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Messages - MFive

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16
Work In Progress / MFive’s Mods
« on: September 04, 2016, 09:25:14 am »
There are a few different mods here, mostly just some things that I have been working on. The core concept of the mods is that they reverse the research order for laser and plasma weapons; i.e. Cannon > Heavy Weapon > Rifle > Pistol. The reason behind the change; when we develop new technologies, we start with fairly large versions, and progressively work to smaller versions.

Realistic Research Order – Laser:
The Lasers mod also includes Elerium-115 powered laser clips (modified Yrizoud’s sprites) which include E115 powered Aircraft cannons and base defense arrays. The new clips have an additional 10 pts of damage, and the elerium laser cannon has no additional damage, but features significantly improved range, and accuracy.

Laser Heavy Rifle:
Spoiler:
    NO AUTO SHOT
    accuracySnap: 55
    accuracyAimed: 100
    tuSnap: 25
    tuAimed: 50
    weight: 10
    compatibleAmmo:
      - HEAVY LASER CLIP
      - HEAVY ELERIUM LASER CLIP

    Normal Clip
    weight: 3
    power: 85
    damageType: 4
    clipSize: 10

    Elerium-115 Clip
    weight: 3
    power: 95
    damageType: 4
    clipSize: 15
Laser Rifle:
Spoiler:
    weight: 5
    compatibleAmmo:
      - STR LASER RIFLE CLIP
      - STR ELERIUM LASER RIFLE CLIP

    Normal Clip
    weight: 3
    power: 60
    damageType: 4
    clipSize: 15

    Elerium-115 Clip
    weight: 3
    power: 70
    damageType: 4
    clipSize: 20
Laser Pistol:
Spoiler:
    weight: 5
    compatibleAmmo:
      - STR LASER PISTOL CLIP
      - STR ELERIUM LASER PISTOL CLIP

    Normal Clip
    weight: 2
    power: 46
    damageType: 4
    clipSize: 20

    Elerium-115 Clip
    weight: 2
    hitAnimation: 36
    power: 56
    damageType: 4
    clipSize: 25
Elerium Laser Cannon:
Spoiler:
    damage: 70
    range: 40
    accuracy: 45
    reloadCautious: 30
    reloadStandard: 25
    reloadAggressive: 20
    ammoMax: 100
    rearmRate: 50
Elerium Base Defense:
Spoiler:
    buildCost: 500000
    buildTime: 29
    monthlyCost: 11000
    defense: 750
    hitRatio: 65


Realistic Research Order – Plasma:
The plasma weapons mod now requires interrogations from any soldier and to have researched Elerium-115, while possessing the item in question. Once researched, a human equivalent must then be researched, and then manufactured.

Realistic Trained Soldiers:
There are several takes on having trained soldiers, most recently (that I am aware of) by Reaver. While those mods are excellent, there are only a few improvements that I would personally want in my soldiers. So I calculated the cost/minStat and adjusted the cost from there. (can post calculations if anyone wants) The Veteran Soldiers mod changes the base soldier.

I also decided to include my debug mod. I don’t know if anyone will use it, I know there are actual debug features, but I don’t know how to use them, and I do know how to make rulesets which would do similar.

This mod uses the following:
Tarren Plasma Weapons (Shadow)
Laser Clips (Yrizoud, modified by me)
I recolored the laser clips to fit with trollworkout’s Matching Weapon Colors; I think they look amazing, and really add to the game.



17
Work In Progress / Re: UFOPedia help
« on: August 31, 2016, 01:11:01 am »
Thanks for catching the problem with the alien alloys.

I found the problem; the weapons in the item.rul where did not follow the revised naming scheme (human vs terran) and was causing an issue in their names as well as their sprites.

Thanks for your help!

18
Work In Progress / Re: UFOPedia help
« on: August 30, 2016, 11:43:57 pm »
Thanks for the response!

The INTERRO_DEP's are used to unlock STR_PLASMA_WEAPONS (any one soldier + elerium), while the dependencies for STR_PLASMA_WEAPONS are used only to ensure that it cannot be unlocked by accident.

I have a different mod that I used for debugging purposes, which adds lots of several items at the start of a game (I use it to quickly simulate antire games), which adds STR_ETHEREAL_ENGINEER. I didn't realize that the Ethereals don't have engineers.

Removing the engineers from the debug mod, I am still getting complaints about STR_ALIEN_ALLOY, though the only place that I used it was as an item added to the base inventories at the start of the game. I don't think it is the debug mod causing the problems this time, as it was working previously (without the engineers).

Spoiler:
[30-08-2016_16-33-15]   [INFO]   Data folder is:
[30-08-2016_16-33-15]   [INFO]   Data search is:
[30-08-2016_16-33-15]   [INFO]   - C:\Users\*REDACTED*\Documents\OpenXcom\
[30-08-2016_16-33-15]   [INFO]   - C:\Program Files (x86)\openxcom
[30-08-2016_16-33-15]   [INFO]   - C:\Program Files (x86)\openxcom
[30-08-2016_16-33-15]   [INFO]   User folder is: C:\Program Files (x86)\openxcom\user\
[30-08-2016_16-33-15]   [INFO]   Config folder is: C:\Program Files (x86)\openxcom\user\
[30-08-2016_16-33-15]   [INFO]   Options loaded successfully.
[30-08-2016_16-33-15]   [INFO]   SDL initialized successfully.
[30-08-2016_16-33-15]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_16-33-15]   [INFO]   requested file not found: openxcom.png
[30-08-2016_16-33-15]   [INFO]   Attempting to set display to 3840x2160x32...
[30-08-2016_16-33-17]   [INFO]   Display set to 3840x2160x32.
[30-08-2016_16-33-17]   [INFO]   requested file not found: Shaders/scale4xhq.opengl.shader
[30-08-2016_16-33-17]   [ERROR]   Shaders/scale4xhq.opengl.shader: bad file
[30-08-2016_16-33-17]   [INFO]   requested file not found: Shaders/scale4xhq.opengl.shader
[30-08-2016_16-33-17]   [ERROR]   Shaders/scale4xhq.opengl.shader: bad file
[30-08-2016_16-33-17]   [INFO]   Loading data...
[30-08-2016_16-33-17]   [INFO]   Scanning standard mods in 'standard'...
[30-08-2016_16-33-17]   [INFO]   Scanning user mods in 'C:\Program Files (x86)\openxcom\user\mods'...
[30-08-2016_16-33-17]   [INFO]   Mapping resource files...
[30-08-2016_16-33-18]   [INFO]   Resources files mapped successfully.
[30-08-2016_16-33-18]   [INFO]   Loading fonts... Font.dat
[30-08-2016_16-33-18]   [INFO]   Loading extra resources from ruleset...
[30-08-2016_16-33-19]   [INFO]   Data loaded successfully.
[30-08-2016_16-33-19]   [INFO]   Loading language...
[30-08-2016_16-33-19]   [INFO]   Language loaded successfully.
[30-08-2016_16-33-19]   [INFO]   OpenXcom started successfully!
[30-08-2016_16-33-19]   [INFO]   Playing flx, 320x200, 890 frames
[30-08-2016_16-33-19]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_16-33-19]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_16-33-25]   [ERROR]   Failed to load item STR_ALIEN_ALLOY
[30-08-2016_16-34-04]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[30-08-2016_16-34-08]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

I attatched the DEBUG mod (minus engineers).

EDIT: Removing STR_ALIEN_ALLOY the debug removed [ERROR]   Failed to load item STR_ALIEN_ALLOY; but the crash persists.

19
Resources / Re: Unfinished/Abandonded terrain.....
« on: August 30, 2016, 11:19:01 pm »
That looks really cool; it would be awesome to embark on missions to the moon(or other places) to mine elerium.

20
Work In Progress / UFOPedia help
« on: August 30, 2016, 11:13:05 pm »
I am working on a weapon which rearranges the research order of plasma weapons, while combining it with Shadows’ terran plasma weapons mod. Everything is working fine for the most part, until I finish the research for the (human) plasma weapons and try to look at any of the UFOpedia entries for the newly researched weapons, at which point it crashes and I am not entirely sure why.

The crash log states the following:

Spoiler:
[30-08-2016_15-49-52]   [INFO]   Data folder is:
[30-08-2016_15-49-52]   [INFO]   Data search is:
[30-08-2016_15-49-52]   [INFO]   - C:\Users\*REDACTED*\Documents\OpenXcom\
[30-08-2016_15-49-52]   [INFO]   - C:\Program Files (x86)\openxcom
[30-08-2016_15-49-52]   [INFO]   - C:\Program Files (x86)\openxcom
[30-08-2016_15-49-52]   [INFO]   User folder is: C:\Program Files (x86)\openxcom\user\
[30-08-2016_15-49-52]   [INFO]   Config folder is: C:\Program Files (x86)\openxcom\user\
[30-08-2016_15-49-52]   [INFO]   Options loaded successfully.
[30-08-2016_15-49-52]   [INFO]   SDL initialized successfully.
[30-08-2016_15-49-52]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_15-49-52]   [INFO]   requested file not found: openxcom.png
[30-08-2016_15-49-52]   [INFO]   Attempting to set display to 3840x2160x32...
[30-08-2016_15-49-54]   [INFO]   Display set to 3840x2160x32.
[30-08-2016_15-49-54]   [INFO]   requested file not found: Shaders/scale4xhq.opengl.shader
[30-08-2016_15-49-54]   [ERROR]   Shaders/scale4xhq.opengl.shader: bad file
[30-08-2016_15-49-54]   [INFO]   requested file not found: Shaders/scale4xhq.opengl.shader
[30-08-2016_15-49-54]   [ERROR]   Shaders/scale4xhq.opengl.shader: bad file
[30-08-2016_15-49-54]   [INFO]   Loading data...
[30-08-2016_15-49-54]   [INFO]   Scanning standard mods in 'standard'...
[30-08-2016_15-49-54]   [INFO]   Scanning user mods in 'C:\Program Files (x86)\openxcom\user\mods'...
[30-08-2016_15-49-54]   [INFO]   Mapping resource files...
[30-08-2016_15-49-55]   [INFO]   Resources files mapped successfully.
[30-08-2016_15-49-56]   [INFO]   Loading fonts... Font.dat
[30-08-2016_15-49-56]   [INFO]   Loading extra resources from ruleset...
[30-08-2016_15-49-56]   [INFO]   Data loaded successfully.
[30-08-2016_15-49-56]   [INFO]   Loading language...
[30-08-2016_15-49-56]   [INFO]   Language loaded successfully.
[30-08-2016_15-49-56]   [INFO]   OpenXcom started successfully!
[30-08-2016_15-49-56]   [INFO]   Playing flx, 320x200, 890 frames
[30-08-2016_15-49-58]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_15-49-58]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_15-50-09]   [INFO]   Mapping resource files...
[30-08-2016_15-50-10]   [INFO]   Resources files mapped successfully.
[30-08-2016_15-50-10]   [INFO]   Attempting to set display to 3840x2160x32...
[30-08-2016_15-50-10]   [INFO]   Display set to 3840x2160x32.
[30-08-2016_15-50-10]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_15-50-10]   [INFO]   Loading data...
[30-08-2016_15-50-10]   [INFO]   Scanning standard mods in 'standard'...
[30-08-2016_15-50-10]   [INFO]   Scanning user mods in 'C:\Program Files (x86)\openxcom\user\mods'...
[30-08-2016_15-50-10]   [INFO]   Mapping resource files...
[30-08-2016_15-50-11]   [INFO]   Resources files mapped successfully.
[30-08-2016_15-50-12]   [INFO]   Loading fonts... Font.dat
[30-08-2016_15-50-12]   [INFO]   Loading extra resources from ruleset...
[30-08-2016_15-50-12]   [INFO]   Data loaded successfully.
[30-08-2016_15-50-12]   [INFO]   Loading language...
[30-08-2016_15-50-12]   [INFO]   Language loaded successfully.
[30-08-2016_15-50-12]   [INFO]   OpenXcom started successfully!
[30-08-2016_15-50-16]   [ERROR]   Failed to load item STR_ALIEN_ALLOY
[30-08-2016_15-50-16]   [ERROR]   Failed to load item STR_ETHEREAL_ENGINEER
[30-08-2016_15-52-08]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[30-08-2016_15-52-14]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

Can anyone help? I have attached the current version of the mod.



21
I'm using $30/hour as a baseline.

according to the Ufopedia, engineers have an hourly wage of $35/hour

LINK: https://www.ufopaedia.org/index.php/Manufacturing_Profitability

22
Work In Progress / Re: Research Dependency Problems
« on: August 09, 2016, 01:38:15 am »
Thanks everyone, that fixed it!

23
Work In Progress / Re: Research Dependency Problems
« on: August 08, 2016, 10:35:39 am »
Certainly! Here are the plasma and laser rulesets.

24
Work In Progress / Research Dependency Problems
« on: August 08, 2016, 08:44:55 am »
Hello,

I am attempting to re-arrange the order in which the plasma technologies are unlocked, but it is not working. I am attempting to use

Spoiler:
- name: STR_PLASMA_WEAPONS
    cost: 130
    points: 20

to unlock (after interrogating an alien, but I haven't added that part for testing) this

Spoiler:
  - name: STR_HEAVY_PLASMA
    cost: 820
    points: 30
    dependencies:
      - STR_PLASMA_WEAPONS

I am not getting any syntax errors, at least none that I am being told, and when I finish Plasma Weapons, no technologies are unlocked (like Laser Weapons).

I would have consulted the UFOPedia, but their website seems to be down at the moment (502 error).

Any ideas?


25
Troubleshooting / Re: How do I install the nightlys?
« on: December 14, 2015, 02:47:06 am »
Sounds like your antivirus is blocking it.
You don't actually.

Good to know; thanks.

26
Troubleshooting / Re: How do I install the nightlys?
« on: December 13, 2015, 11:38:45 pm »
mine has been doing the same thing for me; i got some more info from it by disabling my AVAST! Pro antivirus software. It still does not run, saying it cannot find TERRAIN/BLANKS.TAB

this is a fresh install no mods

EDIT: got it, when I was copying files over, it didn't like the terrain folder for some reason.

@ juicebox1062

You need to DL the master version; 1.0. it has a bunch of .DLL file you need, copy them into the file with the .exe


27
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 27, 2014, 04:12:04 am »
the game will not start, "cannot open hybrid.gif at Open Xcom\data\Resources\XenoOperations\Aliens"
exited to see what they are

amazing mod!

28
Work In Progress / Re: Two weapon HWP
« on: September 26, 2014, 07:11:03 am »
i have tried both defined and undefined(which iirc would cause the game to crash in tac-scape test), neither showed up
the code is from Priatez, all i am trying to do is change the weapons atm


EDIT: Forget everything i was talking about, i was right, it would cause the game to crash if i had the mod activated! sorry about that and thanks for the help  :-[

29
Work In Progress / Re: Two weapon HWP
« on: September 26, 2014, 06:27:33 am »
I cannot figure out the builtInWeapons thing, i am running the code in the 'spoiler' section, and it does not recognise the minigun

Spoiler:
  - type: STR_TANK_CANNON
    race: STR_TANK_CANNON
    stats:
      tu: 70
      stamina: 100
      health: 150
      bravery: 110
      reactions: 20
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 70
    armor: TANK_ARMOR
    standHeight: 16
    kneelHeight: 16
    value: 20
    energyRecovery: 50
    deathSound: 23
    moveSound: 14
    builtInWeapons:
      - STR_TANK_CANNON
      - STR_HWP_MINIGUN
      - STR_HWP_CANNON_SHELLS

30
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 01, 2014, 07:10:02 am »
a few questions regarding the armours in the .xlsx file

what are 'Under' and '% none'? i assume the none is simply a blank, a nothing percent(why add it to the .xslx?) and that 'under' refers to the armour underneath the soldiers, and if this is true, why list it for non-flying armours? the only time that you would otherwise take damage is grenades that land directly at your feet.

also, why are the % modifiers different for the powered armours and the personal armours? they are made of the same material, so wouldn't they be susceptible to the same damage types?(the exceptions being smoke and stun)

what is the benefit for dragonskin armour? same 'under' rating and a worse AP rating, combine with worse acid rating, it seems far worse than the generic combat armour

just some questions and thoughts i had about this, this project seems amazing, keep up the great work guys! i might also recommend keeping a change log and newer files in the OP, makes it easier for people to find all of the latest parts.

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