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Messages - tobbe

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User modifications / Re: Problems modding weapons and techtree
« on: May 18, 2010, 12:04:28 pm »
New question, working with SVN...i simply dont understand the program :(

I modded some of the ufos files (got working copy) and i want to compare them with the newest files in the trunk and probably merge them...but i simply cant do it?

Can somebody give me a detailed walktrough how to do this?

Bugs prior to release 2.3 / reducing sound deducts TUs
« on: April 14, 2010, 12:30:28 pm »
I really found a strange bug:

As i lowered the sound output  at my laptop, my soldier was deducted TUs (3 TUs per use of the wheel)!! Not error message was produced...^^

User modifications / Re: Problems modding weapons and techtree
« on: April 13, 2010, 09:58:30 am »
you installed tortoise svn? select the base/ufos directory, right click on the dir and select create patch from the context menu.

oh my...i really was THAT easy...

Creating a patch like this means that only persons with a SVN program will be able to use the modifications, right?

User modifications / Re: Problems modding weapons and techtree
« on: April 13, 2010, 02:19:30 am »
Look here for how to make new/edit research things.

tyvm for your try to help...but unfortunately i already read through that article...

Modifying the script files isnt the info im looking for, i already modified about 80% of the PHALANX weaponry and im runnig the first time game right now...

Im looking for a good way to form the modified script files into a patch (with SVN?!) or something...thats were im lost...

User modifications / Re: Problems modding weapons and techtree
« on: April 12, 2010, 03:50:34 pm »
ok, almost there^^

i installed the SVN and downloaded the source...if i understood the idea of SVN correctly, i should be able to make my changes to the script files and build them into a patch?

i could use some advice how to proceed...TIA.

User modifications / Re: Problems modding weapons and techtree
« on: April 11, 2010, 09:25:00 pm »
depends - if you have a bug due to script changes, first post it here - if it turns out to be an engine bug, it should go to the tracker. if you are making script changes, you should use svn and post patches (svn diff base/ufos > myPatch.diff or Tortoise Diff feature). looking at the patch might help us to find the errors in the changes (if there are any)

Well, to use SVN i would have to understand how that works...and i have absolutely no clue about coding or using SVN^^ I will have to have a closer look at the tutorials about using SVN...that will take some time ;)

For now, the information about the console were already REALLY helpful as i identified my main source of troubles: i removed items from the researched list without removing them from initial campaign equipment...that caused most of my crashes :)

User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
« on: April 11, 2010, 07:47:11 pm »
2.3 is vastly different from 2.2.1, almost a whole new game - the mod would probably have to be re-done head to toe for 2.3, or at least most of it.

what a pity...but i still hope for some information how to implement new/different weapons and ammo into the game...while trying to use existing models :)

User modifications / Re: Problems modding weapons and techtree
« on: April 11, 2010, 07:43:28 pm »
ok, i will do my very best :) i will keep you last thing about this: should i post possible errors to the bugtracker? as these errors are not from game itself, but errors by changing the scripts?!

but for my problem 1: i think i just forgot to remove/change something...maybe somebody with a better knowlegde about the scripting funktions might help me, as it isnt really an error:

i want to move some of the initial weapons to a later time (by adding a research_AND to the tech)...i already did:

1. remove the item and its ammo from the equipment campaign_player list in equipment.ufo
2. remove the information researched rslist_phalanx in researched_list.ufo
3. add the researched_AND to the tech

it works so far quite ok, as the tech is not shown in the ufopedia anymore and there are no weapons on the market to buy.

But there are still soldiers equiped with the weapons, though they are labeled "unknown - not usable" i think i just forgot to change one link to the scripts...but where?

User modifications / Re: Problems modding weapons and techtree
« on: April 11, 2010, 07:03:31 pm »
It should be in the wiki...  If not, well - Hang on a sec...


At the end of that entry are two links that give more information on what you can do in the console.

tyvm...i will try to reproduce the errors :)

User modifications / Re: Problems modding weapons and techtree
« on: April 11, 2010, 05:39:48 pm »
Please read through the wiki - it describes how to use the console, what commands you can use to test things, and where the log file is saved when/if the program crashes or malfunctions.

well, already tried that...but i will try again...:)

User modifications / Re: Problems modding weapons and techtree
« on: April 11, 2010, 05:32:36 pm »
sorry, but "geoscape crashes" isn't enough info - there should be console output, we need that.

well, the problem is that there arent any "real" error messages or obvious console i wrote: mostly the game wont accept the first base placement...but i will repeat my modding again and will try to access the console...but how do i get to the console??

version: 2.3 r29222

User modifications / Problems modding weapons and techtree
« on: April 11, 2010, 04:56:35 pm »
Hi, i am trying to modify some weapon and tech scripts a little bit and i encountered some problems i wasnt able to find a solution via the wiki...maybe somebody around could help?

1. I want to move some initial weapons (and their tech) to a later time in the campaign. I removed the entries (e.g. riotshot gun) in researched list, equipment campaign_player and equipment campaign_initial_market, but i still start with a riot shotgun...any way to change this without coding?

2. I want to move some starting techs (e.g. combat armor) to a later time by adding a research_AND...but every time i try this, the geoscape crashes and i dont understand why.

3. I want to use the multiplayer weapons (changed of course) in the campaign...i changed the research time to 0 (in research.ufo), moved the entries from weapons_multiplayer.ufo to weapons_human.ufo. that seems to work kind of...but once i change the research value to a positve value, geoscape crashes again.

The geoscape chrash happen in two ways:
a) once i start a new campaign, i build my first base, it is placed, but cant be chosen. Every time i try to pick the base, a new base will be built. (most of the time)
b) geoscape wont appear at all (rare)

User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
« on: April 11, 2010, 03:50:08 pm »
I tried to implement your mod to version 2.3 (simply put your file into the extracted ufos dir) and i got a lot of undefined stuff and the error "maximum objects exeeded"...any idea how to make your mod work for 2.3??

Tactics / Re: Changing equipment
« on: February 29, 2008, 04:08:18 pm »
Probably stupid Question, but how it is posible to use secondary weapon without droping primary weapon....? I have soldier with rocket launcher as primary and SMG as secondary weapon, to use SMG i need to drop my primary weapon... why is it so...? I'm playing on MacBook!

The Rocket Laucher is the only weapon afaik that absolutely needs both hands and therefore has to be dropped to use secondary weapons. All other primary weapons can stay in your hands while using a one handed secondary weapon. And here comes the second problem: the SMG is the only two handed secondary it is impossible to use it while having something in your second hand...

If you try to use a MP/Pistol while having an Assault Rilfe/Granade Launcher/Bolter in your other hand: no problem.

Just click on the "Continue" might even go on...

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