27 pm »
I am curious, what exactely are you trying to achieve by using a memory editor?

I'm also curious; the save files are all plain text, so editing soldier values mid-battle just requires a save, open file in notepad, edit, and load.

42
The X-Com Files / Re: Real weapons overhaul discussion
« on: May 22, 2021, 05:16:50 pm »
I politely disagree.
Vanilla is super fun.

Vanilla also had the option to just use rocket launchers from the very start. XCF doesn't afford you that luxury until a while into the game. That one pistol or rifle is likely your best bet until then.

43
The Map Pack likely caused the problem. Part of recovering items from the UFOs are terrain and map data, so a CMP map may use data that counts as special items to recover in Reaver's mod. Try turning it off and playing a small scout mission again.

44
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 09, 2021, 06:07:31 pm »
We generate terror missions all the time from bases in 40k. That is an old restriction, since lifted.

You could also use the operationType attributes on the alienMission to make it scripted but still require a certain type of base.

45
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 09, 2021, 04:58:52 pm »
Likely not the way you're thinking, but you can make infiltrations use an alien base deployment that generates the missions you want separate from any other type of alien base.

Pages: 1 2 [3] 4 5 ... 129