aliens

Author Topic: Nightly Builds Discussion for Modders/LPers/Players/etc.  (Read 131694 times)

Offline SupSuper

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #75 on: October 19, 2016, 01:33:36 am »
Heads up to all the modders. Now when OpenXcom runs into something missing in a mod, like a sprite or an item or something, it will no longer just unexplicably crash. Instead it'll show a much more helpful "STR_FOO_BAR not found" message, and then crash. Hopefully that should help you find your typos more easily without me having to break out the debugger.

Anyways it's possible I've added too much error checking, so modders and players using mods, keep an eye out for any "not found" error messages that shouldn't be happening and report them please.

Online Solarius Scorch

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #76 on: December 26, 2016, 04:46:05 am »
How do we use builtInWeaponSets?

Because doing it the normal way, like:

Code: [Select]
    builtInWeaponSets:
      - STR_SNUBNOSE_PISTOL_CIV
      - STR_MAKAROV_CIV
      - STR_BERETTA_92FS_CIV
      - STR_GLOCK_18_CIV
      - STR_COLT45_CIV

doesn't work.

Offline KyronStarkiller

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #77 on: December 26, 2016, 08:29:48 am »
Hey Scorch,
I have only seen multiple lines in the built in weapons work is in the equalterms 2.0 mod for new tanks.
In that mod it is listed as ...

builtInWeapons:
  - AUX_TANK_SMG
  - AUX_HWP_SMG
 
I edited my post I found in Migeul's pickup resistance mod also uses multiple listings in the builtInWeapons: field
« Last Edit: December 26, 2016, 08:55:56 am by KyronStarkiller »

Offline Yankes

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #78 on: December 26, 2016, 11:12:16 am »
How do we use builtInWeaponSets?

Because doing it the normal way, like:

Code: [Select]
    builtInWeaponSets:
      - STR_SNUBNOSE_PISTOL_CIV
      - STR_MAKAROV_CIV
      - STR_BERETTA_92FS_CIV
      - STR_GLOCK_18_CIV
      - STR_COLT45_CIV

doesn't work.
because `builtInWeaponSets` is list of list:
Code: [Select]
    builtInWeaponSets:
      - - A
        - B
      - - AA
        - BA
With list will be chooses is based on current item level.

Online Solarius Scorch

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #79 on: January 11, 2017, 10:40:09 pm »
because `builtInWeaponSets` is list of list:

Thanks. I suspected something like this, but there was no example to follow anywhere.

EDIT:

Another question:

Can someone please explain to me vanilla missionScripts?

Code: [Select]
  - type: recon
    firstMonth: 1

  - type: invasion
    firstMonth: 6

There is no reference to any missions or indeed anything except for the month. What do these scripts do?

Online Meridian

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #80 on: January 11, 2017, 10:46:59 pm »
Can someone please explain to me vanilla missionScripts?

Code: [Select]
  - type: recon
    firstMonth: 1

  - type: invasion
    firstMonth: 6

There is no reference to any missions or indeed anything except for the month. What do these scripts do?

They generate standard vanilla missions from a mission table (which is in your save under "alienStrategy", generated at the start of the game, slowly shrinking, and regenerated after 2 years I think).

Documentation from the .rul file:

Code: [Select]
#    missionWeights:                     # the type of mission to spawn (omit to pick one from the mission table) (default none)
« Last Edit: January 11, 2017, 11:14:15 pm by Meridian »

Online Solarius Scorch

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #81 on: January 11, 2017, 10:54:11 pm »
OK, thanks. But how is this table defined? missionWeights in regions.rul?

(This is something I tried to find info on for, uh, I think two years by now.)

Online Meridian

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #82 on: January 11, 2017, 11:12:36 pm »
Yes, the mission table is built from region ruleset.

Offline robin

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #83 on: January 15, 2017, 09:50:39 pm »
because `builtInWeaponSets` is list of list:
Code: [Select]
    builtInWeaponSets:
      - - A
        - B
      - - AA
        - BA
With list will be chooses is based on current item level.
Is this vanilla OXC or OXCE/OXCE+? seems vanilla OXC
Also, does the list of lists works in conjunction with alienItemLevels?
« Last Edit: January 15, 2017, 09:52:12 pm by robin »

Offline Hobbes

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #84 on: January 15, 2017, 11:34:26 pm »
OK, thanks. But how is this table defined? missionWeights in regions.rul?

(This is something I tried to find info on for, uh, I think two years by now.)

https://www.ufopaedia.org/index.php/Alien_Missions_in_Enemy_Unknown_(OpenXcom)

Online Meridian

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #85 on: January 15, 2017, 11:54:12 pm »
Is this vanilla OXC or OXCE/OXCE+? seems vanilla OXC
Also, does the list of lists works in conjunction with alienItemLevels?

It's vanilla OXC.
And yes, it works with alienItemLevels.

Offline robin

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #86 on: January 16, 2017, 11:01:10 pm »
It's vanilla OXC.
And yes, it works with alienItemLevels.
Ruleset reference says it picks a set randomly, but if it uses alienItemLevels it shouldn't be "random".
Sorry for being annoying, just want to know what is what before editing lots of stuff.


Online Meridian

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #87 on: January 16, 2017, 11:46:56 pm »
Ruleset reference says it picks a set randomly, but if it uses alienItemLevels it shouldn't be "random".
Sorry for being annoying, just want to know what is what before editing lots of stuff.

I don't know who writes ruleset reference, I am looking only at the code.

Code says:
1. for XCOM vehicles... only the first item set is taken... others are ignored
2. for aliens... item set based on alienItemLevels probabilities for the current month is taken
3. for civilians... item set based on alienItemLevels probabilities for the current month is taken

https://github.com/SupSuper/OpenXcom/commit/e25e34575e11cc7c02027704e3b01ec43427c66a

There's always a small chance I may be wrong, for 100% certainty, ask Warboy :)

Offline robin

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #88 on: January 17, 2017, 12:00:56 am »
I don't know who writes ruleset reference, I am looking only at the code.

Code says:
1. for XCOM vehicles... only the first item set is taken... others are ignored
2. for aliens... item set based on alienItemLevels probabilities for the current month is taken
3. for civilians... item set based on alienItemLevels probabilities for the current month is taken

https://github.com/SupSuper/OpenXcom/commit/e25e34575e11cc7c02027704e3b01ec43427c66a

There's always a small chance I may be wrong, for 100% certainty, ask Warboy :)
Thanks.

Offline SupSuper

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #89 on: July 09, 2018, 05:19:06 am »
Just a heads up for modders, as of the 2018_07_08_2236 nightly, unit capturability (i.e. can they drop unconscious) is now defined by ruleset. This means every unit, even explodey ones, are now capturable by default unless you explicitly set them to "capturable: false".

On the bright side, you can now apply this to any unit!