Author Topic: [UFO MEGAMOD] Reaver's Faithful Megamod  (Read 20571 times)

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1228
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #45 on: July 21, 2018, 12:04:30 am »
Could you mirror/swap the standard pistol graphics?
Absolutely! I was considering doing that already. I'll bump up the priority and/or do it soon.

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1228
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #46 on: July 26, 2018, 08:48:21 pm »


I have released another minor update, including the following changes:
 * Fixed door sound bug with Heracles map.
 * Adjusted Machinegun graphic to better fit within its 1x3 space.
 * Swapped Pistol graphic so that it faces the same way other guns face.
 * Updated and increased soldier melee accuracy.
 * Stun Rod now has increased power based on soldier attributes.

I have not yet figured out how to stop soldiers from walking through the walls. I tried setting them to bigwall type, and I tried copying the settings on the UFO walls, but neither seemed to work. I must be missing something. But at least you will no longer hear tanks being destroyed when you exit the Heracles. Turns out the little content tiles I put adjacent to the doors needed to have a sound attached, even though the floor tile under them had a sound. Apparently in combined tiles, the content is what determines the footstep sound.

I swapped the pistol graphic, and while I was at it I fixed the machinegun a bit so that it better fits within the space. It was originally designed as a 2x3 sprite but I'm doing all my auto-rifles as 1x3 and besides, the sprite looked like it should fit into 1x3.

New feature: soldier melee accuracy has been improved, however you will have to hire new soldiers for it to take effect. It matters little if you are running my mod in OXC, as the melee accuracy is ignored and melee weapons hit automatically. But if you run the mod in OXCE+, the stun rod will now use soldier melee accuracy to determine hit chance, and it will also gain 20% of their strength and 40% of their reactions as additional power. Running the mod in OXCE+ also allows your Avenger to equip a third weapon. I recommend using OXCE+; it seems to run vanilla mods without any issues. It only adds features; it doesn't take any away, and it's quick to update with changes to the nightlies.

Offline new_civilian

  • Commander
  • *****
  • Posts: 658
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #47 on: July 27, 2018, 01:46:03 pm »
Nice!  :D *downloads*

I have to admit i did not encounter the heracles door sound bug. The stun-rod change is good.

btw, iirc you have to change the "TU used" fields  for a tile to 255 to block it. (in mcdedit or via MCD patch in OXCE)

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1228
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #48 on: July 28, 2018, 04:49:43 am »
btw, iirc you have to change the "TU used" fields  for a tile to 255 to block it. (in mcdedit or via MCD patch in OXCE)
Yes, all the tiles are already set that way. The reason they differ from UFO walls is that they are placed as content. When you have two content pieces diagonally adjacent to each other, you are allowed to step between them. There appears to be some conditions which can prevent that, as not all of the diagonal walls can be stepped through, but I can't figure out what is allowing some and disallowing others. I suppose I could add invisible impassible content tiles to block exiting, but it seems like going overboard and it would interfere with movement around the outside of the craft which is already difficult enough.

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1228
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #49 on: August 14, 2018, 09:27:59 pm »
I fixed it! Changing the walls to various bigwall types worked exactly as I expected. Apparently I wasn't updating it correctly before.

Wall fix update released, along with upgrading the Lightning, Heracles, and Stalker maps to the same version I have in my mod in development, that way there's less chance of me releasing a mod update with mismatching map and tileset which I may or may not have previously done.

Update thoroughly tested by awake me, so should be much more bug-free than any other recent updates.

Offline Lord_Kane

  • Sergeant
  • **
  • Posts: 46
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #50 on: August 15, 2018, 12:38:42 pm »
I fixed it! Changing the walls to various bigwall types worked exactly as I expected. Apparently I wasn't updating it correctly before.

Wall fix update released, along with upgrading the Lightning, Heracles, and Stalker maps to the same version I have in my mod in development, that way there's less chance of me releasing a mod update with mismatching map and tileset which I may or may not have previously done.

Update thoroughly tested by awake me, so should be much more bug-free than any other recent updates.

I will test this and annoy you on discord!

Offline ubai

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #51 on: December 09, 2018, 02:57:57 pm »
Just wanted to say thanks for this mod, it is great fun! So far, I have to say that your mod has the best difficulty balance and is the only one I would consider for iron man mode.

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1228
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #52 on: December 11, 2018, 04:28:58 am »
Thanks! I did indeed have iron-man mode in mind with this mod. It has always bugged me that 90%+ of my reloads are due to game bugs and not user error. I try to ensure that the player is given enough communication and control such that it ideally eliminates as much internal error as possible. That being said, I won't play iron man mode even on my mod! :P

I have also been working on more balance updates and adjustments in my upcoming mod, so I'll probably eventually do a balance pass on this one. A few things are still out of balance. Let me know if you find any!
« Last Edit: December 11, 2018, 04:31:30 am by The Reaver of Darkness »

Offline ubai

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #53 on: December 12, 2018, 02:08:39 am »
The main thing I have noticed is that laser rifles and pistols are no longer transparent in the inventory UI, but you may know that already.

Thanks!
Matt

Offline Lord_Kane

  • Sergeant
  • **
  • Posts: 46
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #54 on: December 12, 2018, 03:49:56 am »
thats a bug with how oxce uses transparency I have attached a fix that will be part of my mod (which is a mod of reavers mod, but more on that later.)

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1228
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #55 on: December 12, 2018, 05:47:21 pm »
thats a bug with how oxce uses transparency I have attached a fix that will be part of my mod (which is a mod of reavers mod, but more on that later.)
I think it might be a bug with how OXC uses transparency. Some of my textures were bugged, and I never found out until I started playing in OXCE. Sure enough, I check the images, and they don't have a transparency set.

But I had thought I fixed them all.

edit: I'm not experiencing transparency issues with my laser sprites in-game even though they display without transparency in photo viewer. However, when I install your fix sprite, which looks correct in photo viewer, it causes a lack of transparency in-game.

edit edit: I found out why. Your fix image uses color index 255 as transparency. Image editors and viewers usually recognize this, but openxcom ignores the image's palette and uses its own.
« Last Edit: December 12, 2018, 06:15:05 pm by The Reaver of Darkness »

Offline Lord_Kane

  • Sergeant
  • **
  • Posts: 46
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #56 on: December 12, 2018, 06:06:40 pm »
I think it might be a bug with how OXC uses transparency. Some of my textures were bugged, and I never found out until I started playing in OXCE. Sure enough, I check the images, and they don't have a transparency set.

But I had thought I fixed them all.

edit: I'm not experiencing transparency issues with my laser sprites in-game even though they display without transparency in photo viewer. However, when I install your fix sprite, which looks correct in photo viewer, it causes a lack of transparency in-game.

Its for OXCE not OXC, I noticed that too, its weird, I think OXC and OXCE have different means of handling transparency.
« Last Edit: December 12, 2018, 06:08:53 pm by Lord_Kane »

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1228
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #57 on: December 12, 2018, 06:16:53 pm »
Its for OXCE not OXC, I noticed that too, its weird, I think OXC and OXCE have different means of handling transparency.

No, I'm seeing black boxes when loading it in OXCE. Above, in the edit edit, I explain why. Your image won't work for normal OXC or OXCE, and if you have a version of OXCE in which color index 255 does work for transparency, you should update, also tell Meridian about it.

edit: I fixed it such that it looks right both in-game and in photo viewer. I copied the image into a file that had the correct transparency setting, and put in the correct palette including index 0 as green. I'll put up a new version of Faithful for it eventually but it looks like I might have a lot more of these to fix first.
« Last Edit: December 12, 2018, 06:25:52 pm by The Reaver of Darkness »

Offline Lord_Kane

  • Sergeant
  • **
  • Posts: 46
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #58 on: December 12, 2018, 07:15:56 pm »
No, I'm seeing black boxes when loading it in OXCE. Above, in the edit edit, I explain why. Your image won't work for normal OXC or OXCE, and if you have a version of OXCE in which color index 255 does work for transparency, you should update, also tell Meridian about it.

edit: I fixed it such that it looks right both in-game and in photo viewer. I copied the image into a file that had the correct transparency setting, and put in the correct palette including index 0 as green. I'll put up a new version of Faithful for it eventually but it looks like I might have a lot more of these to fix first.

Reaver, I am using the latest version!  and the only things broken in megamod (and mine initially ) for me where the laser bigobs everything else was fine
here is some screenies using the latest oxce + my fix:

something funky is going on, either we arent communicating properly or I am missing something....(both are extremely likely considering its me here)
« Last Edit: December 12, 2018, 08:24:06 pm by Lord_Kane »

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1228
    • View Profile
Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #59 on: December 12, 2018, 10:58:16 pm »
Reaver, I am using the latest version!  and the only things broken in megamod (and mine initially ) for me where the laser bigobs everything else was fine
here is some screenies using the latest oxce + my fix:

something funky is going on, either we arent communicating properly or I am missing something....(both are extremely likely considering its me here)

I don't know what's wrong with OXCE and I may not have the latest version, though mine is pretty close to up to date. The fact that you aren't experiencing the issue with other images in Faithful means that the image fix I provided should work both for you and me, and anyone else, because it doesn't have any format changes from the other images that work. My original laser image had a format problem in which the image's palette listed index #255 as transparent, instead of 0. It worked fine because I used 0 for background anyway. Your fix switched the background to index 255. Any version of OXCE in which it worked would be one that checks the transparency indexing on the image, rather than assuming #0 is transparent, which I'm pretty sure is not what it is supposed to do.

My fix will work because it keeps 0 as the index color for the background and sets the palette to treat 0 as transparent.


In summary:
Original image
Palette index 0: opaque
Palette index 255: transparent
Background color: 0 (opaque)
XCom index 0: transparent
XCom index 255: opaque

Your fix
Palette index 0: opaque
Palette index 255: transparent
Background color: 255 (transparent)
XCom index 0: transparent
XCom index 255: opaque

My fix
Palette index 0: transparent
Palette index 255: opaque
Background color: 0 (transparent)
XCom index 0: transparent
XCom index 255: opaque
« Last Edit: December 12, 2018, 11:05:51 pm by The Reaver of Darkness »