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Messages - The Martian

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616
OXCE Support / Re: (OXCE) Unexpected error on mission start.
« on: September 10, 2019, 11:07:46 pm »
I believe that error was created when I assigning STR_RIFLE's BigOb to 279 and then re-assigning STR_RIFLE_GRENADE's BigOb to 280... before immediately then carrying on to other tasks while forgetting to update the items: section.

I'll have to watch out for that in future.

Thank you very much for the help.

617
Thank you for updating the UFOpaedia Ruleset Reference. ^_^
I had this exact issue with a M16/M03 rifle with GL, so I just change it to Aimed shot.
I followed your advice and assigned "Aimed Shot" to launch the grenade and renamed "Snap Shot" to "Aimed Shot".

The reason for renaming the "Snap Shot" is that even though it is now has the appearance of "Aimed Shot" it will still trigger reaction fire.

These confAction: commands are pretty fun to mess about with so far.

618
OXCE Support / [Solved] (OXCE) Unexpected error on mission start.
« on: September 10, 2019, 10:33:18 pm »
I've encountered an error that locks up OpenXcom Extended.

If you try to run this code make sure you have the program running in a window or it freezes without a method (That I am aware) of closing the program. (On Linux Mint.)

On the main menu I clicked the New Battle button to test the equipment I've been setting up.

The inventory select screen was fine however after I clicked the start button on the mission briefing the game froze.

I tried it again in windowed mode as was able to screenshot an error message.

The odd thing is this section of code was working before, so I'm not sure what has changed.

I've created a small example *.rul fileset with only the code that crashed the game along with the images that I've been using in the resource folder.

I'll also attach the openxcom.log file.

Everything was working fine. As far as I know this section code hasn't changed since I ran is successfully.

The error seems to be centered around the weapon STR_RIFLE_GRENADE, as adding that to the crafts equipment freezes it.

The error message when it crashed read:
"OpenXcom has crashed: Invlid surface set 'BIOGOBS.PCK' for item 'STR_RIFLE_GRENADE': not enough frames"

And in the terminal that I launched
OXCE in the following was written:
"Gtk-Message: 15:09:55.185: GtkDialog mapped without a transient parent. This is discouraged."

Here are the two *.rul files included in Example.zip.


Code: [Select]
items:
# Standard X-Com Weapons - Rifle with Grenade Launcher
  - type: STR_RIFLE_GRENADE
    size: 0.2
    costSell: 2250
    weight: 8
    bigSprite: 279 # Was 1
    floorSprite: 238 # Was 1
    handSprite: 776 # Was 0
    bulletSprite: 2
    fireSound: 76
#    compatibleAmmo:
#      - STR_RIFLE_CLIP
#      - STR_RIFLE_AA_CLIP
    ammo:
      0:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      1:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      2:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      3:
        compatibleAmmo: [ STR_LAUNCHER_FRAG, STR_LAUNCHER_INC, STR_LAUNCHER_SMOKE, STR_LAUNCHER_ELERIUM ]
        tuLoad: 5
        tuUnload: 2
    accuracyAuto: 35
    accuracySnap: 110 # Was 60
    accuracyAimed: 50 # Was 110
    tuAuto: 35
    tuSnap: 28 # Was 25
    tuAimed: 45 # Was 70
    battleType: 1
    twoHanded: true
    invWidth: 2 # Was 1
    invHeight: 3
    attraction: 8
#    tuMelee: 45
#    accuracyMelee: 50
    listOrder: 2100
    confAimed:
      shots: 1
      name: STR_GRENADE_LAUNCHER_SHOT
      ammoSlot: 3
      arcing: true
    confSnap:
      shots: 1
      name: STR_AIMED_SHOT
      ammoSlot: 0
      arcing: false
# Standard X-Com Weapons - Rifle Clip
#  - type: STR_RIFLE_CLIP
#    handSprite: 616
#    hitSound: 77
#    attraction: 8
# Weapons Standard - Standard X-Com Weapons - Rifle Alloy Clip
#  - type: STR_RIFLE_AA_CLIP
#    size: 0.1
#    costSell: 300
#    weight: 3
#    bigSprite: 80
#    floorSprite: 2
#    hitSound: 22
#    hitAnimation: 26
#    power: 40
#    damageType: 1
#    clipSize: 20
#    battleType: 2
#    attraction: 8
#    listOrder: 2205

Code: [Select]
extraSprites:
  - type: BIGOBS.PCK
    files:
# MA - X-Com Rifle with Grenade
      280: Resources/Example/Weapons/Rifle_Grenade/OXC-WOS--bigobs--RIFLE_UPGRADE.png
  - type: FLOOROB.PCK
    files:
# MA - X-Com Rifle with Grenade
      238: Resources/Example/Weapons/Rifle_Grenade/OXC-WOS--floorobs--RIFLE_UPGRADE.png
  - type: HANDOB.PCK
    height: 40
    width: 256
    subX: 32
    subY: 40
    files:
# MA - X-Com Rifle with Grenade
      776: Resources/Example/Weapons/Rifle_Grenade/OXC-WOS--handobs--RIFLE_UPGRADE.png

I'll also attach screenshots of the error messages.

619
sprayWaypoints: seems to be perfect for what I want to do.

Thank you very much.
^_^

620
I was wondering if OXCE has implemented the UFOextender's Burst mode and Full auto firing options?

621
OXCE Suggestions DONE / Re: How underwater bullet trajectory works?
« on: September 10, 2019, 07:50:09 pm »
would there be a way to implement the vapor into xcom 1?
I've been wondering about that as well.

622
right now each action is hardcore to its normal behavior, range is range and melee is melee . . .

If that is the case please be aware that the tutorial found in the UFOpaedia is in error about being able to re-assign the melee action to a projectile.

Quote from: UFOpaedia
In OXCE, you can load multiple different types of ammo into one gun at the same time. This allows you to create, for example, a rifle with a built-in grenade launcher. There are up to 4 ammo slots, and they correspond to Aimed/Snap/Auto/Melee action... so you need to "sacrifice" one of the shot types to have a different ammo slot. Going back to the rifle with a grenade launcher example, you could have the rifle with Aimed/Snap/Auto and sacrifice the Melee action for implementing let's say a snap shot for the grenade launcher.
Code: [Select]
Example:

 - type: STR_WEAPON_WITH_4_AMMO_SLOTS
   ammo:
     0:
       compatibleAmmo: [ STR_AMMO_1, STR_AMMO_2 ]
       tuLoad: 5
       tuUnload: 2
     1:
       compatibleAmmo: [ STR_AMMO_3 ]
       tuLoad: 10
       tuUnload: 4
     2:
       compatibleAmmo: [ STR_AMMO_1, STR_AMMO_4 ]
       tuLoad: 10
       tuUnload: 4
     3:
       compatibleAmmo: [ STR_GRENADE ]
       tuLoad: 20
       tuUnload: 8

A mapping between actions and ammo slots (see above).

Example:
Code: [Select]
- type: STR_RIFLE_WITH_A_GRENADE_LAUNCHER
   confAimed:
     shots: 1
     name: STR_AIMED_SHOT
     ammoSlot: 0
     arcing: false
   confSnap:
     shots: 2
     name: STR_DOUBLE_SNAP_SHOT
     ammoSlot: 0
     arcing: false
   confAuto:
     shots: 10
     name: STR_CRAZY_AUTO_SHOT
     ammoSlot: 0
     arcing: false
   confMelee:
     shots: 1
     name: STR_LAUNCH_GRENADE
     ammoSlot: 3
     arcing: true







623
It appears if I get the X-Com unit point blank with the enemy it can perform a melee attack using the "Launch Grenade" action... and this action consumes the grenade ammo, but still acts as a normal melee attack instead of an explosive.

So the melee action slot does seem to be assigned to the correct ammo now, it just isn't acting as a projectile.

Edit:
Aside from changing confMelee:'s ammoSlot: 1 to ammoSlot: 3 is there something else I can reconfigure?

I tried defining confAuto:, confSnap: & confAimed: just in case all four confAction: variables needed to be setup but the problem did not resolve.

624
I've changed confMelee: to ammoSlot: 3 however I'm still getting the "There is no one there!" message instead of the grenade firing.

On the plus side the secondary ammo counter is now displaying a 1 for the loaded grenade on the battlescape by the weapon icon.


Code: [Select]
  - type: STR_RIFLE_GRENADE_LAUNCHER
    size: 0.2
    costSell: 2250
    weight: 8
    bigSprite: 1
    floorSprite: 1
    handSprite: 0
    bulletSprite: 2
    fireSound: 76
#    compatibleAmmo:
#      - STR_RIFLE_CLIP
#      - STR_RIFLE_AA_CLIP
    ammo:
      0:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      1:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      2:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      3:
        compatibleAmmo: [ STR_LAUNCHER_FRAG, STR_LAUNCHER_INC, STR_LAUNCHER_SMOKE, STR_LAUNCHER_ELERIUM ]
        tuLoad: 5
        tuUnload: 2
    accuracyAuto: 35
    accuracySnap: 60
    accuracyAimed: 110
    tuAuto: 35
    tuSnap: 25
    tuAimed: 70
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    attraction: 8
    tuMelee: 45
    accuracyMelee: 50
    listOrder: 2100
    confMelee:
      shots: 1
      name: STR_GRENADE_LAUNCHER_SHOT
      ammoSlot: 3
      arcing: true

625
I'm attempting to replace the weapon melee attack with a grenade launcher as shown in the "UFOpaedia Ruleset Reference Nightly" example.

The command to fire the Grenade appears at the top of the weapon action list in place of the melee attack as expected.

The weapon loads normal rifle clips and it will also load 1 grenade round in the inventory screen, however on the battlescape the icon for the rifle displays that it has 15 bullets and 0 grenades loaded.

Additionally when I attempt to fire it the message "There is no one there!" is displayed and the weapon does not fire.

Is there an additional step to override the melee slot?

Here is the code I'm using for the rifle:

Code: [Select]
  - type: STR_RIFLE_GRENADE_LAUNCHER
    size: 0.2
    costSell: 2250
    weight: 8
    bigSprite: 1
    floorSprite: 1
    handSprite: 0
    bulletSprite: 2
    fireSound: 76
#    compatibleAmmo:
#      - STR_RIFLE_CLIP
#      - STR_RIFLE_AA_CLIP
    ammo:
      0:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      1:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      2:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      3:
        compatibleAmmo: [ STR_LAUNCHER_FRAG, STR_LAUNCHER_INC, STR_LAUNCHER_SMOKE, STR_LAUNCHER_ELERIUM ]
        tuLoad: 5
        tuUnload: 2
    accuracyAuto: 35
    accuracySnap: 60
    accuracyAimed: 110
    tuAuto: 35
    tuSnap: 25
    tuAimed: 70
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    attraction: 8
    tuMelee: 45
    accuracyMelee: 50
    listOrder: 2100
    confMelee:
      shots: 1
      name: STR_GRENADE_LAUNCHER_SHOT
      ammoSlot: 1
      arcing: true

Also on the inventory screen it does not display any indication that the weapon is loaded with a secondary ammo type. Only the normal rifle clip is displayed as loaded when I mouse over the rifle.

626
Thank you.

I was making the mistake of placing the variable on the gun instead of the clip.
  :-[

627
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?

628
Help / Re: What Original sound effects.
« on: September 08, 2019, 05:39:36 pm »
Interesting.

I've heard the Amiga version had different music and sound effects, perhaps they are closer to the version you heard?

Also, I believe there is a mod to swap the sound effect for the "Deep One" in TFTD to its original version. So perhaps TFTD also went through some audio changes over the course of its development.

Here's a link to the TFTD Mod if your curious in the
Old Mod Portal Archive:
OriginalDeepOneWeaponSound_v1.0_tzNhkyUq.zip
OriginalDeepOneWeaponSound_v1.1_Y0OGCaYp.zip

The "new" ones really sound a lot lower quality to me, it's not entirely nostalgia.
If your finding the current sound lacking you may enjoy the giving the High Quality Sounds mod by Daedalus a try, there are two versions of it. One for regular X-Com: Enemy Unknown and the other for use with the Final Mod Pack:
HQSounds 1.0.zip
HQSounds FMP.zip (This file is a bit old so I'm not sure if it will work with the current version of the Final Mod Pack.)


For the sake of archiving I'll also directly attach the OriginalDeepOneWeaponSound mods to this post.

629
Help / Re: TFTD depth
« on: September 08, 2019, 04:18:36 pm »
I'm not familiar enough with this mechanic to say anything definitive on the topic, so take what I say with a grain of salt.

I don't think that negative altitude comes into play but I could be wrong.

If I understand it correctly depth may also be used to effect the battlescape palettes in TFTD based on how deep the enemy sub crashed.

Also judging by the UFOpaedia the Crafts variable for maxAltitude can only be set to -1 or 0 through 4. Craft at a greater height than the X-Com crafts max cannot be engaged.
(I'm assuming -1 equals being able to engage a UFO at any height/depth.)


I think that TFTD is just using UFO's altitude system with the higher numbers being deeper instead of being higher.

Quote from: UFOpaedia - Ruleset Reference Nightly
maxAltitude    Maximum altitude (0-4) this craft can dogfight to.

Well joke's on me, turns out the code only pretended to work when it actually didn't. :P It was mixing site depths and UFO altitudes (which are entirely different things), that's what happens when you overload terms...
I've rewritten the whole dogfight checks to mimic TFTD and renamed the property to "maxAltitude" to avoid confusion.

The only "craft depth" restriction in the original TFTD was that Barracudas couldn't dogfight USOs at Very Deep depth (which is rare). That's it. There were no Battlescape limitations, no transport craft limitations, no site limitations, no polygon limitations, or whatever else you imagined. It's all just flavour, depth is just altitude with a different name.

Therefore, all that "maxDepth" "maxAltitude" does in OpenXcom crafts is:
- Flag the craft as "underwater" (can only dogfight USOs over polygons)
- Can't dogfight USOs with depth (altitude) higher than the value.

So you can theoretically use it in X-COM 1 but it will likely not work as you expect.

Quote from: UFOpaedia - Battle Enviro Effects
paletteTransformations    A list of palette transformations (oldPaletteName: newPaletteName) to apply during the mission (or mission stage). New palettes should be similar to original palettes, they should only convey visual effects like pollution, underwater environment, etc. For UFO-based mods only one palette (PAL_BATTLESCAPE) needs to be changed, for TFTD-based mods up to 4 palettes (for each depth).






Edit:
After reading this I don't think there is a variable that assigns a craft as being "underwater" so much that when at X maxAltitude the craft is deemed as being in an "underwater" state automatically.

From the snippet of conversation.

- Flag the craft as "underwater" (can only dogfight USOs over polygons)

This code is not in the ruleset, is it possible?
The only "craft depth" restriction in the original TFTD was that Barracudas couldn't dogfight USOs at Very Deep depth (which is rare). That's it. There were no Battlescape limitations, no transport craft limitations, no site limitations, no polygon limitations, or whatever else you imagined. It's all just flavour, depth is just altitude with a different name.

Therefore, all that "maxDepth" "maxAltitude" does in OpenXcom crafts is:
- Flag the craft as "underwater" (can only dogfight USOs over polygons)
- Can't dogfight USOs with depth (altitude) higher than the value.

So you can theoretically use it in X-COM 1 but it will likely not work as you expect.

630
I may have found a way to work around it.

If you set blastRadius: 0 on the ammo instead of blastRadius: 1 it seems to function just like in
normal OpenXcom .

Is there a reason I should be cautious using this method, why was explosive shotgun pellets disabled in OXCE?

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