Author Topic: [WEAPON] Ufo:TTS Style SniperRifle  (Read 54734 times)

Offline luke83

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Re: Ufo:TTS Style SniperRifle
« Reply #30 on: September 23, 2013, 11:00:00 am »
Any hidden files floating around in the resource folders?

Offline SupSuper

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Re: Ufo:TTS Style SniperRifle
« Reply #31 on: September 23, 2013, 05:03:40 pm »
I'm investigating this.

Offline ShadeTrigger

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Re: Ufo:TTS Style SniperRifle
« Reply #32 on: September 23, 2013, 07:49:18 pm »
Just checked all resource folders. No hidden files in there.

Offline EchoFourDelta

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Re: Ufo:TTS Style SniperRifle
« Reply #33 on: September 27, 2013, 03:53:42 pm »
I got the same error when I used the "_custom" version. The "_u2s" one seems to work fine.

Offline Hadan

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Re: Ufo:TTS Style SniperRifle
« Reply #34 on: September 27, 2013, 09:34:04 pm »
Would it be possible to add a new Ammo to the sniper that shows up in the Ufopaedia only after it is researched?
I have an idea to prolong the use of the rifle by adding new bullets made of alien alloys that are stronger than the basic ones.

greetz
Hadan

/edit:
I did a quick german translation:
      STR_SNIPER_RIFLE: Scharfschützengewehr
      STR_SNIPER_RIFLE_CLIP: Scharfschützengewehr Magazin
      STR_SNIPER_RIFLE_UFOPEDIA: Dieses 12.7mm Kaliber Scharfschützengewehr ist stärker als das Standard-Gewehr und ist sehr präzise. Es ist aber schwerer zu bediehnen und hat eine geringe Feuerrate.
« Last Edit: September 27, 2013, 10:42:40 pm by Hadan »

Offline ShadeTrigger

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Re: Ufo:TTS Style SniperRifle
« Reply #35 on: September 27, 2013, 09:51:50 pm »
Ok this is weird. It seems to be any mod I use. I did a clean install. Even delete my config and let the program remake it. As soon as I add it to the rulesets and use the item or ship ingame it crashes with the vector error. The combat armor works for a bit, but after I move a couple of soldiers it gives the error. If I should be asking about this in a different part of the forums let me know.
« Last Edit: September 27, 2013, 09:55:07 pm by ShadeTrigger »

Offline Hadan

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Re: Ufo:TTS Style SniperRifle
« Reply #36 on: September 27, 2013, 10:20:30 pm »
The combat armor works for a bit, but after I move a couple of soldiers it gives the error.
Had the same behavior, I think SupSuper is currently looking into it to dtermine if the problem is located in the game and not in the mods.

Offline SupSuper

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Re: Ufo:TTS Style SniperRifle
« Reply #37 on: September 30, 2013, 05:25:09 am »
I found a bug with armor mods, so if you were using the Combat Armor, this should now be fixed. Couldn't find bugs in any other mods though, so if you still experience problems, let me know the specific mod and a save if necessary.

Offline ShadeTrigger

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Re: Ufo:TTS Style SniperRifle
« Reply #38 on: September 30, 2013, 05:56:01 am »
I will try the new git and let you know.

Edit: Okay all the mods are working again. I think the bug you fixed on the armor worked across the board.
« Last Edit: September 30, 2013, 10:06:36 am by ShadeTrigger »

Offline MFive

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Re: Ufo:TTS Style SniperRifle
« Reply #39 on: October 01, 2013, 08:13:23 am »
i love this mod, my only complaints is that it might not do enough damage, in theory it should powerful enough to kill a human in a single shot, mostly like modern snipers(i am no expert, but isn't that the point?) so, should't it kill a sectoid in a single shot? mine have been taking 2 shots or more, its not bad given the great range and accuracy. the other being is the current name, STR_Sniper_Rifle ... the same as the rule set, i have looked at it but have VARY little understanding of C++(i think that is what the rulesets use) and cannot find a solution to the name

Offline moriarty

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Re: Ufo:TTS Style SniperRifle
« Reply #40 on: October 01, 2013, 09:24:41 am »
high accuracy plus high damage might be a bit unbalanced, don't you think? but if you want to make it an uber-rifle, just edit your "SniperRifle_custom.rul" or "SniperRifle_u2s.rul":
--> look at the part that begins with "- type: STR_SNIPER_RIFLE_CLIP" and change "power: 46" to "power: 70" or something.

(sniper rifles are not generally stronger than ordinary rifles - the one-shot-kill thing is a matter of hitting the vital organs. this mechanism isn't possible in openxcom right now, so you might of course argue that they should do higher damage - although you should probably increase the TU use in that case, to account for more precise aiming... to balance things. a real-life sniper spends a lot of time waiting for the right moment.)

as for the "STR_SNIPER_RIFLE" name thing, that's because a recent update changed the naming conventions for in-game localized names. a hot fix would be to edit the .rul files:
--> search for "- type: English" and replace it with "- type: en"
--> search for "- type: EnglishUS" and replace it with "- type: en_US"
(I don't know for the other languages... Spanish is probably "es" and so on...)

Offline MFive

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Re: Ufo:TTS Style SniperRifle
« Reply #41 on: October 02, 2013, 12:03:35 am »
as for the "STR_SNIPER_RIFLE" name thing, that's because a recent update changed the naming conventions for in-game localized names. a hot fix would be to edit the .rul files:
--> search for "- type: English" and replace it with "- type: en"
--> search for "- type: EnglishUS" and replace it with "- type: en_US"
(I don't know for the other languages... Spanish is probably "es" and so on...)

i have tried that, though no EnglishUS was found, i did find EnglishUK and replaced it with en_uk and it did not work :(

Offline moriarty

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Re: Ufo:TTS Style SniperRifle
« Reply #42 on: October 02, 2013, 12:48:25 am »
did you use en_us or en_US ? I suppose it is case sensitive...

Offline SupSuper

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Re: Ufo:TTS Style SniperRifle
« Reply #43 on: October 02, 2013, 02:24:48 am »
For reference:

bg-BG = Bulgarian
cs-CZ = Czech
da = Danish
nl = Dutch
en-US = English
en-GB = EnglishUk
fr = French
de = German
hu-HU = Hungarian
it = Italian
pl-PL = Polish
pt-PT = Portuguese
ro = Romanian
ru = Russian
es = Spanish
es-419 = SpanishAL
uk = Ukranian

When in doubt check your Language folder.

Offline MFive

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Re: Ufo:TTS Style SniperRifle
« Reply #44 on: October 02, 2013, 05:25:44 am »
thats done it, thanks guys  :D