Author Topic: [Piratez] Alt-Corpse Mod 0.2.99.c.1.a (Patch)  (Read 61759 times)

Offline ivandogovich

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Heavy Camouflage Bug Fix
« Reply #60 on: August 22, 2016, 05:46:34 am »
Noticed some issue with HEAVY_KEVLAR_ARMOR (CHROMEBACK), namely the game crashes when trying to spawn corpse. Not sure if already fixed.

I found it, finally!! gah!

AltCorpse_FloorOb_Sprites.rul lines 182 -183.
Code: [Select]
      2158: Resources/Corpses/FloorObs/PIR_411_fs.png
      2158: Resources/Corpses/FloorObs/PIR_411_fw.png   

Should be :

Code: [Select]
      2158: Resources/Corpses/FloorObs/PIR_411_fs.png
      2159: Resources/Corpses/FloorObs/PIR_411_fw.png   

Bugfix:  replacement ruleset is attached.  Place in the mod's Ruleset folder and overwrite the previous version.

« Last Edit: August 22, 2016, 05:41:22 pm by ivandogovich »

Offline H0lyD4wg

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #61 on: September 15, 2016, 03:00:34 pm »
Some of the PNGs in AltCorpesComplete don't conform to the PNG format specification, causing and annoying warning message when starting up the game. Essentially the same as this bug: https://openxcom.org/forum/index.php/topic,4058.msg71510.html#msg71510

I've attached fixed versions of the offending files.

Offline Ridаn

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #62 on: September 19, 2016, 01:23:18 pm »
Game crashes when trying to spawn corpse of Revenant armour with a following message

Offline ivandogovich

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #63 on: September 19, 2016, 03:29:38 pm »
Game crashes when trying to spawn corpse of Revenant armour with a following message

Hi Ridan.  I'm curious if you are running linux, and this is part of the mal-formed .png issues, or something else.  The disappearing Academy Engineer can occur from OverKill (the corpse disintegrates) or from a heavier object on the same tile (only the heaviest is drawn).


Offline Arthanor

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #64 on: September 19, 2016, 06:32:37 pm »
That's a weird message, not enough frames?? I guess you have animated the corpses now?

That error message very much looks like a windows message box.

Offline Meridian

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #65 on: September 19, 2016, 06:38:18 pm »
Just attach a save and we'll find out what it is eventually...

Offline Ridаn

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #66 on: September 19, 2016, 08:01:29 pm »
Hi Ridan.  I'm curious if you are running linux, and this is part of the mal-formed .png issues, or something else.  The disappearing Academy Engineer can occur from OverKill (the corpse disintegrates) or from a heavier object on the same tile (only the heaviest is drawn).
Heyhey :)
No, I`m running Win7. Sadly, I dont have this particular BS save, but heres mine GS save from a test run I was doing to get the feel of the game and set my research priorities. Just get to enemy base and shoot a gal in Revenant armour in the back till shes dead, I guess.
I wasnt able to reproduce Engineer disappearing, so may be it was just my imagination.. Basic stun bolt is definitely not enough to disintegrate the body, and even if there was something heavier than his body - death/stun animation would still play, right? I`m paying extra attention to those in any case.
« Last Edit: September 19, 2016, 08:16:16 pm by Ridаn »

Offline Meridian

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #67 on: September 19, 2016, 09:41:47 pm »
Images used are commented out.
Uncommenting won't help, because the files (resources) don't exist either.

File: AltCorpse_FloorOb_Armors.rul

Code: [Select]
  - type: STR_REVENANT_ARMOR_UC # STR_CORPSE_REVENANT # Revenant
    tags:
      CORPSE_SWITCH_ENABLED: 1
      CORPSE_SWITCH_RESOURCES_MOD: current
      CORPSE_SWITCH_SPRITE_FLOOR_DEAD: 2028
      CORPSE_SWITCH_SPRITE_FLOOR_STUN: 2029
      CORPSE_SWITCH_SPRITE_FLOOR_WOUND: 2030

File: AltCorpse_FloorOb_Sprites.rul

Code: [Select]
      #2028: Resources/Corpses/FloorObs/PIR_9_fc.png # Revenant
      #2029: Resources/Corpses/FloorObs/PIR_9_fs.png
      #2030: Resources/Corpses/FloorObs/PIR_9_fw.png

PS: Also, Ivan, you should really not use numbers bigger than 999, because you may collide with other mods...

PS2: Holy shit, Dioxine is using numbers even bigger than 100000 for this purpose.... that's really bad :(

Offline Meridian

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #68 on: September 19, 2016, 11:12:14 pm »
Btw. looking at the size of the mod, you really have some patience :)

I'll add some code this week, which should shrink this mod to 2 pictures and 8 lines of ruleset. Nobody deserves so much extra work as you did on this one.

Offline ivandogovich

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #69 on: September 20, 2016, 12:03:49 am »
Images used are commented out.
Uncommenting won't help, because the files (resources) don't exist either.

File: AltCorpse_FloorOb_Armors.rul

Code: [Select]
  - type: STR_REVENANT_ARMOR_UC # STR_CORPSE_REVENANT # Revenant
    tags:
      CORPSE_SWITCH_ENABLED: 1
      CORPSE_SWITCH_RESOURCES_MOD: current
      CORPSE_SWITCH_SPRITE_FLOOR_DEAD: 2028
      CORPSE_SWITCH_SPRITE_FLOOR_STUN: 2029
      CORPSE_SWITCH_SPRITE_FLOOR_WOUND: 2030

File: AltCorpse_FloorOb_Sprites.rul

Code: [Select]
      #2028: Resources/Corpses/FloorObs/PIR_9_fc.png # Revenant
      #2029: Resources/Corpses/FloorObs/PIR_9_fs.png
      #2030: Resources/Corpses/FloorObs/PIR_9_fw.png

PS: Also, Ivan, you should really not use numbers bigger than 999, because you may collide with other mods...

PS2: Holy shit, Dioxine is using numbers even bigger than 100000 for this purpose.... that's really bad :(


Thanks Meridian.  Looks like the problem is that the armors file should point to metal armor #s.  Revenant doesn't have distinct floor obs. 

Numbers bigger than 999 are a fact of life with XPirateZ.  I've never met collisions, and I don't think they are a thing as the mod asset numbering as I understand it, is loaded and held independently for each mod.

Also. New code. 2 images. 8 lines. *dies*

Offline Dioxine

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #70 on: September 20, 2016, 06:19:42 am »
PS: Also, Ivan, you should really not use numbers bigger than 999, because you may collide with other mods...

PS2: Holy shit, Dioxine is using numbers even bigger than 100000 for this purpose.... that's really bad :(

Lol keeping to the 999 limit would make Piratez completely impossible :) Using +100.000 is to sidestep that limit.

Offline Solarius Scorch

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #71 on: September 20, 2016, 10:13:00 am »
Lol keeping to the 999 limit would make Piratez completely impossible :)

True that; X-Com Files is much less developed, and I already went over 1000 for handobs.

Offline Meridian

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #72 on: September 20, 2016, 11:47:12 am »
Lol keeping to the 999 limit would make Piratez completely impossible :) Using +100.000 is to sidestep that limit.

True that; X-Com Files is much less developed, and I already went over 1000 for handobs.

WHAT?

XFiles has only 400 bigobs, 300 floorobs and 100 handobs.
Even XPiratez is within limits with its 800 bigobs, 400 floorobs and 200 handobs.

There is no reason to go over 999.
And even if there were a reason, there are at least 2 different ways how to workaround it.

I will write a much longer article in the evening explaining everything.
Just sad that you already went the 100k+ way... it has very bad impact on memory requirements  :'(

I've never met collisions, and I don't think they are a thing as the mod asset numbering as I understand it, is loaded and held independently for each mod.

Unfortunately, they are very much a thing.
Numbers are loaded and held independently only if they are within 0..999 (even that is not true, but let's simplify), otherwise they will conflict.
Example:
- You have used ID=2028 for revenant... this gets transformed to let's say 10*1000+2028 = 12028 (I have your mod on index 10).
- The next mod (with index 11) could use ID=1028, which would translate into 11*1000+1028 = 12028... and we have a conflict.
- And the next mod (with index 12) could use ID=28... which would collide too (12*1000+28 = 12028)
- etc.
« Last Edit: September 20, 2016, 11:53:45 am by Meridian »

Offline Dioxine

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #73 on: September 20, 2016, 12:01:25 pm »
Try and cram 800 objects (actually, almost 900, since most vanilla bigobs are in use as well) in 999 slots while retaining any space whatsoever for doing it orderly. Even if I did, at a price of insanity while trying to link corpses to their respectible bigobs (which is a price no one in their right mind would pay), there's only a slight stretch from 900 to 1000. Probably already broken by the extra 150 corpse items added by Ivan's mod; and if not, sure to be broken before 1.0 release.

Floorobs do not nearly approach the limits since doing them properly is a big slowdown, but space must be reserved none the less for eventual inclusion of dozens, if not hundreds of floorobs where now only stand-ins are used.

As for the handobs, the limit is actually 125, (since each is occupying 8 spaces), so my 200 already is well over that.

In each of these cases, going over 1000 (but not using huge numbers like 100000) resulted in wrong files getting attributed, or the game outright crashing.

Having said that, I'm interested in your explanations.

PS. Also while your solution is true for normal mods, "master mods" are more severely constrained. Several solutions were proposed when the system was being implemented, but Warboy's defence of 'one 1000-size fits all' was absolute.
« Last Edit: September 20, 2016, 12:12:57 pm by Dioxine »

Offline Solarius Scorch

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Re: [Piratez] Alt-Corpse Mod 0.2.99.A.1.b - Early Update
« Reply #74 on: September 20, 2016, 01:16:19 pm »
XFiles has only 400 bigobs, 300 floorobs and 100 handobs.

100 handobs * 8 = 800. This is already pretty close to 1000.
As opposed to Piratez, X-Com Files do not leave any spaces in-between entries, I just add new stuff right after the previous item. Thee is only some space between vanilla items and new items, just for safety (to avoid collisions). I don't have access to the files here right now, so I can't say exactly, but I doubt I can cram much in between the vanilla section and the modded section anyway.
Considering the list of items is growing, I can't see anything strange about going above 1000 handobs.