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Author Topic: [TOTAL CONVERSION] The Piratez Mod - 0.9.j - 9 May - Holiday Edition  (Read 749986 times)

Offline Imeryak

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #390 on: August 20, 2014, 11:40:38 am »
Mercenary weapon is bugged.
Add
Code: [Select]
    clipSize: -1 to piratez.rul
Code: [Select]
  - type: STR_MUTON_MERCENARY
    size: 1
    costBuy: 255000
    costSell: 85000
    transferTime: 24
    weight: 30
    bigSprite: 189
    handSprite: 438
    bulletSprite: 3
    power: 50
    damageType: 1
    battleType: 1
    accuracySnap: 115
    accuracyAimed: 130
    tuSnap: 32
    tuAimed: 70
    fireSound: 81
    hitSound: 13
    hitAnimation: 26
    shotgunPellets: 6
#  here
    clipSize: -1
    invWidth: 1
    invHeight: 3
    aimRange: 15
    snapRange: 9
    dropoff: 6
    twoHanded: true
    fixedWeapon: true
    listOrder: 1493

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #391 on: August 20, 2014, 01:20:39 pm »
Ohh right, default clip size is 0 now, not -1. The work is never over...
« Last Edit: August 20, 2014, 01:24:47 pm by Dioxine »

Offline Imeryak

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #392 on: August 20, 2014, 04:21:55 pm »
Another bugreport:
v0.81, build openxcom_git_master_2014_08_18_1652
My base under attack (on 15 Jan 2601, i'm a lucky man) and battlescape map has some dirt instead of a new living quarters.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #393 on: August 20, 2014, 05:52:37 pm »
Is this a map-only problem? Or has the facility vanished completely?
If the former, I have no clue... Map should be generated based on tilesets, and it's definitely it's not tileset problem, as mostly normal XCom base tilesets are used... except maybe:

Code: [Select]
      - name: XBASE_20
        width: 10
        length: 10
        type: 5
      - name: XBASS_01
        width: 10
        length: 10
      - name: XBASS_02
        width: 10
        length: 10
      - name: XBASS_03
        width: 10
        length: 10
      - name: XBASS_04
        width: 10
        length: 10
      - name: XBASS_05
        width: 10
        length: 10

Adding type: 0 to all XBASS entries? Just firing blind here. This is very puzzling and very troubling.

EDIT: another thought is moving the XBASE_20 (dirt tile) to the very end of the list
« Last Edit: August 20, 2014, 06:05:15 pm by Dioxine »

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #394 on: August 20, 2014, 07:19:11 pm »
Thanks to Falko's big help, problem has been found!

Open Piratez_factions.rul (NOT Piratez.rul) and delete all the following:

Code: [Select]
  - name: XBASE
    mapDataSets:
      - BLANKS
      - XBASE1
      - XBASE2
    mapBlocks:
      - name: XBASE_00
        width: 10
        length: 10
      - name: XBASE_01
        width: 10
        length: 10
      - name: XBASE_02
        width: 10
        length: 10
      - name: XBASE_03
        width: 10
        length: 10
      - name: XBASE_04
        width: 10
        length: 10
      - name: XBASE_05
        width: 10
        length: 10
      - name: XBASE_06
        width: 10
        length: 10
      - name: XBASE_07
        width: 10
        length: 10
      - name: XBASE_08
        width: 10
        length: 10
      - name: XBASE_09
        width: 10
        length: 10
      - name: XBASE_10
        width: 10
        length: 10
      - name: XBASE_11
        width: 10
        length: 10
      - name: XBASE_12
        width: 10
        length: 10
      - name: XBASE_13
        width: 10
        length: 10
      - name: XBASE_14
        width: 10
        length: 10
      - name: XBASE_15
        width: 10
        length: 10
      - name: XBASE_16
        width: 10
        length: 10
      - name: XBASE_17
        width: 10
        length: 10
      - name: XBASE_18
        width: 10
        length: 10
      - name: XBASE_19
        width: 10
        length: 10
      - name: XBASE_20
        width: 10
        length: 10
        type: 5

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #395 on: August 21, 2014, 03:10:55 am »
On a lighter note, some progress with the Smugglers...

1. Mystery Crates!

2. What's in the box...?

3. These guys aren't happy.

Offline Alex_D

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #396 on: August 21, 2014, 05:17:28 am »
Thanks Imervak and Dioxine,

The clipSize fix worked!

Because of the lack of ammo, for a few games I was equipping the merc guy a good gun during the equipment phase, until I realized that the game was removing the items from the battlescape as lost during a blast or similar.

Interesting unintended consequence for a way to simulate "stealing" at the workplace ("you cannot trust your subconsultants and temp hires anymore!")  :D

Alex


Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #397 on: August 22, 2014, 05:16:50 am »
Meanwhile, the work on Smugglers slowly trudges forwards...

Watch out for this guy. This time, he's shooting first for sure.

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #398 on: August 24, 2014, 01:27:45 am »
The Suggler faction core part is completed, with 4 enemies, new loot system and 6 new weapons.

However there is an unexpected hurdle. Seems that enemies in OXCom are disallowed to attack with melee weapon unless it is a fixed weapon, Reaper style (as opposed to a weapon that can be picked up). We'll see if the devs decide to fix this or not, until then, I'm putting the developement on hold.

Have a screen:


Offline smexyvami

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #399 on: August 24, 2014, 06:34:40 am »
i love your sprite work and wepons just wish i could have to games installed cant run your mod stand alone and have another one set up :(

Online Yankes

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #400 on: August 24, 2014, 10:42:15 am »
The Suggler faction core part is completed, with 4 enemies, new loot system and 6 new weapons.

However there is an unexpected hurdle. Seems that enemies in OXCom are disallowed to attack with melee weapon unless it is a fixed weapon, Reaper style (as opposed to a weapon that can be picked up). We'll see if the devs decide to fix this or not, until then, I'm putting the developement on hold.

Have a screen:
She look more like oni than cat :D

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #401 on: August 24, 2014, 03:38:06 pm »
1. The melee weapon problem solved. Seems that there is a glitch in the code; despite melee weapons not needing ammo, the AI thinks they do, and thinks there is no ammo so it doesn't attack. To everyone who wants to include melee weapons: Setting clipsize to -1 is neccessary for the aliens to use a melee weapon.

2. It is possible to have more than one install of the game, for example if you want to keep all the options and rulesets for a large mod together along with the appropriate saves and rulesets enabled; Step by step instructions:
 - Create User folder in your Openxcom game folder (the folder where the Data folder and OpenXcom.exe are)
 - Find Openxcom folder in your windows Documents folder;
 - Dump all contents of Documents\Openxcom folder into your Openxcom\User folder and delete the Documents\Openxcom folder
 - copy the whole OpenXcom folder as many times as you want, creating as many instances as you want
 - in each instance, all options and saves and screenshots are stored separately;
 - fire up the desired setup by linking appropriate exe file
« Last Edit: August 24, 2014, 03:53:25 pm by Dioxine »

Offline smexyvami

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #402 on: August 24, 2014, 05:32:45 pm »
cant get that to work it keeps opening a new one and remakeing the folder :(

Offline Dioxine

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #403 on: August 24, 2014, 07:18:27 pm »
Then I can't really help, never done it myself to be honest, just citing what a friend told me.

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] The Piratez Mod - 0.81 - 16 Aug
« Reply #404 on: August 24, 2014, 07:34:57 pm »
Just open your documents folder, cut the Openxcom folder, move it to your actual Openxcom folder and rename to user... That is all, really.

If this doesn't work, I have no idea why. Worked for me.