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Author Topic: Not sure if it is a OpenXcom bug or FMP bug...?  (Read 10384 times)

Offline Recruit69

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Not sure if it is a OpenXcom bug or FMP bug...?
« on: August 07, 2014, 11:01:55 pm »
See screenshot, the number 2 is in Number 3 place without a box.

Attached savegame.

Only FMP mod is used for this.

I'll report using the bug tracker once  light been shedded on this.

Offline redv

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #1 on: August 08, 2014, 12:11:01 am »
Because of latest nightly. Return back to the built 2014_08_06_1335

Offline Warboy1982

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #2 on: August 08, 2014, 01:07:24 am »
already fixed

Offline Aldorn

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #3 on: August 08, 2014, 07:00:25 am »
Warboy is like fire-fighters, he has a siren that wake him up when a trouble occurs

Offline redv

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #4 on: August 08, 2014, 11:48:51 am »
already fixed

Please, return back light-grey tooltips instead of dark-blue.

Offline Yankes

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #5 on: August 08, 2014, 07:06:38 pm »
Warboy is like fire-fighters, he has a siren that wake him up when a trouble occurs
Sometimes fire-fighters can be arsonists too :D

Offline Warboy1982

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #6 on: August 08, 2014, 11:43:46 pm »
Sometimes fire-fighters can be arsonists too :D
hah!

Offline Dooh

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #7 on: December 02, 2014, 11:00:11 pm »
Hi,
I have a problem which fits also for this topic, so I decided not to start a new one.
When starting tactical mission my Skymarshall generates inside building, UFOs get stuck inside buildings or Skymarshall generates in the same place as UFO. Screens and saves below.
During game startup console return error libpng warning: Out of place iCCP chunk
I tried to compile most recent build (Tue Dec 2 20:20:07 2014 +1100), but the problem remains.

Is this a bug or am I doing something wrong?

Offline Arthanor

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #8 on: December 02, 2014, 11:18:47 pm »
The newer nightlies don't recognize a craft or UFO as such in the same way as before, so crafts from out of date mods are generated with regular map blocks and everything is mashed up.

I expect that the regular crafts have had their entry in the XCom1Ruleset.rul file updated, so they behave properly in the nightly, but mods which were made for older versions of OpenXCom, or v1.0, don't have the new information.

Is it possible to add the information that the nightly version needs while keeping the information that v1.0 needs? Otherwise, mods will start being compatible with only one of the two instead of both...

Offline Warboy1982

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #9 on: December 03, 2014, 11:09:59 am »
this is basically the risk you take when you make a mod using the nightlies as a basis. the nightlies change all the time with new features and updates and redesigns, so either you base it on the milestone, keep up with the barrage of changes, or get left in the dust.

also, bug reports pertaining to mods belong in that mod's thread, not here.
« Last Edit: December 03, 2014, 11:23:22 am by Warboy1982 »

Offline Arthanor

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #10 on: December 03, 2014, 03:24:08 pm »
@Warboy (or anyone else in the know): Could you answer this?

Is it possible to add the information that the nightly version needs while keeping the information that v1.0 needs? Otherwise, mods will start being compatible with only one of the two instead of both...

I know 1.0 and the nightly define crafts differently, but are the definitions compatible? (ie can I have both in my mods without breaking anything)

Offline Falko

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #11 on: December 03, 2014, 04:51:21 pm »
Otherwise, mods will start being compatible with only one of the two instead of both...
That is already the case.
for all nightly mods i suggest they should add a ufopedia entry in all categories with content
"dont use with 1.0!"
and make a delete entry for these ufopedia entries afterwareds
(ufopeadia deleting is only in nighly IIRC)

Offline Arthanor

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #12 on: December 03, 2014, 06:42:57 pm »
So it is NOT possible to define a craft so that it is considered a craft by both the nightly and 1.0? That's not so good on the modding side.

Might be time for 1.1... Lots of cool stuff introduced in the nightly that people using the "official release" would probably love to have, and mod compatibility would be good to have.

Offline yrizoud

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #13 on: December 03, 2014, 06:54:29 pm »
Arthanor, no, mod concern should not make it difficult for the game's development.
Devs already try their best to maintain forward compatibility, but when it breaks, it breaks.

If you want your mod to work on multiple (incompatible) versions of OpenXcom, propose two downloads.

Offline Arthanor

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Re: Not sure if it is a OpenXcom bug or FMP bug...?
« Reply #14 on: December 03, 2014, 07:39:10 pm »
So.. in 1.0 (and according to the UFOPaedia), crafts need a map block of type 1 (= Landing Zone).

In the new version, according to Falko in the FMP thread, you need a map with "group: 1" instead. I'm not sure if that's the only thing that is required though.

Do the nightlies still use the "type" property? If not, leaving it there for v1.0 / older nightlies to use could allow both to exist.

As far as I know, v1.0 / older nightlies don't use the new stuff (groups and whatever else) and would just ignore the new properties. As long as the newer nightlies also ignore the "type" property, you can define both in the same ruleset without conflicts.

That would allow the definition of crafts that work both in the release version and in the new nightly maps. Or is the new implementation of crafts intrinsically incompatible with the old implementation of crafts, because it uses the same property with different values?