Author Topic: [submod]Submod list for XCF  (Read 55699 times)

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #15 on: July 04, 2023, 07:09:43 pm »
XCFHanger Expansion Mod v0.86 appears to be broken with the latest OpenXcom update from yesterday.

Cannot confirm.

Used the latest Github version of XCF, OXCE 7.9.8 and Hanger Expansion Mod v0.86. Both mods launch fine. After removing item requirements, a newly built Large Hangar seems to function like it's supposed to. Didn't try a base defence, but I don't think that'd be the cause here.

So, puzzling. ??? Anyone else get these errors?


Edit: Tried filling up the Large Hangar with 8 craft and running a retaliation mission. Both worked fine, the Battlescape map loads and there's a crapload of cars parked into the thing now. So, I'm stumped. What's this error supposed to indicate, anyway? Meridian/Yankes? Edit: It's Flaubert's hangar feature ported to Xilmi's Brutal AI.
« Last Edit: July 05, 2023, 11:20:29 am by Juku121 »

Offline Xylon666Darkstar

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Re: [submod]Submod list for XCF
« Reply #16 on: July 04, 2023, 10:28:51 pm »
Would it matter I am using Xilmi's BrutalAI version of OXCE 7.9.8?

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #17 on: July 04, 2023, 11:28:26 pm »
In theory, no. In practice, who knows?

Fastest way to find out, install regular OXCE and copy the mods over for a try.



Edit: In other news, trawled the mod portal and found three new mods that were not on the list.
« Last Edit: July 04, 2023, 11:54:50 pm by Juku121 »

Offline Kozinsky

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Re: [submod]Submod list for XCF
« Reply #18 on: July 05, 2023, 09:55:28 am »
Would it matter I am using Xilmi's BrutalAI version of OXCE 7.9.8?
This submod is incompatible with the latest versions of the Brutal AI and requires modification to accommodate the new hangar system.

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #19 on: July 05, 2023, 11:43:38 am »
Hmm, yeah, Brutal AI seems to be doing more than just AI these days.

Anyway, a quick fix attached until/if the submod author decides to make a separate version for BAI. No guaranteeing these will line up nicely for advanced aircraft since I only tested with Mudrangers.

Offline Xylon666Darkstar

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Re: [submod]Submod list for XCF
« Reply #20 on: July 06, 2023, 04:01:14 am »
This worked. Thank you!!

Offline Flaubert

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Re: [submod]Submod list for XCF
« Reply #21 on: July 07, 2023, 02:01:54 am »
XCFHanger Expansion Mod v0.86 appears to be broken with the latest OpenXcom update from yesterday. I keep getting these errors now attempting to launch the game  :-[

[04-07-2023_07-54-31]   [ERROR]   During linking rulesets of facilities:
Error processing 'STR_LARGE_HANGAR' in facilities: Not enough position vectors for crafts allocation.
Error processing 'STR_UPGRADED_HANGAR' in facilities: Not enough position vectors for crafts allocation.
Hi. If hanger allows more than one craft, you must provide coordinates for the crafts positions over the hangar sprite

"Another feature added is the possibility of allocate more than 1 craft at an specific hangar facility, so all crafts will be shown at Basescape, and can be right-clicked to go to craft screen. If more than craft is defined for an hangar facility, a new YAML tag "craftSlots" should be defined in the hangar ruleset. This tag will be followed by as many "position entries" as crafts are allowed in the hangar. Every position is a "- [x, y, z]" entry, where x,y are position offsets respect to the center of the hangar sprite, and z is ignored.
"
So, if ruleset of your hangar have tag "crafts: 2", you MUST add another tag with the positions for those 2 crafts at the hangar sprite. for example:

crafts: 2
craftslots:
    - [11, -11, 0]
    - [-11,11,0]

So, sprites of your crafts will be shown at (11,-11) and (-11,11) pixels from the center of the hangar sprite.

See this video for more examples:
https://youtu.be/0wmmdvmLTJE



IMPORTANT: these instructions are only for XIlMi'S Brutal AI fork of OXCE+. Official OXCE+ does not support this extended hangar feature (more than one craft VISIBLE  at hangars in basescape).

« Last Edit: July 26, 2023, 11:19:58 am by Flaubert »

Offline Kozinsky

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Re: [submod]Submod list for XCF
« Reply #22 on: July 12, 2023, 01:20:24 pm »
I think this thread should be pinned at the top so it doesn't get lost.

Offline Solarius Scorch

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Re: [submod]Submod list for XCF
« Reply #23 on: July 12, 2023, 01:41:27 pm »
I think this thread should be pinned at the top so it doesn't get lost.

Good point, done.

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #24 on: August 08, 2023, 02:50:10 pm »
Added Kozinsky's new air raid and destroyed base facility mods, updated agent name mod's version and made a section for Brutal AI since it does seem to be at least somewhat playable with XCF.

Offline varajo411

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Re: [submod]Submod list for XCF
« Reply #25 on: August 10, 2023, 06:00:35 pm »
Brutal AI is incompatible with natasha-morozova-join-for-x-com-files, it has to do something with the natasha morozova mod cutom 2x2 hangar  that can have up to 4 aircraft.

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #26 on: August 10, 2023, 07:31:41 pm »
Temporary fix.

Next time, just copy something like
Code: [Select]
    craftSlots:
      - [-15, -15, 0]
      - [15, -15, 0]
      - [-15, 15, 0]
      - [15, 15, 0]
below the code saying 'crafts: 4'.

Offline akk1990

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Re: [submod]Submod list for XCF
« Reply #27 on: October 04, 2023, 10:53:23 pm »
This may seem like a dum dum question, but when installing submods you dont include the 'metadata.yml' file do you?

It seems whenever I do include it, XCOM Files disappears from the OpenXCOM Extended mod menu.

EDIT: Nevermind, nevermind. I figured out what I was doing wrong.
« Last Edit: October 04, 2023, 11:43:38 pm by akk1990 »

Offline zee_ra

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Re: [submod]Submod list for XCF
« Reply #28 on: October 20, 2023, 05:42:29 pm »
Brutal AI is incompatible with natasha-morozova-join-for-x-com-files, it has to do something with the natasha morozova mod cutom 2x2 hangar  that can have up to 4 aircraft.

I recall, the natasha mod relies on some rather weird player classes.  Given that, it makes more sense to fix the mod to be compatible with the new engine and to clean its internal logic up.

Offline zee_ra

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Re: [submod]Submod list for XCF
« Reply #29 on: October 20, 2023, 05:43:38 pm »
I wonder, if the newer OXCE includes some features from the Brutal AI branch already?  From what I'm reading here, the forks seem to be diverging into the realm of incompatibility.