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Author Topic: Handobs weirdness.  (Read 7890 times)

Offline KingMob4313

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Handobs weirdness.
« on: September 01, 2014, 08:40:22 pm »
Always with the troubles, I know.

I got something weird going on with my handobs. 

Code: [Select]
  - type: HANDOB.PCK
    width: 256
    height: 40
    subX: 32
    subY: 40
    files:
      370: Resources/FourthState/PlasmaRifle/Alien/PlasmaRifleh.gif
      371: Resources/FourthState/PlasmaRifle/Human/HumanPlasmaRifleh.gif
      470: Resources/FourthState/PlasmaDMR/Human/HumanPlasmaDMRh.gif
      570: Resources/FourthState/PlasmaSMG/Human/HumanPlasmaSMGh.gif
      670: Resources/FourthState/SniperPlasma/Human/HumanSniperPlasmah.gif
      770: Resources/FourthState/PlasmaMagnum/Human/HumanPlasmaMagnumh.gif
      870: Resources/FourthState/HeavyPlasma/Alien/HeavyPlasmah.gif
      871: Resources/FourthState/HeavyPlasma/Human/HumanHeavyPlasmah.gif
      872: Resources/FourthState/PlasmaLMG/Human/HumanPlasmaLMGh.gif
      970: Resources/FourthState/PlasmaPistol/Alien/PlasmaPistolh.gif
      971: Resources/FourthState/PlasmaPistol/Human/HumanPlasmaPistolh.gif

So all are using the 256 x 40 template with 32x40 subunits.  All of them are working just fine, except for my Human Heavy Plasma.

See below:

All the two handers are arranged per standard, but only one is screwed up.

I have this problem with my other mods too.

Offline Solarius Scorch

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Re: Handobs weirdness.
« Reply #1 on: September 01, 2014, 08:52:53 pm »
Handob sprites must be numbered in increments of 8, starting with 0. Anything else will fail.

For example, 370 is not divisable by 8, so it's not a valid handob number.

Offline KingMob4313

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Re: Handobs weirdness.
« Reply #2 on: September 01, 2014, 09:00:01 pm »
Handob sprites must be numbered in increments of 8, starting with 0. Anything else will fail.

For example, 370 is not divisable by 8, so it's not a valid handob number.

Oh wow, so they essentially need to be divisible by 40. Weird that the others work, but this explains the issues in my other mods. Max for item numbers is still 999 right?

Offline Solarius Scorch

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Re: Handobs weirdness.
« Reply #3 on: September 01, 2014, 09:05:15 pm »
Oh wow, so they essentially need to be divisible by 40.

...why 40? O_o

Weird that the others work, but this explains the issues in my other mods. Max for item numbers is still 999 right?

Yeah, so they say. I've never tested it though.

Offline Dioxine

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Re: Handobs weirdness.
« Reply #4 on: September 01, 2014, 09:14:36 pm »
Make your first new handob 128, second 136, third 144 and so on.

Offline KingMob4313

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Re: Handobs weirdness.
« Reply #5 on: September 01, 2014, 09:15:24 pm »
Misinterped, I thought 'starts with 0' meant it needed to have a 0 in the ones digit.

Offline Falko

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Re: Handobs weirdness.
« Reply #6 on: September 01, 2014, 10:02:54 pm »
Handob sprites must be numbered in increments of 8, starting with 0. Anything else will fail.

For example, 370 is not divisable by 8, so it's not a valid handob number.
that is not entirely correct
the fileids should have a distance of 8
in the example
Code: [Select]
      370: Resources/FourthState/PlasmaRifle/Alien/PlasmaRifleh.gif
      371: Resources/FourthState/PlasmaRifle/Human/HumanPlasmaRifleh.gif
      870: Resources/FourthState/HeavyPlasma/Alien/HeavyPlasmah.gif
      871: Resources/FourthState/HeavyPlasma/Human/HumanHeavyPlasmah.gif
      872: Resources/FourthState/PlasmaLMG/Human/HumanPlasmaLMGh.gif
      970: Resources/FourthState/PlasmaPistol/Alien/PlasmaPistolh.gif
      971: Resources/FourthState/PlasmaPistol/Human/HumanPlasmaPistolh.gif
there were x70 and x71  images = no distance of 8
if the distance is less the images overwrite each other

additionally:
you can use fileids > 1000 BUT the next mod thats loaded after yours will use ids 1000-1999, the next 2000-2999,...
never saw a case where 1000 ids were not enough so you should keep in that range
i would guess the id with the least "space" is bulletsprite each entry uses up 35 fileids


Offline KingMob4313

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Re: Handobs weirdness.
« Reply #7 on: September 01, 2014, 10:45:06 pm »
that is not entirely correct
the fileids should have a distance of 8
in the example
Code: [Select]
      370: Resources/FourthState/PlasmaRifle/Alien/PlasmaRifleh.gif
      371: Resources/FourthState/PlasmaRifle/Human/HumanPlasmaRifleh.gif
      870: Resources/FourthState/HeavyPlasma/Alien/HeavyPlasmah.gif
      871: Resources/FourthState/HeavyPlasma/Human/HumanHeavyPlasmah.gif
      872: Resources/FourthState/PlasmaLMG/Human/HumanPlasmaLMGh.gif
      970: Resources/FourthState/PlasmaPistol/Alien/PlasmaPistolh.gif
      971: Resources/FourthState/PlasmaPistol/Human/HumanPlasmaPistolh.gif
there were x70 and x71  images = no distance of 8
if the distance is less the images overwrite each other

additionally:
you can use fileids > 1000 BUT the next mod thats loaded after yours will use ids 1000-1999, the next 2000-2999,...
never saw a case where 1000 ids were not enough so you should keep in that range
i would guess the id with the least "space" is bulletsprite each entry uses up 35 fileids

Ha! Thanks guys, this solves my issues, and also explains how to use MASSIVE sprite sheets.

Offline KingMob4313

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Re: Handobs weirdness.
« Reply #8 on: September 02, 2014, 12:23:05 am »
Now I've had to make a massive spreadsheet so I can keep track of where everything is at, file number wise.

Offline ivandogovich

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Re: Handobs weirdness.
« Reply #9 on: September 02, 2014, 01:51:56 am »
Now I've had to make a massive spreadsheet so I can keep track of where everything is at, file number wise.

Perfect! Now post it up for the rest of us to use! ;)

Cheers, Ivan :D