Author Topic: OpenXCom Modding Tools  (Read 122513 times)

Offline Buscher

  • Colonel
  • ****
  • Posts: 170
    • View Profile
Re: OpenXCom Modding Tools
« Reply #120 on: January 28, 2022, 05:19:35 pm »
Maybe I misunderstand you but the UFO/TFTD tanks are available on Falko's as templates before you use the HWP builder/splitter
UFO Tanks
TFTD Tanks

No idea if the 2x2 Merger is too hard to use or doesn't supply the expected results. Feel free to tell me if you got any issues.
I am currently rewriting the code some as I am creating other helper programs for myself. Also I had a look at how pythonanywhere could potentially work. No idea if a free plan is good enough but I want to try anyway.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11760
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: OpenXCom Modding Tools
« Reply #121 on: February 01, 2022, 11:58:12 pm »
The truth is, I completely forgot about it... :-[

Still, would be nice to have all tools in one place. ;)

Offline The Martian

  • Commander
  • *****
  • Posts: 754
  • "It implores you to listen to its arguments..."
    • View Profile
Re: OpenXCom Modding Tools
« Reply #122 on: February 23, 2022, 03:44:28 pm »
go here: https://falkooxc2.pythonanywhere.com/

Falko's Tools are down. T_T

Only this message is displayed when trying to access the site:

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11760
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: OpenXCom Modding Tools
« Reply #123 on: February 23, 2022, 09:05:31 pm »
I hope it comes back soon, without Falko's tools some aspects of modding are pretty much unfeasible.

The site has been down several times before, and every time was nerve wrecking... And yet, we still don't have any alternative. :(

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: OpenXCom Modding Tools
« Reply #124 on: February 26, 2022, 07:13:01 pm »
is online
i really should take the time to put the source online somewhere
but it is such a mess

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: OpenXCom Modding Tools
« Reply #125 on: February 26, 2022, 07:20:52 pm »
is online
i really should take the time to put the source online somewhere
but it is such a mess

Thanks a lot for the effort! I still use it from time to time even after all these years :)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11760
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: OpenXCom Modding Tools
« Reply #126 on: March 14, 2022, 02:49:58 pm »
Thank you! :)

EDIT:
Falko, I'm having issues with the sprite combiner. I am trying to load the attached zip to combine the sprites, but nothing happens. Tested on Firefox and Opera. Could you please check?

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: OpenXCom Modding Tools
« Reply #127 on: March 25, 2022, 12:40:42 am »
"  File "/usr/local/lib/python3.4/dist-packages/PIL/Image.py", line 1447, in putpalette
    raise ValueError("illegal image mode")"
is in the errorlog
first guess would be indexed/palletebased png instead of RGBA png?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11760
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: OpenXCom Modding Tools
« Reply #128 on: March 25, 2022, 04:54:42 pm »
"  File "/usr/local/lib/python3.4/dist-packages/PIL/Image.py", line 1447, in putpalette
    raise ValueError("illegal image mode")"
is in the errorlog
first guess would be indexed/palletebased png instead of RGBA png?

Thanks for the response, Falko! Hmm, was probably indexed. I no longer have these resources, since I did it manually.
So, should they be indexed or in RGB? I'd think indexed, but who knows... :)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11760
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: OpenXCom Modding Tools
« Reply #129 on: August 29, 2022, 12:14:58 am »
Sorry for double posting, but do you guys also have issues with the website? It appears down.

Offline R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: OpenXCom Modding Tools
« Reply #130 on: August 29, 2022, 12:49:44 am »
Assuming you are referring to the "https://falkooxc.pythonanywhere.com/" sites (e.g. falko's mod tools).

There was some mention on the discord about that site.
Just checked. And indeed it seems to be down (or more likely, expired account).


Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11760
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: OpenXCom Modding Tools
« Reply #131 on: August 29, 2022, 03:05:15 pm »
Assuming you are referring to the "https://falkooxc.pythonanywhere.com/" sites (e.g. falko's mod tools).

There was some mention on the discord about that site.
Just checked. And indeed it seems to be down (or more likely, expired account).

Actually I was referring to falkooxc2.pythonanywhere.com/ (the new engine), but it appears to be down as well.
I really hope to see these tools back - they are absolutely crucial to modding units.

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: OpenXCom Modding Tools
« Reply #132 on: October 23, 2022, 11:49:20 am »
pythonanywhere switches to a newer python version end of this month
Quote
"classic" was
released a very long time ago, and is based on Ubuntu 14.04, with support for
Python versions up to 3.5. Our most recent system image, "haggis", is
based on 20.04 with Python supported up to 3.10
a switch 3.4 to 3.10 schould work fine
i added the source code of my site (including very old copies of javascript libraries)
this can be added to any python capable webserver

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: OpenXCom Modding Tools
« Reply #133 on: October 23, 2022, 12:26:08 pm »
the source for the older site
modtester https://openxcom.org/forum/index.php/topic,2221.msg22099.html
sprite tools https://openxcom.org/forum/index.php/topic,2349.msg23573.html
language editor  https://openxcom.org/forum/index.php/topic,2862.msg30686.html
world editor https://openxcom.org/forum/index.php/topic,2835.msg30054.html
most of the function of the old site is integrated into the "new" (falkooxc2) site .. not sure if anyone even uses the old tools
but here ist the source code for the site

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11760
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: OpenXCom Modding Tools
« Reply #134 on: October 23, 2022, 01:32:20 pm »
Falko, you are one of the central pillars of X-Com community. Thank you for your constant support!

But I still think it would be good to have a desktop app for these things. Which will always work... :)