UFO:Alien Invasion

General => User modifications => Topic started by: cevaralien on May 04, 2014, 06:11:52 am

Title: Question for modding
Post by: cevaralien on May 04, 2014, 06:11:52 am
Hi, nice to stay on this forum. This is a great game!

I`m playing 2.4 on linux. I`m triyng to do a new clip for assault rifle (armour piercing). I wrote the research and weapon_human files but my clip doesn`t works. I don`t know what i`m do wrong.

I only copy and paste the "rs_weapon_assault_ammo" and rename "rs_weapon_assault_AP_ammo" on the RESEARCH file and i copy and paste the "item assault_ammo" with the name "item assault_AP_ammo" on the weapon_human file.

Can anyone help me?

Another question. Where is the .txt files? i want to do some work on it, but in don`t know where they are.

Thanks.
Title: Re: Question for modding
Post by: AntJam on May 04, 2014, 01:07:28 pm
Bit difficult to say whats wrong without any files to check...try downloading my weapon mod  http://ufoai.org/forum/index.php/topic,8001.0.html (http://ufoai.org/forum/index.php/topic,8001.0.html)  its for 2.5 but the file layout is identical
   And look at the revolver entries in research_ajg.ufo (the 3rd, 4th and 5th tech entries) and revolver.ufo for weapon and weapon mod (ammo) set up. The revolver has 2 ammo types and as its on its own in the file its easier to see whats going on.
   If you have copied and pasted from the original files it's probably a missed bracket or typo so carefully check everything.
   
Hope this helps a bit.

*Edit*
I just noticed you dont mention the new ammo model you MUST have a model and I seem to remember you can not just point it at an existing model. However you can copy and rename the normal clip .md2 file (say to assault_ap) and point the weapon model data to that file.
Title: Re: Question for modding
Post by: cevaralien on May 04, 2014, 04:25:38 pm
Thanks Antjam.

I will see your mod. I do the work before using the same model of the assault clip and it works, but i trying to do again but it doesn`t work.

Well, i will follow your advice.
Title: Re: Question for modding
Post by: AntJam on May 04, 2014, 05:05:31 pm
I made this in case your still having trouble. Once again its tested from 2.5 but should work. It adds ap ammo for assault rifle with 50 damage and heavy bullet weight plus a tech entry in civopedia and a duplicate ammo model. The text files are in the msgid folder by the way.
Title: Re: Question for modding
Post by: cevaralien on May 04, 2014, 05:43:34 pm
Thanks!

Well, i saw and it`s very similar to my mod. I will post it

weapon_human.ufo

item assault_AP_ammo
{
   name         "_Assault Rifle Magazine"
   model         weapons/assault/assault_clip
   type         ammo
   animationindex   0
   shape         "0 0 1 2"
   center         "0 0 0"
   scale         1.25
   price         100
   size         3
   is_primary      true
   dmgtype         normal

   weapon_mod assault
   {
      firedef
      {
         name      "_Snap Shot"
         skill      assault
         projtl      bullet
         impact      bulletImpact
         hitbody      null
         firesnd      weapons/bullet-rifle-1x
         impsnd      impact/bullet-impact
         bodysnd    impact/bullet-bodyimpact
         speed      3000
         spread      "1.2 1.2"
         crouch      0.7
         range      70
         shots      1
         ammo      1
         time      8
         damage      "52 5"
         dmgweight   normal_medium
         reaction   true
      }
      firedef
      {
         name            "_3-Round Burst"
         skill            assault
         projtl            bullet
         impact            bulletImpact
         hitbody            null
         firesnd            weapons/bullet-rifle-3x
         impsnd            impact/bullet-impact
         bodysnd          impact/bullet-bodyimpact
         sndonce            true
         speed            3000
         spread            "1.6 1.6"
         crouch            0.7
         range            70
         shots            3
         ammo            3
         delaybetweenshots   10
         time            12
         damage            "52 5"
         dmgweight         normal_medium
         reaction         true
      }
      firedef
      {
         name            "_Full-Auto"
         skill            assault
         projtl            bullet
         impact            bulletImpact
         hitbody            null
         firesnd            weapons/bullet-rifle-8x
         impsnd            impact/bullet-impact
         bodysnd          impact/bullet-bodyimpact
         sndonce            true
         speed            3000
         spread            "2.1 2.1"
         crouch            0.7
         range            70
         shots            8
         ammo            8
         delaybetweenshots   10
         time            18
         damage            "52 5"
         dmgweight         normal_medium
      }
      firedef
      {
         name      "_Aimed Shot"
         skill      assault
         projtl      bullet
         impact      bulletImpact
         hitbody      null
         firesnd      weapons/bullet-rifle-1x
         impsnd      impact/bullet-impact
         bodysnd    impact/bullet-bodyimpact
         speed      3000
         spread      "1 1"
         crouch      0.7
         range      70
         shots      1
         ammo      1
         time      14
         damage      "52 5"
         dmgweight   normal_medium
      }
   }

   weapon_mod vhs
   {
      firedef
      {
         name      "_Snap Shot"
         skill      assault
         projtl      bullet
         impact      bulletImpact
         hitbody      null
         firesnd      weapons/bullet-rifle-1x
         impsnd      impact/bullet-impact
         bodysnd    impact/bullet-bodyimpact
         speed      3000
         spread      "1.0 1.0"
         crouch      0.7
         range      250
         shots      1
         ammo      1
         time      8
         damage      "45 5"
         dmgweight   normal_medium
         reaction   true
      }
      firedef
      {
         name            "_3-Round Burst"
         skill            assault
         projtl            bullet
         impact            bulletImpact
         hitbody            null
         firesnd            weapons/bullet-rifle-1x
         impsnd            impact/bullet-impact
         bodysnd          impact/bullet-bodyimpact
         speed            3000
         spread            "1.2 1.2"
         crouch            0.7
         range            70
         shots            3
         ammo            3
         delaybetweenshots   5
         time            10
         damage            "45 5"
         dmgweight         normal_medium
         reaction         true
      }
      firedef
      {
         name            "_Full-Auto"
         skill            assault
         projtl            bullet
         impact            bulletImpact
         hitbody            null
         firesnd            weapons/bullet-rifle-1x
         impsnd            impact/bullet-impact
         bodysnd          impact/bullet-bodyimpact
         speed            3000
         spread            "1.8 1.8"
         crouch            0.6
         range            70
         shots            6
         ammo            8
         delaybetweenshots   10
         time            16
         damage            "45 5"
         dmgweight         normal_medium
      }
      firedef
      {
         name      "_Aimed Shot"
         skill      assault
         projtl      bullet
         impact      bulletImpact
         hitbody      null
         firesnd      weapons/bullet-rifle-1x
         impsnd      impact/bullet-impact
         bodysnd    impact/bullet-bodyimpact
         speed      3000
         spread      "0.75 0.75"
         crouch      0.6
         range      70
         shots      1
         ammo      1
         time      12
         damage      "45 5"
         dmgweight   normal_medium
      }
   }
}


And research.ufo


tech rs_weapon_assault_AP_ammo
{
   name   "_Plasma And The Grenade Launcher"
   type   weapon
   up_chapter   equipment

   description {
      default "_grenl_plasma_ammo_txt"
   }
   pre_description {
      default "_grenl_plasma_ammo_pre_txt"
   }

   mail_pre
   {
      from   "_mail_from_paul_navarre"
      to      "_mail_to_base_commander"
      // subject   defined by "name"
      icon   icons/mail_tech
   }

   mail
   {
      from   "_mail_from_paul_navarre"
      to      "_mail_to_base_commander"
      // subject   defined by "name"
      icon   icons/mail_tech
   }

   require_AND
   {
      tech rs_alien_body_armour
   }
   provides   assault_AP_ammo
   time   2500
   producetime   12
}



Notice that i`m using the plasma grenade as a base for my mod (because i know that works) and the assault rifle magzine. I will use your mod for testing.

And another question, where is the .txt files? I don`t found them.
Title: Re: Question for modding
Post by: cevaralien on May 04, 2014, 05:58:27 pm
My friend, i used your mod but it failed. Simply, the clip don`t show. I`m thinking it could be problem with the game itself.
Title: Re: Question for modding
Post by: Duke on May 04, 2014, 06:04:52 pm
What do you mean by '*.txt files' ? The translations ?
Title: Re: Question for modding
Post by: AntJam on May 04, 2014, 08:12:00 pm
Yeah thats odd as I had it working in 2.5 even went to battlescape and killed an alien with them although you do have to manufacture a few first. But they should appear in the ufopedia immediately as there are no tech requirements.
 Are you placing the files direct into the base directory or creating a mod folder and putting them there then starting as per http://ufoai.org/wiki/Mod (http://ufoai.org/wiki/Mod)

By .txt do you mean the "_grenl_plasma_ammo_txt" as these are in the msgid folder in the  weapons.ufo file. As far as I'm aware UFOAI doesnt use any .txt files other than a few readme's

Title: Re: Question for modding
Post by: cevaralien on May 06, 2014, 03:35:13 am
Quote
Are you placing the files direct into the base directory or creating a mod folder and putting them there then starting as per http://ufoai.org/wiki/Mod

I`m placing it on the base directory. All my mods are there.

Quote
By .txt do you mean the "_grenl_plasma_ammo_txt" as these are in the msgid folder in the  weapons.ufo file. As far as I'm aware UFOAI doesnt use any .txt files other than a few readme's

Yeah, i means that. That folder, msgid, isn`t on my 0ufos.pk3 or another .pk3 file. Can you explain me more about de msgid folder please? I want to do a research report for the researched ammo clip (that from Commander Navarre) but i don`t know where are these files.

thanks for your patience  ;D


------

Last modifying:

I`m now using linux, a distro based on debian wheezy. Before, i was using windows and i remember that folder. I will search in my windows-based computer.
Title: Re: Question for modding
Post by: DarkRain on May 06, 2014, 04:05:18 am
AFAIK 2.4 doesn't have the msgid (nor mods) directory, you had to add things to the *.po files back then...

I'm assuming you already researched the prerequisites, right?
Title: Re: Question for modding
Post by: AntJam on May 06, 2014, 12:40:23 pm
Damn...sorry to have lead you down the garden path cevaralien in my defence I did alot of model testing in 2.4 but switched  for the actual mod as there was a major weapon re-balance in 2.5. Anyway I hope you can get it sorted (or get a copy of 2.5 it is a better all round game).
Title: Re: Question for modding
Post by: cevaralien on May 07, 2014, 02:03:54 am
Damn...sorry to have lead you down the garden path cevaralien in my defence I did alot of model testing in 2.4 but switched  for the actual mod as there was a major weapon re-balance in 2.5. Anyway I hope you can get it sorted (or get a copy of 2.5 it is a better all round game).

Don`t worry my friend. I want to install 2.5 but i use linux and i`m not expert working with the system. I need a compiled version, just like de 2.4.
Title: Re: Question for modding
Post by: DarkRain on May 07, 2014, 05:38:52 am
Oh, you might want to share your ufoconsole.log there might be some error message that indicates what the problem is (see our FAQ (http://ufoai.org/wiki/FAQ#General))
Title: Re: Question for modding
Post by: Grug on May 10, 2014, 11:06:35 am
Don`t worry my friend. I want to install 2.5 but i use linux and i`m not expert working with the system. I need a compiled version, just like de 2.4.
There is an official Debian release being developed by apo (a Debian Games Dev). You can get the testing packages here: ftp://46.182.19.209/ufoai/ (http://ftp://46.182.19.209/ufoai/)

The thread can be found here: http://ufoai.org/forum/index.php/topic,7862.0.html (http://ufoai.org/forum/index.php/topic,7862.0.html)
Title: Re: Question for modding
Post by: cevaralien on May 11, 2014, 03:14:23 am
Oh, you might want to share your ufoconsole.log there might be some error message that indicates what the problem is (see our FAQ (http://ufoai.org/wiki/FAQ#General))

Ok, i will post my ufoconsole soon.
Title: Re: Question for modding
Post by: cevaralien on May 11, 2014, 03:36:55 am
There is an official Debian release being developed by apo (a Debian Games Dev). You can get the testing packages here: ftp://46.182.19.209/ufoai/ (http://ftp://46.182.19.209/ufoai/)

The thread can be found here: http://ufoai.org/forum/index.php/topic,7862.0.html (http://ufoai.org/forum/index.php/topic,7862.0.html)

I need to download all the files? If i download them, how can i install them?
Title: Re: Question for modding
Post by: Grug on May 12, 2014, 06:41:39 am
I need to download all the files? If i download them, how can i install them?
You don't need to download all of them, some packages (uforadient, ufoai-server, ufoai-music, ufoai-dbg, ufoai-tools) are optional.

The base minimum to download are:
ufoai (i386 or amd64), ufoai-common, ufoai-maps, ufoai-misc, ufoai-sound and ufoai-textures

To install them use dpkg:
sudo dpkg -i ufoai*.deb
Title: Re: Question for modding
Post by: cevaralien on May 19, 2014, 07:28:56 pm
Thanks.

I do a wrong thing. I copied all these files on the final directory. The game doesn't works. I uninstalled it, but now when i try to reinstall the 2.4, an error occurs; the package is not recognized as a debian package.

I'm looking for a solution, so, when i found it, i will try to do the installation again.
Title: Re: Question for modding
Post by: cevaralien on June 15, 2014, 01:03:13 am
You don't need to download all of them, some packages (uforadient, ufoai-server, ufoai-music, ufoai-dbg, ufoai-tools) are optional.

The base minimum to download are:
ufoai (i386 or amd64), ufoai-common, ufoai-maps, ufoai-misc, ufoai-sound and ufoai-textures

To install them use dpkg:
sudo dpkg -i ufoai*.deb

Hi. I solved my linux problem. I'm now installing 2.4 on debian-based distro. i want to install 2.5, so i need to download:

ufoai-misc_2.5~git20131101-1_all.deb

ufoai-sound_2.5~git20131101-1_all.deb

ufoai-maps_2.5~git20131101-1_all.deb

ufoai-textures_2.5~git20131101-1_all.deb

ufoai-common_2.5~git20131101-1_all.deb

But, i when you said "ufoai (i386 or amd64)", you refers to: ufoai_2.5~git20131101-1_amd64.deb, or i need the 2.4 base to upgrade?

source of files: ftp://46.182.19.209/ufoai/

http://ufoai.org/forum/index.php/topic,7862.0.html
Title: Re: Question for modding
Post by: Grug on June 15, 2014, 05:01:40 am
But, i when you said "ufoai (i386 or amd64)", you refers to: ufoai_2.5~git20131101-1_amd64.deb, or i need the 2.4 base to upgrade?
2.5 is a completely separate installation, there is no upgrade. I do not know if the 2 versions packages will interfere with each other so I would suggest only installing 2.5 for now, and once that is working, then consider 2.4 if you still want to play it.
Title: Re: Question for modding
Post by: cevaralien on June 15, 2014, 06:18:13 am
2.5 is a completely separate installation, there is no upgrade. I do not know if the 2 versions packages will interfere with each other so I would suggest only installing 2.5 for now, and once that is working, then consider 2.4 if you still want to play it.

So, i must install this file also?

ufoai_2.5~git20131101-1_amd64.deb
Title: Re: Question for modding
Post by: Grug on June 18, 2014, 07:51:44 pm
ufoai_2.5~git20131101-1_amd64.deb
If you are on a 64bit OS then yes. Otherwise you need the i386 file, but I expect you are on a 64bit system.
Title: Re: Question for modding
Post by: cevaralien on June 21, 2014, 06:17:34 pm
If you are on a 64bit OS then yes. Otherwise you need the i386 file, but I expect you are on a 64bit system.

Yeah i'm on 64 bits, but it' doesn't works. No matter, i will continue on 2.4 while 2.5 launch officialy.

I'm modding the files now and i want to change de Stilleto as initial figther on base for the Sarracen. How can i change this?
Title: Re: Question for modding
Post by: geever on June 23, 2014, 09:00:23 am
I'm modding the files now and i want to change de Stilleto as initial figther on base for the Sarracen. How can i change this?

Mmmm, that part is hardcoded IIRC. Sorry.

-geever
Title: Re: Question for modding
Post by: cevaralien on June 24, 2014, 02:02:00 am
Mmmm, that part is hardcoded IIRC. Sorry.

-geever

It's possible to use the models of 2.5 on 2.4? what i must change to do it?
Title: Re: Question for modding
Post by: geever on June 26, 2014, 05:06:18 pm
It's possible to use the models of 2.5 on 2.4? what i must change to do it?

We didn't change model formats so should be possible. Check the ufo scripts, models are usually scripted.

-geever
Title: Re: Question for modding
Post by: cevaralien on July 02, 2014, 03:49:25 am
Hi. I want to change a tech description. I will do a saracen dropship. I know how to do a research description but i want translate it. Where are the translated files?
Title: Re: Question for modding
Post by: geever on July 02, 2014, 10:32:33 pm
Hi. I want to change a tech description. I will do a saracen dropship. I know how to do a research description but i want translate it. Where are the translated files?

The *msgid:inter_saracen_txt like entries are defined in base/ufos/msgid/*.ufo files which are the source files for long text.

To translate we use the gettext lib, and the language files are in src/po/ (*.po). Use poedit (http://poedit.net) tool for translating!

To update the po files from the program source code (check for new/changed translatable entries) we have a make target: make update-po. It works well if you have the Git sourcecode checked out (on source package or just the installed version probably it won't do good job).

-geever
Title: Re: Question for modding
Post by: cevaralien on July 04, 2014, 08:31:51 pm
The *msgid:inter_saracen_txt like entries are defined in base/ufos/msgid/*.ufo files which are the source files for long text.

To translate we use the gettext lib, and the language files are in src/po/ (*.po). Use poedit (http://poedit.net) tool for translating!

To update the po files from the program source code (check for new/changed translatable entries) we have a make target: make update-po. It works well if you have the Git sourcecode checked ouI t (on source package or just the installed version probably it won't do good job).

-geever

Thanks. If i do it, what about the maps with the Firebird? I mean, if i drop my soldiers using the Saracen-D (my mod  ;D), the map will show the firebird? or it will crash? I don´twant to do the saracen design on the map.
Title: Re: Question for modding
Post by: geever on July 04, 2014, 11:23:35 pm
Thanks. If i do it, what about the maps with the Firebird? I mean, if i drop my soldiers using the Saracen-D (my mod  ;D), the map will show the firebird? or it will crash? I don´twant to do the saracen design on the map.

In 2.5 the map assembler will use the id of the aircraft for the "dropship tile" ( aircraft <id> { <data...> } ). For crashed aircraft the code has a few constants (none for saracen)

-geever
Title: Re: Question for modding
Post by: cevaralien on July 05, 2014, 03:13:22 am
In 2.5 the map assembler will use the id of the aircraft for the "dropship tile" ( aircraft <id> { <data...> } ). For crashed aircraft the code has a few constants (none for saracen)

-geever

So, another way could be erase the firebird from every map and save it?