Author Topic: [OLD] Old OXCE+ discussion thread  (Read 764476 times)

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #270 on: February 23, 2016, 07:30:51 pm »
because Dioxine don't add translation strings for weapon 3 and 4. (and if he add this, then is bug in that functionality)

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #271 on: February 23, 2016, 08:06:52 pm »
because Dioxine don't add translation strings for weapon 3 and 4. (and if he add this, then is bug in that functionality)

And I didn't add I because there is a bug in it :)

About the immunity of the invisible units to melee - no idea. They weren't like this a couple of engine versions ago. Might be that someone 'corrected' the melee targeting to aim for the central pixel, which doesn't exist. No idea, someone who knows the code could answer that.

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #272 on: February 23, 2016, 08:28:29 pm »
Spoiler:
I thought the star gods were intentionally resistant to stun (hence why basic stun weapons don't work on them), to make them difficult to capture. I ended up stunning mines with a tesla coil instead of the normal stun weapons. I don't think they are immune to melee. You can hit them, but they don't take much damage from the normal melee types.

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #273 on: February 23, 2016, 09:15:10 pm »
And I didn't add I because there is a bug in it :)
Screenshot or didn't happen ;P

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #274 on: February 24, 2016, 08:46:06 pm »
Nah probably I just don't know how to use it.

EDIT: I have a possible bug to report. With the "everybody fights, no-one quits" enabled, when my base was attacked, the game seemed to hung up during the equipping phase (couldn't get it to display anything else than my dog), then, after a couple of minutes, mission started, giving me no possibility to equip soldiers (the initial health damage mechanic, however, worked!). Regrettably, the attack came out of the blue and there is no save.

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #275 on: February 24, 2016, 09:40:14 pm »
Nah probably I just don't know how to use it.
Then you should blame documentation for not begin clear enough :)

First you need define strings id that will be used by craft weapons slots:
Code: [Select]
weaponStrings: [STR_WEAPON_ONE, STR_WEAPON_TWO, STR_3, STR_4]
Then you need add translated strings in language file:
Code: [Select]
  STR_WEAPON_ONE: "WEAPON-1>{ALT}{0}"
  STR_WEAPON_TWO: "WEAPON-2>{ALT}{0}"
  STR_3: "WEAPON-3>{ALT}{0}"
  STR_4: "WEAPON-4>{ALT}{0}"
One feature this give is that each craft can have special names or slots like "Booster" or "Radar".

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #276 on: February 24, 2016, 11:01:25 pm »
Thanks it is clear now!
« Last Edit: February 25, 2016, 01:05:34 pm by Dioxine »

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #277 on: February 26, 2016, 11:53:46 pm »
New version is up.

v2016-02-26
  + Added supplies indicator for manufacturing
  + Added support for custom HWP/auxiliary preview icons
  + Temporarily disabled LOOT window for base defense (will implement later)

Example for modding HWP icons:

Code: [Select]
extraSprites:
  - type: CustomItemPreviews
    width: 120
    height: 20
    subX: 12
    subY: 20
    files:
      0: Resources/UI/custom-hwp-previews.png
items:
  - type: STR_DOGE
    customItemPreviewIndex: 1
  - type: STR_MUTANT_EGGHEAD
    customItemPreviewIndex: 3
« Last Edit: September 26, 2019, 12:46:36 pm by Meridian »

Offline SIMON BAILIE

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Re: Meridian's resources and mods for X-PirateZ
« Reply #278 on: February 27, 2016, 01:58:47 am »
Had a weird crash just now but I'm able to work around it at the moment. As the clock goes past midnight the game crashes, I checked several different dates. However if I halt the research on the "GOVT/RETICULAN FILES" before midnight the game goes on fine. I've researched this topic before from manufacturing the personel data and had no problems so I'm unsure why this is happening on this occasion. I also deleted my options.cfg file to see if that helped but no luck and I upgraded to the .exe of 2016-02-26 as it originally started crashing on the one of 2016-02-21 but still no luck. Any ideas? The reserve.sav is with the research halted, test.sav is not.

ps I only noticed that Dioxine had done v0.98 which corrects this, so I'll try that version via your exe, just one final point can I use my current game or do I have to start a new campaign?
« Last Edit: February 27, 2016, 02:03:06 am by SIMON »

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #279 on: February 27, 2016, 02:06:51 am »
Retried to compile 2.9 (2.5 worked fine a few days ago, but now Piratez moved to 2.9...) and I got:

Code: [Select]
OpenXCom/Compilations/Meridian/src/Basescape/NewManufactureListState.cpp: In member function ‘void OpenXcom::NewManufactureListState::fillProductionList(bool)’:
OpenXCom/Compilations/Meridian/src/Basescape/NewManufactureListState.cpp:187:40: error: ‘class OpenXcom::Base’ has no member named ‘getItems’
  ItemContainer * itemContainer (_base->getItems());
                                        ^
make[2]: *** [src/CMakeFiles/openxcom.dir/Basescape/NewManufactureListState.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [src/CMakeFiles/openxcom.dir/all] Error 2
make: *** [all] Error 2

A quick look shows that there is indeed no call to "_base->getItems()" but that one, so I assume it is supposed to be something else?

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #280 on: February 27, 2016, 02:53:54 am »
This probably should be `getStorageItems`. There was rename between 2.5 and 2.9.

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #281 on: February 27, 2016, 02:59:26 am »
Yup! I was coming to report that it went through compilation with getStorageItems. Hopefully everything else works :)

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #282 on: February 27, 2016, 02:21:28 pm »
Fixed.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #283 on: February 27, 2016, 05:36:51 pm »
I just thought of something. Something that plenty of others have probably thought of before, so maybe I'm just re-asking for it. I don't know if it's codeable, or just requires an extensive but easy graphics mod.

A facing indicator for enemy troops.

It's already graphically shown on the enemy sprite, but sometimes it's damn hard to tell just which way enemy troops are facing when there's plenty of smoke and/or fire about. With rear armour being such a huge thing in Xpiratez, it'd be very useful. Tantamount to cheating, just because it makes it easier to plan shots, stuns, etc.

But in theory, no different to what we have now. It'll just make it obvious.

Can a small blue pixel be coded in on the enemy's game sprites to show which way they're facing (blue should stand out amongst fire/smoke/landscape).

Or will I have to do a large optional graphics mod, one pixel per enemy, per facing?

Something like this?

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #284 on: February 27, 2016, 06:05:20 pm »
Once more, great, no.. awesome work on the UI. Your change make this game so much more polished it feels almost like OXC to the original!

One more request: Is there a way you could fix the empty "Research completed" messages? I think they pop when you complete a project you've already done before (like interrogating something for the second time), but I am not entirely sure. You had one in the last episode I've watched here.

It would be really neat to have that say whoever it was that got interrogated.

Thanks!