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Tactical Mod 0.54 ( Enhanced Sprites, mini map, etc..)
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Tactical Mod 0.54 ( Enhanced Sprites, mini map, etc..)
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Iskandar
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Joined: 03 May 2007
Posts: 330

PostPosted: Fri Jun 15, 2007 10:16 pm    Post subject: Reply with quote
 
um, I'm getting a crc error when trying ot unzip your mod. is there a problem?

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OVNI
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Joined: 25 May 2006
Posts: 68

PostPosted: Sat Jun 16, 2007 8:44 am    Post subject: Reply with quote
 
Iskandar wrote:


um, I'm getting a crc error when trying ot unzip your mod. is there a problem?


maybe you had problem while downloading, try to erase internet cache and redownload it.

MaximKat wrote:


radar in 0,41 brokes if resolution is set to 1280*1024
if you click on it, you will get not where you clicked but somewhere near bottom of the map
(if y resolution is set to 1024*768 - everything is just fine)
maybe it has something to do with hardcoded values for 1024 and 768?


It's due to a wrong variable type. Thanks for report.
To correct it open data\TacticalMod\TacticalRadarMap_40_.xscr and replace function GUIMRO_radarOnClick() by this one :
Code:


GUIMRO_radarOnClick()
{
    object      mouseCursor = getGlobalVariable("mouseCursor");
    object      camera      = getGlobalVariable("camera");
    int         offsetX     = GUIMRO_RADAR_X + 22;
    int         offsetY     = GUIMRO_RADAR_Y + 8;
    const int   gridSize    = 120;
    float       mX, mZ;
    float       pX          = mouseCursor.getPointerX();
    float       pY          = mouseCursor.getPointerY();
    float       resX        = mouseCursor.getResolutionX();
    float       resY        = mouseCursor.getResolutionY();
    float       f_xSize     = xSize;
    float       f_zSize     = zSize;

    // convert mouse coord in virtual screen (1024x768)
    pX *= 1024.0/resX;
    pY *= 768.0/resY;

    mX  = (pX-offsetX) * f_xSize/gridSize;
    mZ  = (pY-offsetY) * f_zSize/gridSize;
    mZ  = f_zSize - mZ; // invert Z : (radar Y axis from bottom to top)

    // -2 to center camera in the middle of the screen without GUI at bottom
    moveCameraX( round(mX-camera.x)-2 );
    moveCameraZ( round(mZ-camera.z)-2 );
    camera.update();
}


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Jetau
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Joined: 20 Mar 2007
Posts: 626
Location: Perth Australia

PostPosted: Sat Jun 16, 2007 9:28 am    Post subject: Reply with quote
 
OVNI, I must say I love your mod, mainly due to the minimap! How can you have a TBS game with no minimap? The reviewers were right to be critical of this.

A question. Is it possible to put 'fog of war' on the minimap, so that you can see which area is unexplored from the minimap? This would be really useful...I imagine it might be quite hard though.

Anyway, thanks again for your great work, and I'm looking forward to your 'weapon rebalancing' (the flamethrower etc). Very Happy


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OVNI
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Joined: 25 May 2006
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PostPosted: Sat Jun 16, 2007 4:17 pm    Post subject: Reply with quote
 
Quote:


A question. Is it possible to put 'fog of war' on the minimap, so that you can see which area is unexplored from the minimap? This would be really useful...I imagine it might be quite hard though.


It might be possible, and drawing walls too.
It is also possible to take a screenshot (from top, without gui) to do a larger tactical map (for better lisibility) like in x-com enemy unknown. Smile

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MaximKat
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Joined: 15 Jun 2007
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PostPosted: Sat Jun 16, 2007 6:12 pm    Post subject: Reply with quote
 
OVNI wrote:

Quote:


A question. Is it possible to put 'fog of war' on the minimap, so that you can see which area is unexplored from the minimap? This would be really useful...I imagine it might be quite hard though.


It might be possible, and drawing walls too.
It is also possible to take a screenshot (from top, without gui) to do a larger tactical map (for better lisibility) like in x-com enemy unknown. Smile


yahoo!! Very Happy it would be really GREAT Rolling Eyes

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piotrr
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Joined: 11 Jun 2007
Posts: 36
Location: Stockholm, Sweden

PostPosted: Sun Jun 17, 2007 10:08 pm    Post subject: Reply with quote
 
I really love this mod, both the map and the visibility through windows are things I really needed for the true Xcom feeling, and the ReservedAP for the entire team is an excellent function... except that's where I get a problem.

When I leave a tactical map where I have been using the ReservedAP function, I often get crashes when I exit the map. Crashes BEFORE the auto-save, so that I have to replay the tactical map. Smile

I am using the patched game, GamersGate version, and I did already have BMan's mod installed... so that may of course be the problem in its entirety, that there is a conflict between BMan and Tactical, and if there is, I don't know which I will finally choose. Sad


Anyway, the problem according to the log file is:

Code:

[03:37:28.913] Leaving mission, we WON
[03:37:29.407] Closing pack jungle
[03:37:29.436] Object is null
[03:37:29.436]     ASAPO_guiUpdateReservedAP (tacticalmod\autosaveactionpoints_30_.xscr 345:35)

[03:37:29.436] Int values:1
Float values:3
String values:5
Bool values:6
Object values:9
List values:1
Null values:0

[03:37:29.442] Waiting for sounds to stop playing
[03:37:29.980] Done waiting for messages.
[03:37:30.956] scripts done
[03:37:30.971] Switching console to window output
[03:37:31.215] graphics done
[03:37:31.215] input done
[03:37:31.216] event done
[03:37:31.217] Exiting with error




The object reported as being null is the following:

Code:

ASAPO_guiUpdateReservedAP()
{
    int frame;
    object ReservedAP = getGlobalVariable("ReservedAP");

    // starts with MsgReservedAP_3.png
    if (ReservedAP.updateTimedCall.n <= 5)
    {
        if (ReservedAP.updateTimedCall.n <= 2)
       frame = 2 - ReservedAP.updateTimedCall.n;
   else
       frame = (ReservedAP.updateTimedCall.n % 3) + 1;
        ++ReservedAP.updateTimedCall.n;
        object img = ReservedAP.findSubObject("img");
        img.changeImage("TacticalMod\\MsgReservedAP_" + frame +  ".png");
    } else {
        // finally hide
        ReservedAP.setVisible(false);
        ReservedAP.updateTimedCall.stop();
    }
}



...this line, to be specific:

Code:

if (ReservedAP.updateTimedCall.n <= 2)



Any idea what could cause that? Anything I can do to help you find it?

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Falrow
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Joined: 26 May 2007
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Location: Guelph, Ontario, Canada

PostPosted: Sun Jun 17, 2007 11:23 pm    Post subject: Reply with quote
 
Would it be possible to rotate the minimap so that it's a diamond to match the default direction of the camera? It would make it easier to use.

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inquisiteur
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Joined: 16 May 2004
Posts: 194
Location: Geneva

PostPosted: Mon Jun 18, 2007 10:03 am    Post subject: Reply with quote
 
just to say that this mod works fine for me with Iskandar's mode.

Both are great I am having a good time with the game noiw.


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Jetau
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Joined: 20 Mar 2007
Posts: 626
Location: Perth Australia

PostPosted: Mon Jun 18, 2007 10:22 am    Post subject: Reply with quote
 
Yep, I find the combination of Frankenmod and Tactical mod to work well. In fact, I think that OVNI's minimap ought to be included in Frankenmod (especially if he is able to put fog of war on the minimap). Smile


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OVNI
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PostPosted: Mon Jun 18, 2007 11:31 am    Post subject: Reply with quote
 
piotrr << sorry for the bug, i'll look at this. (Make a copy of the savegame maybe i'll need it, i failed to reproduce this bug)
For now you can run TacticalMod.exe, select "AP_auto_reserve" in list, and desactivate it.

Falrow << i'll see what i can do (todo list for 0.5 is becaming big :/ )

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bman654
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Joined: 09 May 2007
Posts: 451

PostPosted: Mon Jun 18, 2007 3:22 pm    Post subject: Reply with quote
 
another one for your todo list: Integrate the minimap with the LOS Circles. Basically whenever a red/green LOS Circle is drawn, draw an indicator at that location on the minimap also (but only if it is not hidden by fog of war). That way you can tell at a glance of the minimap which aliens you can shoot from your chosen position.

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Falrow
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Joined: 26 May 2007
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PostPosted: Mon Jun 18, 2007 3:51 pm    Post subject: Reply with quote
 
Thanks for trying, I think just a simple rotation would make the minimap far more usable.

Also I had a bug where when I'd click on a part of the minimap it would center my screen on a spot below where I clicked, Ill try to track it down a bit more.

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piotrr
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Joined: 11 Jun 2007
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Location: Stockholm, Sweden

PostPosted: Mon Jun 18, 2007 3:54 pm    Post subject: Reply with quote
 
OVNI wrote:

piotrr << sorry for the bug, i'll look at this. (Make a copy of the savegame maybe i'll need it, i failed to reproduce this bug)


I understand. I'll see what I can do though, because when the bug appears, no save will have taken place. I'll try to provoke it, but chances are the saving procedure will fail again.

OVNI wrote:

For now you can run TacticalMod.exe, select "AP_auto_reserve" in list, and desactivate it.


I noticed. The activation/deactivation function is very clever... but I WANT the auto-reserved APs. Smile Maybe I'm imagining things, but I do not seem to get the bug if I deselect all reserves before the map quits.

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OVNI
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PostPosted: Mon Jun 18, 2007 7:13 pm    Post subject: Reply with quote
 
piotrr << ok i found the problem : in data\TacticalMod\AutoSaveActionPoints_30_.xscr replace ASAPO_destroy() function by this one:
Code:


ASAPO_destroy()
{
    deleteForm( getGlobalVariable("ASAPO_menu") );
    safeDeleteGlobalVariable("ASAPO_menu");
    if( testGlobalVariable("ReservedAP") )
    {
   object ReservedAP = getGlobalVariable("ReservedAP");
   if( ReservedAP != NULL )
            ReservedAP.updateTimedCall.stop();
    }
    safeDeleteGlobalVariable("ReservedAP");
    safeDeleteGlobalVariable("ASAPO_tmpForUpdateMouse");
    safeDeleteGlobalVariable("ASAPO_menuFirstClick");
}



bman654 << thanks for the idea, i planned to change color of the alien icons (at bottom left) when soldier can shoot him, but drawing it on radar should be more usefull.

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piotrr
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PostPosted: Mon Jun 18, 2007 9:15 pm    Post subject: Reply with quote
 
OVNI wrote:

piotrr << ok i found the problem : in data\TacticalMod\AutoSaveActionPoints_30_.xscr replace ASAPO_destroy() function by this one:



Aha! Thanks a lot, now I can enjoy your excellently user-friendly reserveAP function without fearing having to replay my tactical missions. I am looking forward to the next version because you really focus on the necessary and useful things and execute the design of your ideas in such an intuitive manner.

(Oh, I know you're just making the game more and more like the original X-Com, but you are very good at it.)

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