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Topics - bugfartboy

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Telepath Tactics Misc. Mods / [MISC] - Random Sprite Collection
« on: August 22, 2017, 01:45:34 AM »
I was cleaning out the Windows partition on my laptop, and stumbled on a collection of recolored and rearranged Object sprites and Item Icons that may be useful to someone in the future.

This collection includes book icons of various colors and decorations. (Cryo, Photo, Pyro, and Skia decorated books shown below.)

Sample book item definitions for the currently released Telepath Tactics engine are included.

This collection also includes glove variants.  Most of these are less than pretty, but the black, bloodied, iron, and silver look okay.

Less useful, with the new engine's direction towards 3-D battlefield objects, are the garden object sprites.  Prominently featured are the hedge walls (vertical, horizontal, NE, SE, SW, and NW) and the stone statue.

Hedge wall object definitions valid for the currently released Telepath Tactics engine, as well as the .pyxel file for the stone statue, are included.

Imgur album for all embedded images

When an attack of the "Move" element has a max and min range of 0, it won't allow the player to select the character trying to use it, even if the target location defined in AOEPatterns.xml would cause it to land in a location other than its starting location.

The manual doesn't describe any way of using the OnStat dialog trigger with the string stat types, such as Direction, Class, etc, and I haven't been able to figure out a configuration of parameters that would cause it to work.

The -FNAME- special character isn't being assigned correctly when an OnCharAttacked dialog tree is triggered.  Instead of reflecting the name of the character being attacked, it reads "undefined".  (See the line labeled 561 in the attached log to see what I mean.)

Telepath Tactics Bugs / v. 1.047 Adobe Air bug returns
« on: September 17, 2015, 08:51:10 AM »
Our good friend the Adobe Air version bug has returned in the latest version of the game.  (The one released last night.)

Steam edition on Win 7.

I was attempting to run this script:
Code: [Select]
numList is an array containing values 0 ≤ x ≤ 499 built by hand. (I have a SetArr action for every entry.)

When the game reaches the ForArr action, it spits out ReferenceError 1069 and generates the attached log.

(Side note: variable saving seems to be really sketchy with the new save system.  I've had variables disappear from my save file or not be stored when moving to a new map.)

Brought to you by this thread, this mod causes the dialog with Gunther outside the bandit fortress to be a little more realistic and use variable quantifiers when referencing the number of units in your army.  E.G. If there are only 6 members of your army left alive (including the sisters), he'll use the term "half-dozen" instead of dozen.

(As with most of my mods as of late, I haven't tested it; I'm just throwing these together.  If it doesn't work, let me know.)

To install, download the attached file and copy it to "Telepath Tactics\Data\Campaigns\The Vengeance of Emma Strider\Maps".

This mod makes small changes to a couple maps to prevent NPCs from slowing down the battle (and your computer).

To install, download and move the attached files to "Telepath Tactics\Data\Campaigns\The Vengeance of Emma Strider\Maps".  Congrats!  No more NPCs slowing down your battle!

If things aren't working correctly, let me know and I'll see what I can do.

TPA2 / Missing Tile in League 6 - Team 6 & Solid State Shield Bug
« on: June 24, 2015, 12:37:41 AM »
Maybe my game is corrupted in a tiny way somehow, because I haven't seen this reported yet, but I'm missing a tile out of the map in the battle against The Big Fluffy Bunnies.  I've reloaded the battle several times, and it hasn't gone away.  Nothing game breaking, just something I thought I'd bring to light.
More often than not: using Solid State Shield will cause a random teammate nearby the caster to disappear.  If you complete the battle afterwards, they're counted as having died.

Telepath Tactics Misc. Mods / [MOD] [Multiplayer] Music Box
« on: June 13, 2015, 01:01:23 AM »
Are you tired of listening to the same boring music any time you play a Local Match? Don't worry, I've got you covered. With "Music Box" it's never been easier to change the music that plays during a Multiplayer battle. With simple set-up and easy installation, you'll be changing music tracks in no time.  Just install the Multiplayer Rule Set, run the map you want to use Music Box on through the enclosed converter, and you're off!

Before you do anything, though, read the README.txt file enclosed.  It's a super short file, and I'm not going to be happy helping you with any problems you may have if you don't read it.  So just read the file, please.

Split the map conversion tool into its own download.  I also included pre-converted copies of all the maps the game ships with.  Now you can just install and play without any extra work!  The maps don't include previews just yet, but I'll fix that as soon as Multiplayer is working again. Multiplayer was broken for a weird reason.  I've uploaded the previews now too.

Telepath Tactics Bugs / Errors found by bugfartboy
« on: June 04, 2015, 09:38:23 PM »
Rather than make a new thread anytime I find a new bug or error, I'll just put them all here from now on.

The game generated this one on its own, after I added a new script using the SetStatByStat action.  Here's the last section of the log attached, where it threw the error.
Code: [Select]
977 |      running runAction() in DialogScreen; currActionString = Run/UpdateStats
978 | running getScript( UpdateStats ) in StartBattle
979 |      scriptActions[0] = SetStatByStat/ID[000],Max Health,=,-FNAME-,Max Health
980 |      scriptActions[1] = SetStatByStat/ID[000],Max Energy,=,-FNAME-,Max Energy
981 |      scriptActions[2] = SetStatByStat/ID[000],Strength,=,-FNAME-,Strength
982 |      scriptActions[3] = SetStatByStat/ID[000],Psy Power,=,-FNAME-,Psy Power
983 |      scriptActions[4] = SetStatByStat/ID[000],Psy Defense,=,-FNAME-,Psy Defense
984 |      scriptActions[5] = SetStatByStat/ID[000],Speed,=,-FNAME-,Speed
985 |      scriptActions[6] = SetStatByStat/ID[000],Dodge,=,-FNAME-,Dodge
986 |      scriptActions[7] = SetStatByStat/ID[000],Counter Limit,=,-FNAME-,Counter Limit
987 |      scriptActions[8] = SetStatByStat/ID[000],Perception,=,-FNAME-,Perception
988 |      scriptActions[9] = SetStatByStat/ID[000],Slash Res.,=,-FNAME-,Slash Res.
989 |      scriptActions[10] = SetStatByStat/ID[000],Crush Res.,=,-FNAME-,Crush Res.
990 |      scriptActions[11] = SetStatByStat/ID[000],Mental Res.,=,-FNAME-,Mental Res.
991 | running runScript( SetStatByStat/ID[000],Max Health,=,-FNAME-,Max Health,SetStatByStat/ID[000],Max Energy,=,-FNAME-,Max Energy,SetStatByStat/ID[000],Strength,=,-FNAME-,Strength,SetStatByStat/ID[000],Psy Power,=,-FNAME-,Psy Power,SetStatByStat/ID[000],Psy Defense,=,-FNAME-,Psy Defense,SetStatByStat/ID[000],Speed,=,-FNAME-,Speed,SetStatByStat/ID[000],Dodge,=,-FNAME-,Dodge,SetStatByStat/ID[000],Counter Limit,=,-FNAME-,Counter Limit,SetStatByStat/ID[000],Perception,=,-FNAME-,Perception,SetStatByStat/ID[000],Slash Res.,=,-FNAME-,Slash Res.,SetStatByStat/ID[000],Crush Res.,=,-FNAME-,Crush Res.,SetStatByStat/ID[000],Mental Res.,=,-FNAME-,Mental Res. ) in StartBattle
992 |    DialogScreen open--running script!
993 |    running runScript() in DialogScreen; scriptActions.length = 12
994 |      scriptActions[0] = SetStatByStat/ID[000],Max Health,=,-FNAME-,Max Health; now converting special characters!
995 |
996 |      running runAction() in DialogScreen; currActionString = SetStatByStat/ID[000],Max Health,=,Psy Fighter,Max Health
997 | ArgumentError 1063: Error #1063
998 | ArgumentError: Error #1063
at DialogAction/executeAction()
at DialogAction()
at DialogScreen/runAction()
at DialogScreen/runScript()
at StartBattle/runScript()
at DialogAction/executeAction()
at DialogAction()
at DialogScreen/runAction()
at DialogScreen/runSpecialActions()
at DialogScreen/bgLoaderReady()
999 | ---------> running saveLog() within LogHandler!
I'm not sure if this was just me doing something incorrectly that the game really didn't like, or if it's an actual bug.  Either way, the game in general stopped functioning after this occurred.

Also, as a side note, SetStringByStat isn't in the manual, as of game version 1.033.

Mousing over any character's abilities (walk, done, rotate, move, etc) will trip an OnCharSelect trigger if one applies to a that character.  This means if a script is set to run any time a character is selected, it can be tripped many times over the course of just a few seconds.

When a unit has max health in the single digits, the energy icon overlaps onto it on that unit's tool-tip.

Telepath Tactics Bugs / Trouble with arrays
« on: June 03, 2015, 08:33:45 PM »
Attempting to use the new array functionality that has been added, I've hit a few snags. I'm unsure if they're bugs or not, but using _ArrStr in a script tied to a ForArr action seems to do nothing.  From what I can tell from the log, it's not recognizing _ArrStr as a special character. (At least when used in the context of a SetString action.)  The scripts work just fine when the array is empty.  It's "ConcatenateString" that seems to have trouble.

The scripts in question being used, in case I'm just mangling something:
Code: [Select]
<Dialog branch="0" r="-1" name="Click">
    OnCharSelect//bugfartboy/A character on the map was selected. Let's see which one it was!
    <Action>AddTextOverlay/Entered Text: -STR:MBKOutput-</Action>
(On an unrelated note, this is actually how I prefer to edit my dialog and scripts. The Dialog Editor is nice, but I like using Notepad++ and having a copy of the manual open instead.)

Log attached below.

Telepath Tactics Misc. Mods / [UI] - More Orb Colors
« on: April 29, 2015, 04:26:14 PM »
I made these a while ago and forgot about them.  This adds 5 new orb sprites (including 3 TPA1 classics that didn't make an appearance in the TT main campaign) to be used by campaign makers and modders alike. 


2015/04/29 - Added two new orbs:  The Brown Orb and the delicious Sprinkles Orb.

To install, simply extract the contents of the attached zip file into your "Telepath Tactics/Data" folder.

Are you sick and tired of your main weapon going "ker-chink" in the middle of battle?  Are you frustrated at not being able to afford armor because you need to keep buying enemy-defeating weapons?  Be frustrated no more! 

Bugfartboy's Unbreakable Weapons, with tripled extras eliminates the oppressive PLANNED OBSOLESENCE "The Man" (aka Developer Craig Stern) imposes on the game.  Using our secret formula of superglue, processed crude oil, silicon, trapped lightning, and NUMBERS (!!!) :D all weapons are protected from breakage, 100% guaranteed!

That means your trusty iron sword will never dull, your bow will last forever, and your trusty spear will never stop poking your foes!  Consumable items such as throwing axes and bandages, however, last 3(THREE !!!) times as long as their original counterparts.  So while your regular axe might last forever, your throwing axe will not.  It will just last a longlonglongtime.

Because our virtually-indistinguishable-from-the-original products are about to flood the market, any and all merchants will refuse to buy any piece of equipment from you.  That means any weapons you aren't using will just sit in your tent until you finally decide to do your spring cleaning and THROW them away at a pre-arranged landfill where we'll allow them to just pile up until we can't pile them any more.

So if you like indestructible weapons and hate the environment, this mod is for you.Youhorribleperson.

As the title and description might suggest: this is a quick mod for The Vengeance of Emma Strider that prevents main weapons from breaking.

Important notes:
  • Main weapons will not break
  • Consumable items such as lockpicks, bandages, and battle primers last 3 times as long
  • You obviously don't care for the environment of the Dundar Archipelago (kidding)

To install, just replace the "ItemClasses.xml" file in "Telepath Tactics/Data/Campaigns/The Vengeance of Emma Strider" directory with the attached file.

If I missed anything, just let me know.

Updated to include the legendary bow Lyrio, and use the new steel item sprites.

When you install Telepath Tactics through Steam, the Map Editor gives several different loading errors, including:
Quote from: Loading Error!
Couldn't get the file! null/ObjClasses.xml
Quote from: Loading Error!
Tiles subdirectory not at app:/Tiles
Quote from: Loading Error!
Tiles subdirectory not at file:///C:/Program%Files%20(x86)/Telepath%20Tactics/Data/Tiles
Quote from: Loading Error!
Data subdirectory not at file:///C:/Program%20Files%20(x86)/Telepath%20Tactics/Data!

To ensure that the map editor simply hadn't updated where to look for files, I uninstalled and reinstalled the editor.  I was met with the same barrage of messages.

Telepath Tactics Misc. Mods / [CHAR] - Shadowling Guardian
« on: April 22, 2015, 11:28:00 AM »
Quote from: Shadowling Guardian 1
Those dang Shadowhearts stole our idea to wear masks!  How else are fleshlings to know we aren't to be messed with?
Quote from: Shadowling Guardian 2
We can steal their ideas too!  What if we started wearing bone jewelry on our hands?
Quote from: Shadowling Guardian 1
Yeah, that'll show 'em.

Modified from the Shadowheart sprites, here are Shadowling Guardian spritesheets for Telepath Tactics.

To install these sprites, unzip the attached file into your Telepath Tactics/Data/Characters directory.  To use them in a campaign or multiplayer map, use
  • spritetype="ShadowlingGuardian"
in the CharClasses.xml file.

Telepath Tactics Bugs / PSA: The Steam Overlay
« on: April 21, 2015, 12:39:08 PM »
The Steam overlay does NOT play friendly with Telepath Tactics.  Pulling it up in-game will result in a lockup of both the game and the overlay.  It doesn't matter where in the game you are, it will ruin your day.  The only way I've found to escape insofar is to simply force the game to close, and never open the overlay in-game again.  In other words: if you don't want to lose your progress in a map, DO NOT activate the Steam overlay.

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