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Messages - ohartenstein23

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91
Open Feedback / Re: Tuprime value Hardcoded?
« on: November 03, 2020, 12:44:19 am »
Are you using this mod in OpenXcom Extended (OXCE) or OpenXcom (OXC)? The ruleset values tuPrime and tuUnprime are only used if your mod is running on OXCE. This is true for all of the values in the ruleset reference on ufopaedia.org that are highlighted in green.

92
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: November 02, 2020, 12:06:14 am »
Guess I could add a list of changes as I release them in this thread. Here's what the latest release brought:

  • Drag-select with the mouse to pick multiple tiles/nodes for editing
  • Modifying how you select tiles/nodes with Shift and Control keys
  • Fix for UFO doors opening and remaining open (just a cosmetic bug)
  • User options for drag-select modes
  • User options for setting the maximum size of the tile selection panel
  • User option to close the tile selection panel after you click

You can clear the selection by left-clicking outside the map. I'd rather not overload the Esc button too much, but I can add another hotkey to clear the selection, probably default 'X' for now.

Control + Shift together only selects tiles within the area you've already selected. Think opposite of what Control alone does - it won't affect tiles outside the previous selection.

93
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: November 01, 2020, 10:44:28 pm »
wow. good luck o23

Thanks kevL!

snip

Glad you're enjoying using it Finnik, and thanks for the feedback and bugreports on discord.

I'm releasing an update with the ability to select multiple tiles and nodes at a time for editing, check the first post for new downloads. There are some new user options too that go along with the selections and based on feedback I've received.

It also includes a fix for UFO doors opening and remaining open when placing them where a tile was previously. This was just a cosmetic bug, the doors would be closed properly if the map was loaded into the battlescape.

Next up on the feature list is copy/cut/paste, probably followed by find/replace buttons. At that point, most of the features for the editor itself will be done and I'll move on to better file management support.

94
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: November 01, 2020, 10:25:02 pm »
[01-11-2020_18-43-23]   [ERROR]   FileRecord::at(Resources_IG/Floorobs/floorob_heavybolter_guard.png): requested file not found.
not sure what to do, I have no savegame, downloaded the most recent version with cutscenes and tried to open with openxcom extended version 6.7.2

I can't reproduce the error you're seeing on my end. The file certainly exists in the mod, and it launches and displays fine for me. Try re-installing both OXCE and the mod?

95
40k / Re: 40k
« on: October 31, 2020, 07:19:01 pm »
Version 026 is in the process of being uploaded! Bulletdesigner has been hard at work adding the Adeptus Arbites as a new player faction, hope you enjoy them! This version will also be compliant with more recent OXCE releases, so you can safely use the latest OXCE with 40k again. You can download from our mod.io page!

96
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 26, 2020, 02:13:12 am »
I apologize for jumping to the conclusion that this post was rude, sorry about that.

For preventing reactions (besides just removing snap shots from a weapon):

This is equivalent to what I presume is your enemyReactionFire: false, that is, when you shoot an alien with the pistol, it will not react to you:
Code: [Select]
items:
  - type: STR_PISTOL
    scripts:
      reactionWeaponAction: |
        return 0;

If you want a weapon to not reaction fire (reactionFire: false), you would need to include something like this in the mod:
Code: [Select]
extended:
  tags:
    BattleItem:
      WEAPON_CANNOT_REACT: int

  scripts:
    reactionUnitReaction:
      - offset: 1
        code: |
          var ptr RuleItem weaponRuleset;
          var int weaponCannotReact;

          weapon.getRuleItem weaponRuleset;
          weaponRuleset.getTag weaponCannotReact Tag.WEAPON_CANNOT_REACT;

          if neq 0 weaponCannotReact;

            set reaction_chance 0;

          end;

          return reaction_chance;

items:
  - type: STR_PISTOL
    tags:
      WEAPON_CANNOT_REACT: 1

Although I would still recommend doing this instead:
Code: [Select]
items:
  - type: STR_PISTOL
    tuSnap: 0 # removes snap shots and any possibility of reaction fire from the pistol

97
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: October 26, 2020, 12:27:26 am »

98
OpenXcom Extended / [Documentation] [Feedback] Map Editor
« on: October 26, 2020, 12:26:44 am »
I'm making available an alpha release of a map editor for OXCE that I've been working on! This tool is intended for helping modders and other interested community members to make small-scale changes on existing MAP/RMP files in a mod from within OXCE - for large scale map creation the MapView tool maintained by kevL is a better choice.

Attached to this post are 64-bit Windows and Ubuntu 22.04 builds of OXCE with the map editor included - any other operating systems would need to be compiled from my source code, which can be found on GitHub. It is currently built on top of OXCE 7.8.6. Any updates to OXCE or bug fixes for the editor will have to wait until the next feature release of the editor. Installation is done in the same way as for OXCE, and I would recommend keeping the installation of the editor separate from the OXCE version you use for regular play/modding.

*** IMPORTANT CAVEAT: This is an incomplete feature and not a part of official OXCE releases. Do NOT bother Meridian with bug reports or requests regarding this map editor. ***

Extensive documentation of the editor and its features is contained in the build downloads below. For the features currently available and the kinds of feedback I'd appreciate on this build, I'm including a bit from the first page of that documentation:

Quote
This is the documentation for an alpha release version (05 February 2021) of the Map Editor for Open X-Com Extended (OXCE). The alpha release versions are intended for demonstration and testing of the basic functionality of an in-game map editor. Feedback on the user interface and functionality are appreciated as are bug reports, but bug fixing support will likely be slow and tied to new feature releases. Please read through the following list of included and planned features before making suggestions for further development. It is also not intended to replace MapView but rather to provide supplementary map editing with minimal setup outside installation of OXCE. The primary features in this release are

  • Editing of maps included in the currently loaded set of mods
  • Creating new maps from the terrains defined in the currently loaded set of mods
  • Editing single tiles at a time by adding, changing, or removing objects within the tile
  • Editing single AI nodes at a time by adding, moving, changing, and removing them and their links
  • Switching between tile and AI node editing modes
  • Undoing and redoing single tile/node edits
  • Saving edited .MAP and .RMP files in the current OXCE user folder
  • Sample ruleset for implementation of the edited .MAP and .RMP files in the openxcom.log file
  • Opening the main Map Editor Menu for creating/selecting a new map to edit directly from the Editor Interface.
  • Editing multiple tiles/nodes at a time by both rectangular selection and paintbrush-style selection tools
  • Copying, cutting, and pasting selections of multiple tiles/nodes at once
  • Find and replace tools for searching and editing tile and node content
  • Searching of text lists in the Map Editor Menu
  • Find and replace tools for searching and editing tile and node content

The following features are planned for future releases:

  • Option to attempt to match MCDs across maps when pasting tiles
  • Creating new maps with custom terrains from a selection of terrain data sets (.MCD files) from the currently loaded set of mods
  • Direct loading of .MAP files from a specified directory using a supplementary file to indicate which terrain data sets to use
  • Resizing maps
  • Improved Map Editor main menu
  • Testing map being edited in the battlescape before saving and importing changes due to tile destruction

99
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 24, 2020, 11:22:26 pm »
  • Scripts exist already to handle this. Or just don't put snap shots on the weapon.
  • Could have some interesting use cases if you have say a soldier type like AI-controlled tanks that need a completely different set of weapons, but there are enough ways to do this without putting it so directly in the item's ruleset.
  • I guess could be QoL, but I don't usually have that many craft. I don't have a strong opinion.
  • Again, scripts/playing with morale recovery/etc. if you want to prevent these. Otherwise no strong opinion on differentiating the low morale effects.
  • Why? Limiting items according to craft just doesn't sound like a fun addition to a mod in general.
  • Already stated by Meridian in other threads that it won't happen.

Edit: Also going to echo R1dO's sentiment - the way you've worded your post comes across poorly. You should either flesh out the suggestions more in separate threads or collaborate with the devs to come up with something, not just throw expectations out into the void.

100
40k / Re: 40k
« on: October 17, 2020, 02:27:09 am »
Follow chaos craft until they land, shooting them down can destroy the promethium. If you see a medium-size craft land, likely more will follow or be in the same area.

101
Open Feedback / Re: TFTD: USO chance to hit the interceptor
« on: October 13, 2020, 04:16:20 am »
X-Com weapons indeed have a 50-100% damage range. You're probably interpreting the accuracy formula wrong - it is possible to have a 0% accuracy weapon that never hits, easy to test by modding a weapon accuracy to 0. The accuracy follows the formula described here: https://www.ufopaedia.org/index.php/Craft_Combat_Mechanics#Accuracy_Mechanics

102
Open Feedback / Re: TFTD: USO chance to hit the interceptor
« on: October 13, 2020, 01:26:22 am »
The damage each hit does is randomized as well - it does 0-100% of the USO's weapon power, which would average out to give you the half of what you expect: https://github.com/OpenXcom/OpenXcom/blob/da95e73f7da88781227f4da0262b525e6fffaad2/src/Geoscape/DogfightState.cpp#L889

The accuracy is definitely 60%: https://github.com/OpenXcom/OpenXcom/blob/da95e73f7da88781227f4da0262b525e6fffaad2/src/Geoscape/DogfightState.cpp#L1238

103
Tools / Re: HandOb maker
« on: October 03, 2020, 05:41:34 pm »
This tool worked out-of-the box for me with a recent wine-staging on ubuntu 18.04. Have you tried using the wine version included in your repository and running the win .exe with it?

104
XPiratez / Re: Bugs & Crash Reports
« on: September 25, 2020, 02:47:20 pm »
Okay, granted. But again you demonstrate that your new formula is making each item more effective than they are now, meaning the numbers would have to be rebalanced. As noted before, the issue was in how the numbers were communicated, not how effective these items are. You're essentially asking for all these numbers to be reconsidered to solve your personal problem with the feature.

105
XPiratez / Re: Bugs & Crash Reports
« on: September 25, 2020, 05:12:27 am »
The formula was designed to reduce the effectiveness of multiple items stacking together, as requested by Dioxine. That is, one good item should be better than multiple smaller ones trying to add up to the same effect. Resistances are the strongest form of defense, and this script isn't just a "fix", it's a straight buff in the player's favor on top of a system that a lot of work was put into to balance and already works as intended.

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