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Topics - The Martian

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121
I'm trying to speed up the animation that plays when a bullet strikes an object.

Both bulletSpeed: & explosionSpeed: do not (I assume) effect this, is there a hitSpeed: variable equivalent for the bullet impact animation as well?

122
Something isn't working as I was expecting.

In the past using
OpenXcom this code produced a Shotgun spread of 10 pellets each one creating a radius 1 incendary explosion.

Now that I'm using OXCE only a single bullet/explosion is occurring, rendering this ammo at 1/10 its expected firepower and thus useless.

I don't think I've altered the code so I'm unsure why it is producing different results.

Does OXCE handle shotgunPellets: based Incendary ammo differently?

Code: [Select]
# Alloy Shotgun
  - type: STR_SHOTGUN_ALLOY
    size: 0.2
    costSell: 1800
    weight: 5
    bigSprite: 269
    floorSprite: 237
    handSprite: 752
    bulletSprite: 3
    fireSound: 63
    compatibleAmmo:
      - STR_SHOTGUN_SHELLS
      - STR_SHOTGUN_SHELLS_AP
      - STR_SHOTGUN_AA_SHELLS_AP
      - STR_SHOTGUN_AA_SHELLS
      - STR_INC_SHELL
    accuracySnap: 136
    accuracyAimed: 156
    tuSnap: 27
    tuAimed: 64
    aimRange: 14
    snapRange: 8
    dropoff: 6
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    armor: 40
    attraction: 8
    listOrder: 2250
    accuracyAuto: 75
    tuAuto: 45
    autoShots: 6
    autoRange: 8
# Incendary Shells
  - type: STR_INC_SHELL
    size: 0.1
    costSell: 1500
    weight: 3
    bigSprite: 270
    floorSprite: 75
    hitSound: 0
    hitAnimation: 0
    power: 10
    damageType: 2
    clipSize: 6
    battleType: 2
    shotgunPellets: 10
    blastRadius: 1
    bulletSpeed: 50
    explosionSpeed: 7
    listOrder: 2254

123
For example STR_PISTOL and STR_PISTOL_CLIP?

Since those objects are from the unmodded base game am I correct in my assumption that there is no template *.rul file with all of the items: data already in them?

I see a page for their listOrder number
here on UFOpaedia and a break down of the item's data here so worst case I can clone the relevant data from there.


124
OXCE Builds & Ports / [Solved] Trying to install OXCE V5.6.2 on Linux Mint?
« on: September 01, 2019, 12:36:05 pm »
OpenXcom Extended's features are pretty cool so I figured I'd try creating a few mods for it, unfortunately I've run into trouble trying to install it on Linux.

On the "OXCE v5.6.2 download & installation guide" page I clicked the "Latest version(s) for Linux." link and it took me to a page that appears to also contain the Windows 32, Windows 64 and Android versions along with something called Xenial, Bionic and Stretch.

Bionic seems to be the newest non-windows version so I downloaded that, however the OpenXcomEx file does not appear to run when I attempt to launch it.

Is there a trick to this or have I downloaded the wrong version?

The OS I'm currently running is Linux Mint 18.3 64Bit.


The exact version of
OXCE I tried to run is:
Extended-5.6.2-f1432e36d-2019-08-27-bionic-x86_64.7z

125
Help / Negative Index? (bigSprite: & ignoreInBaseDefense: variables)
« on: August 09, 2019, 05:48:15 pm »
In the current 2019 builds of OpenXcom using negative values in bigSprite: is no longer supported.

Instead index values "57 through 61" are used by the alien units that used to use "-1 through -5".


(Question 1)
Are the sprites assigned to the negative values given a blank image, and if so why are there five different versions?
(I could be misremembering but I seem to recall Reapers & Chryssalids not having a visible weapon when mind controlled.)

(Question 2)
If I remember correctly all HWP ammo was given a bigSprite: value of -1 to prevent it from appearing during the equipment selection screen or when aliens assault a X-Com base.

Am I correct in my assumption that this has been replaced by the command "ignoreInBaseDefense: true".

If it has, do I still need to assign the item a bigSprite: value to an item that is using the ignoreInBaseDefense: variable?



(Additionally)
This image has been invaluable concerning this topic, so I'll attach it to this post:

126
I have a few Mods that are not compatible with the latest 2019 08 03 OpenXcom Build.

Are there any problems that are particularly catastrophic that could arise from running the 2017 11 09 OpenXcom Build for use exclusively with these old Mods?
(It is the version of OpenXcom these Mods were written for so I know they run on it.)

From what I remember that build was a pretty stable version at the time so I am not that worried.

But I thought it would be better to ask before charging in blindly, just in case.

Also:
I'm still looking for
OpenXcom's version history so I can learn what changes have been implemented since that older version.
(Could someone please provide a link?)

127
(Question) Is it possible to have different instances of OpenXcom installed to several folders without them conflicting?

I'm hoping to install a copy of OpenXcom for each Mod cocktail that I'll be setting up.

Normally I'd just toggle the Mods on/off in the ingame menu however the user I'm configuring OpenXcom for may have trouble with that so I'm hoping that having several pre-configured versions of OpenXcom with different Mods already setup is the solution.

For example one folder could be setup to run the excellent Final Mod Pack where as the other could have Area 51 loaded up.

Code: [Select]
./OpenXcomFMP/openxcom.exe
./OpenXcomA51/openxcom.exe


From what I remember OpenXcom just runs directly from the folder it is unpacked to and doesn't install any additional files... so I think this will work.

128
Greetings, or rather hello again! ^_^


After a long period of hibernation I'm looking to re-emerge and get back into playing and modding OpenXcom.

Judging by the notes left in my old personal files the last version of OpenXcom I used was:
OpenXcom_20171109_803ca40a6_x86

(Question) Is there anything I should know about Mod compatibility changes between that version and the latest release:
openxcom_git_master_2019_07_28_0403


Specifically is there any text I should change in old Mod ruleset.rul files to import them to the new version?


I've been looking for an
OpenXcom changelog, the earliest version notes listed on the download page are for "2019_06_17_0106" is there a place where I can view the full version history?

129
Help / Exceeding 1,000 HandObs in 1 Mod?
« on: February 16, 2018, 10:45:57 pm »
For mods using the same sprite index numbers in BIGOBS, FLOOROBS, anything that used indexed sprites, etc., there are a certain number of indexes that are reserved for the original game's resources - for example, 0-127 for HANDOBS.  These are persistent between mods, so if you change any of those 'vanilla' HANDOBS, all mods that reference those for an item will use the modified graphics.  Indexes greater than the reserved values are unique between mods - each mod gets 1000 of each index for its own use, so HANDOB 128 will be index 128 for the first mod loaded, 1128 for the second mod loaded, 2128 in the third, and so on.  You don't need to worry about these numbers, as the only time you'll see this +1000 for each mod is if you look at the output of openxcom.log with verbose logging turned on.  In practice, that means each mod has its own separate HANDOB 128 and does not know about any of the other mods' HANDOB 128.  Thus you can 'reuse' those indexes for each separate mod without worrying about which image resource will be loaded for each mod, as long as you don't go over that 1000 or so limit.

(Question): I've run out of reserved HandOb values and need to exceed 1,000. What is the best way to do this?

Should I create a second Mod file that loads after my primary one to gain an extra 1,000 HandOb images or is there a simpler way that allows the images to continue to be indexed from the first Mod that already has the 1,000 images attached to it?

130
Help / Adding additional explosion graphics?
« on: January 19, 2018, 01:45:37 am »
Version of OpenXcom being used is: 1.0.803ca40a6 (2017-11-09 14:37) (Nightlies)

(Question) Is it currently possible to add additional explosion sprite sets to the X1.PCK?



I tried to add two additional explosion animation sprite sheets using this code:

Code: [Select]
extraSprites:
  - type: X1.PCK
    files:
      8: Resources/TEST/Explosions/Explosion_Version_One.png
      16: Resources/TEST/Explosions/Explosion_Version_Two.png
    width: 512
    height: 128
    subX: 128
    subY: 64

However when I call the new resource with the hitAnimation: variable the game freezes when it should display the images.

(Example weapon derived from a standard Laser Rifle using the new hitAnimation: index and explosive damage type.)
Code: [Select]
items:
  - type: TEST_EXPLOSIVE_RIFLE
    size: 0.2
    costSell: 36900
    weight: 8
    bigSprite: 0
    floorSprite: 0
    handSprite: 8
    bulletSprite: 6
    fireSound: 11
    hitSound: 19
    power: 60
    damageType: 3
    accuracyAuto: 46
    accuracySnap: 65
    accuracyAimed: 100
    tuAuto: 34
    tuSnap: 25
    tuAimed: 50
    clipSize: -1
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    hitAnimation: 8
    blastRadius: 5


However if I overwrite the standard explosion sprites with this code instead:

Code: [Select]
  - type: X1.PCK
    files:
      0: Resources/TEST/Explosions/Explosion_Version_One.png
    width: 512
    height: 128
    subX: 128
    subY: 64

The new explosion image sequence functions without freezing, but the ability to use the original explosion images are lost.

Am I doing this the wrong way by trying to add the additional graphics to the X1.PCK?

131
Help / Controlling the amount of fire specab: 2 creates?
« on: January 17, 2018, 10:00:12 am »
Is there a variable that controls how often the units: setting specab: 2 leaves fire on a tile that the unit steps on?

132
Help / Controlling the speed of the explosion image and/or disabling it?
« on: January 17, 2018, 09:11:45 am »
Is there a variable like bulletSpeed: and explosionSpeed: that controls the speed that the large blastRadius: explosion image plays at?

Also is there a way to turn off the explosion image so that it doesn't play at all?

133
Help / Weapons that use their own clipSize: for ammo vanish when empty?
« on: January 16, 2018, 11:21:49 am »
If the clipSize: of a weapon like the Laser Rifle is changed from -1 (Infinite) to a positive value it vanishes when the clip (In this case the weapon itself) is depleted.

Code: [Select]
Example code:
  - type: STR_LASER_RIFLE_ALT
    size: 0.2
    costSell: 36900
    weight: 8
    bigSprite: 0
    floorSprite: 0
    handSprite: 8
    bulletSprite: 6
    fireSound: 11
    hitSound: 19
    hitAnimation: 36
    power: 60
    damageType: 4
    accuracyAuto: 46
    accuracySnap: 65
    accuracyAimed: 100
    tuAuto: 34
    tuSnap: 25
    tuAimed: 50
    clipSize: 5 # Changed from -1
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3

(Question): Is there a way to override this and make the weapon just display the standard "Out of ammo" message instead of vanishing?
(Answer): "That's currently not possible."

134
Unfortunately https://ufopaedia.org appears to be currently down.

Is there a mirror of the excellent Ruleset Reference Nightly page resource?


Ironically the site gives an error that says:
Quote
"This page (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)) is currently offline. However, because the site uses Cloudflare's Always Online™ technology you can continue to surf a snapshot of the site. We will keep checking in the background and, as soon as the site comes back, you will automatically be served the live version. Always Online™ is powered by Cloudflare"

Followed immediately by:
Quote
"Website is offline - No cached version of this page is available."

So it appears that this "Always Online" program is also currently not functioning.

135
Help / A few questions about the use of shotgunPellets:
« on: December 17, 2017, 12:43:28 pm »
I've been trying to create new equipment using the shotgunPellets: variable and have a few questions about how it operates.


(Question): By default shotgunPellets: has a value of 0.  Does giving this variable a value of 2 fire only two bullets or three?
(Answer): shotgunPellets: 2 fires only two bullets,  not two pellets in addition to the default bullet being fired by the weapon.


(Question): If the weapon has shotgunPellets: 5 but the ammo loaded into the weapon does not use the shotgunPellets: variable, will the ammo now fire multiple bullets?
(Answer): The shotgunPellets: variable on a weapon is overridden by that variable on that weapon's ammo, so the answer is that a weapon with shotgunPellets: will not cause standard ammo to fire multiple projectiles.


(Question): Do shotgunPellets: consume additional ammunition for each pellet fired?
(Answer): Regardless of how many pellets are fired, each shot only takes 1 unit of that weapon's ammo.


(Question): If the weapon/ammo type has a blastRadius: and is also using shotgunPellets: will each pellet produce an explosion where they hit?
(Answer): Each pellet does create an explosion at the impact location.
(Note): Make sure to set hitAnimation: to 0 so that the default explosion animation from X1.PCK is used.


(Question):  It appears shotgunPellets: are unaffected by the accuracyAimed: variable. Behaving the same at accuracyAimed: 60 as they do at 1000. Is there a way to control how far the pellets spread out when fired?
(Answer): The pellet spread behavior is automatically calculated using this method: "It's a linear dropoff of 5% per pellet applied sequentially, so one pellet is at 100% accuracy, one is 95%, one is 90% and so on until it bottoms out."

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