Author Topic: Nightly Builds Discussion for Modders/LPers/Players/etc.  (Read 131685 times)

Offline Yankes

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #30 on: March 16, 2015, 09:24:32 am »
Coloring based on rank is not done yet. But I'm working on it.

Offline Hobbes

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #31 on: March 16, 2015, 08:15:21 pm »
Coloring based on rank is not done yet. But I'm working on it.

Great to hear. I've got a human faction that has different uniform colors for some ranks. The uniforms are essentially reworked XCom starting armor, so it would be nice to get the head/gender variety with them.

Online Meridian

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #32 on: March 17, 2015, 10:03:30 pm »
As of build 2015_03_03_0153, mods which mess with alien missions need to review their ruleset... there are several new required attributes and also some attributes were made obsolete...

Offline Yankes

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #33 on: March 26, 2015, 06:57:28 pm »
OK breaking time :)

because of bug in yaml-cpp I was forced to change implementation of saving recoloring.
This cause problems with loading battlescape saves.
Easiest way to fix broken saves is remove stored recolor values form file.
Go to save file, open in your preferred editor and replace (usually Ctr+H):
Code: [Select]
recolor:with
Code: [Select]
recolorX:This will fix saves.

Good things is that I add some new stuff, like
Code: [Select]
spriteUtileGroup: 3
spriteUtileColor: [] #work like spriteHair
spriteRankGroup: 5
spriteRankColor: [] #values choose based on unit rank, work for solders and aliens, civilians have random value form 0-7

Offline Solarius Scorch

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #34 on: July 28, 2015, 07:57:53 pm »
The recent nightly description contained some scary crap regarding missions:

Quote from: Warboy1982
included mission script provides details and examples of what things mean
and replicates xcom1's behaviour nicely. if all went well, players should
notice absolutely nothing different between this version and yesterday's
modders, on the other hand...

Does it mean Redux, Hardon Mod, FMP etc. are broken now?

Offline hellrazor

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #35 on: July 28, 2015, 08:20:32 pm »
The recent nightly description contained some scary crap regarding missions:

Does it mean Redux, Hardon Mod, FMP etc. are broken now?

Probably Yes.
But i already know what is broken so i can fix it :P

Offline Solarius Scorch

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #36 on: July 28, 2015, 08:25:31 pm »
Probably Yes.
But i already know what is broken so i can fix it :P

Please don't let me stop you from sharing the knowledge. :P

Offline hellrazor

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #37 on: July 28, 2015, 08:43:06 pm »
Please don't let me stop you from sharing the knowledge. :P

Well essentially, if you have shuffled the alienmission List, and have a specific Mission as the first Mission of the game, since the behaviour so far was,
that the first Race and the first Mission in the Missionlist will be executed as the first Mission in the game, then your Mod is broken.

Which is the case with my Hardmode Expansion Mod and also with UFO Redux.

But this is not a big bother, since we only need to redefine those Missions, and can let them execute with the normal defined Alien Research Mission.
This opens up a lot of possibilities.
Since you can let the normal alien missions run as normal and define all the Missions for Custom Factions as seperate Missions, which will be executed ontop of the normal ones.
It also opens up the possibility to let research topics trigger Missions, which is awesome.
For example in the FMP you could bind your "Alien Diplomacy" Missions (the one with the golden UFO) towards a specific research Topic, which for example, requires a specific Item, which needs to be researched first and also needs to recovered from another mission which is sceduled ba something else.

Offline Solarius Scorch

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #38 on: July 28, 2015, 09:02:52 pm »
Well essentially, if you have shuffled the alienmission List, and have a specific Mission as the first Mission of the game, since the behaviour so far was,
that the first Race and the first Mission in the Missionlist will be executed as the first Mission in the game, then your Mod is broken.

Which is the case with my Hardmode Expansion Mod and also with UFO Redux.

So essentially, in order to make the game work correctly (like in vanilla), I need to make sure that the first alien mission listed in the ruleset is Alien Research, and the first alien race in the ruleset is Sectoid. Yes?

But this is not a big bother, since we only need to redefine those Missions, and can let them execute with the normal defined Alien Research Mission.
This opens up a lot of possibilities.
Since you can let the normal alien missions run as normal and define all the Missions for Custom Factions as seperate Missions, which will be executed ontop of the normal ones.
It also opens up the possibility to let research topics trigger Missions, which is awesome.
For example in the FMP you could bind your "Alien Diplomacy" Missions (the one with the golden UFO) towards a specific research Topic, which for example, requires a specific Item, which needs to be researched first and also needs to recovered from another mission which is sceduled ba something else.

Okay, this is indeed critically cool. :)

Thanks!

Offline hellrazor

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #39 on: July 28, 2015, 10:39:15 pm »
So essentially, in order to make the game work correctly (like in vanilla), I need to make sure that the first alien mission listed in the ruleset is Alien Research, and the first alien race in the ruleset is Sectoid. Yes?

Nope the first mission is defined in the missionscript. Since the code for the initial Mission has been removed, to make place for the Missionscript stuff.

Okay, this is indeed critically cool. :)
Thanks!

There is short documentation in missionScript.rul take a look at it :)

Offline Solarius Scorch

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #40 on: July 28, 2015, 11:12:28 pm »
Started a new game, I get two terror missions per month. Apparently two counters are running simultaneously, but I don't know why - I really haven't changed anything.

Offline hellrazor

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #41 on: July 28, 2015, 11:51:44 pm »
Started a new game, I get two terror missions per month. Apparently two counters are running simultaneously, but I don't know why - I really haven't changed anything.

Try what will happen if you uncomment the PORT_ATTACK stuff from the terrainpack, it could be the culprit or something is wrong with OpenXcom.

Offline Solarius Scorch

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #42 on: July 28, 2015, 11:58:58 pm »
Try what will happen if you uncomment the PORT_ATTACK stuff from the terrainpack, it could be the culprit or something is wrong with OpenXcom.

I don't have this mission - I don't use Terrain Pack as such, only its components, built into FMP.

Offline hellrazor

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #43 on: July 29, 2015, 12:08:07 am »
I don't have this mission - I don't use Terrain Pack as such, only its components, built into FMP.

Well i also and one of its components is the PORT_ATTACK.

EDIT: ok i see you do not have it in the FMP as such.
Could you try a couple of unmodded runs to see if you still get the double terrormissions?
« Last Edit: July 29, 2015, 12:09:52 am by hellrazor »

Offline Hobbes

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #44 on: July 29, 2015, 12:29:21 am »
Mission scripting... finally! :D