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Messages - Yankes

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2371
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 21, 2015, 07:24:30 pm »
I don't even know what the instant medikit is; and never used "RandomType" anywhere ever. I just switched to Extended, and the -literally- only feature I'm using is the one for overriding the alien base construction. This is the medikit in question, it is the exact copy of the vanilla medikit (changes marked with "**"):

  - type: STR_MEDI_KIT2
    size: 0.1
    costBuy: 3500 **
    costSell: 2625 **
    weight: 5
    bigSprite: 464 **
    floorSprite: 464 **
    handSprite: 464 **
    battleType: 6
    invWidth: 1
    invHeight: 2
    painKiller: 10
    heal: 10
    stimulant: 10
    woundRecovery: 1
    healthRecovery: 3
    stunRecovery: 4
    energyRecovery: 10
    tuUse: 10
    flatRate: true
See attached images. Taken with slow animations activated. Left launcher has 2 missiles, right has 1. As you can see, none of them gets drawn at all, you can't see anything flying towards the ufo.
So the issue actually is not that the first missile isn't drawn, but that during the very first seconds of air combat *nothing* (the cannon doesn't seem affected though, only missiles. duh, this is so strange) gets drawn.
-- edit: it also seems, to me, that the "invisible" missiles don't do any damage/never hit the ufo.
In the following days I'm going to switch back to vanilla OXC to test on there.
"RandomType": you misquote me, that text was for civilian.
And for medikit, I finally find bug in it, logic was right but I forget to init it in rule object and this get random value. In my test env I always get 0 that was correct value.

For missiles. Do you have same behavior with stock interceptors? It could be caused by rule sets. If I get ruleset that cause this I could easy fix it.

2372
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 21, 2015, 02:15:53 am »
fwiw: melee reaction attacks already work, I saw that in a recent game, was VERY surprised.
melee reacting to range attack yes, range attack reacting to melee no.

I had a weird thing where both the medi-kits I equipped couldn't be used.
When clicking on "Use Medi-Kit" I was returned a red "STR_NO_USES_LEFT" (missing text string?) warning.

The unit was "on fire" (little flame burning on the unit) when I first got the message while trying to use the medi-kit.
I had used the medi-kits in the 2 previous missions but I really don't think I emptied them both (also normally an empty medi-kit should still work, just having its values at 0).

(Medkit is not the vanilla medkit, but it is 1:1 in ruleset terms, the difference is the main string, which is "STR_MEDIKIT2", all the rest is exactly the same as vanilla medikit).
After checking code, error "STR_NO_USES_LEFT" can only appear if you use new instant medikit and you run out uses.
Something I am not sure if it is a Extended exe or normal exe thing: Flame weapons no longer do any worthwhile damage. In some older exes my heatray weapons were really usable, right now everything incendiary/heat is useless, except if you add something like TOHEALTH 3.5 to the ammo, which makes them rather.... well, they are too strong and kill everything outright or they do no damage at all.... go figure.
Did you use "RandomType"? this change how damage is roll.

MOOOAAAaar feedback.

1)
I noticed that the very first missile in air combat isn't drawn (shot from xcom crafts). This doesn't seem to happen in vanilla OXC.

2)
Got the attached error message.
For the following custom mission (all the ruleset custom stuff involved):

1) I can't reproduce it. Can you test it with F8 that will slow animations?
2) This is error with globe mission zones.

Another thing I noticed is that, when something explodes, the colors get "inverted" for a fraction of a second. Like in the image attached (the image is fake, I recreated the effect because I wasn't able to screenshot it, it's too brief).
Don't know if it is exclusive to the Extended version or not.
After looking close on big explosion I didn't find any bug. This you saw was indeed TFTD feature. It made all pixels bright for one frame.

I assume this is a bug with Extended - it affects X-Piratez, but not the unmodified game:

Explosion hits are not attributed to the soldier that causes them for training and promotion. They do get credited with kills though. Tested with the Piratez black powder bomb ("direct fire" grenade), grenade launcher, and standard (prime + throw) grenade.

From some other comments it might affect incendiaries as well.

Version is whatever git cloned last weekend, so probably pretty current.
fixed.

Tomorrow I will publish new version with all the fixes.

2373
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 20, 2015, 07:18:04 pm »
I had a weird thing where both the medi-kits I equipped couldn't be used.
When clicking on "Use Medi-Kit" I was returned a red "STR_NO_USES_LEFT" (missing text string?) warning.
I probably made error in "instant" medikits. This string should be shown only when you run out of charges in it, and medikit is "instant".

Happened to me, too, but i had forgotten to set the medikittype.  :)

Something I am not sure if it is a Extended exe or normal exe thing: Flame weapons no longer do any worthwhile damage. In some older exes my heatray weapons were really usable, right now everything incendiary/heat is useless, except if you add something like TOHEALTH 3.5 to the ammo, which makes them rather.... well, they are too strong and kill everything outright or they do no damage at all.... go figure.

Ah, one thing: Could explosion sounds be made customizable, too. Right now everything from tiny flame greneades over stunbombs to blaster launchers to modded nukes uses the same sound....  :-\
I do not touch damages types recently. Behavior should not change.

For big explosion sound, can be done. But first I need squash all bugs reported form last version. I will try finish it today or tomorrow.

2374
Tools / Re: Applying palettes in gimp
« on: July 19, 2015, 02:51:40 pm »
What color "id" have background? It should be 0

2375
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 18, 2015, 11:26:34 pm »
Only minimal changes for normal users, 95% of it is for modders.

2376
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 15, 2015, 11:49:47 pm »
This should be explosion flash form TFTD, probably another miss merge from my side. In weekend I will try fix all this bugs, and maybe add some new features.

2378
Work In Progress / Re: [MOD] From the Apocalypse WIP
« on: July 15, 2015, 06:46:56 pm »
Technically I'd say that the detail would be a challenge and it would be impossible to get the city lights to go off during the daytime. In any case, the premise on Apocalypse was that Earth had about half a dozen megacities, so it would never be completely covered in urban sprawl like the image aboe.
doable, one simpler way is palette have inverted shades for some colors. Then after "darking" it will be more bright than at day.

2379
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 15, 2015, 01:11:28 am »
"retaliation: false" only work like basic version. To get no retaliation after shooting down ufo you should use "retaliationAggression: -100".

2380
Work In Progress / Re: Hardware Hacking [Omnitool] mod.
« on: July 13, 2015, 09:53:50 pm »
Like many people, I detest using mind control in my games because it simply makes the game too easy. Dealing with Aliens using it is fine, but once the human side gets the game, it gets to the point where you don't even need to leave the Skyranger.

So I was working a concept to allow for hardware hacking instead of psionics.  Yes, this would require massive code changes in order to do it, but that's not outside of what I can handle (most likely)

So, once the right research is done, and a hacking tool is equipped, a soldier could do the following: (in no particular order)

1) Panic fire a weapon with extremely low accuracy
2) Set an enemy weapon's current ammo load to 0.
3) Open UFO doors from a distance
4) Render Mechanical AI enemies 'stunned' (Cyberdisks, Sectopods, etc)
5) Explode Navigation consoles or UFO Power Units

Some of these options may be completely impossible even in code, but this is just a conceptual run for now.

Anyone interested in this? I'd be more than willing to offer the code up to OpenXComEx.
I think this is too specific, lot of code to made one thing. I prefer more generic solutions.
One way I see to do it is add script capabilities to OXCE. This will require lot of more work but will give lot of more possibilities.
I already have plans to do it.

2381
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 12, 2015, 08:12:59 pm »
craft bug caused  by:
Bug fix version is ready. I add recent commits form master branch, this mean I could add new bugs to it :D
And for reaction, I didn't touch it jet. Probably another miss merge.

2382
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 10, 2015, 11:29:37 pm »
Bug fix version is ready. I add recent commits form master branch, this mean I could add new bugs to it :D

2383
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 08, 2015, 11:40:14 pm »
Impossible, if explosion was needed to remove grenade then whole game would loop because second one could not do it either.
I mess up logics some were. Armor only expose this bug.

2384
Open Feedback / Re: Help for the new guy?
« on: July 08, 2015, 01:40:44 am »
You can set resolution in option menu. It have lot of option compared to original one.

2385
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 07, 2015, 09:47:52 pm »
Making "chain" detonation isn't hard, current game allow queue different explosions, repeating one is not hard.

But what about with that unintended "chain" explosions, can you reproduce it? Or in what circumstance it happened?
Remember that in my version one explosion can't stop another e.g. all proxy can explode when you step on two.

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